These are for the Traits section of your creature.
Biodiversity: The only trait that varies by population. Higher biodiversity means better survivability in disasters. If two biomes merge, the new biodiversity is the same as the highest featured biodiversity.
Size: Size is the only evolution that can happen at the same time as another. The lowest is 1 and the highest is 8. If nothing fills the same niche in a smaller size, it cannot evolve or migrate (so a level 3 herbivore needs a level 2 and 1 herbivore in the same biome). This means a different diet in animals, and a different nutrient tolerance in plants. The cost to increase or decrease in one size is 2^x, where X is the current size is. (Size 1 to 2 = 2 EP, Size 4 to 5 = 2*2*2*2 = 16 EP, Size 7 to 8 = 2*2*2*2*2*2*2 = 128 EP) Size also contributes to the combat skill, which is +2 for each size bigger than the predator/prey. Starters are size 1 by default.
The IRL sizes are:
1 - 1 mm
2 - 1 cm
3 - 10 cm
4 - 50 cm
5 - 1.5 m
6 - 3 m
7 - 10 m
8 - more than 10 m
Reproduction: This can be either asexual or sexual. Starters are asexual by default. Sexuality costs 40 EP and can be reverted for free.
Propagation: This determines how a species reproduces. Each species must have EXACTLY one method of propegation.
Temperature: This determines where the creature can comfortably live. To move it up or down costs triple the current amount of Temperature. The usual limit is 5, but Endothermy brings it up to 8.
Combat: This determines attack and defence skill. This costs the current Combat number, multiplied by 10. The cost of 0 to 1 is 5 EP. If one side has a Combat skill 3 points higher than the other, the other side will lose 1 Biodiversity on that turn. This can either be physical (claws, armour) or camouflage.
Plants have
Nutrient Consumption: All biomes, unless stated otherwise, have three nutrient slots for plants: Low, Medium and High. Low can change to Medium, Medium can change to either, and High can change to Medium. This costs 20 EP.
Animals have
Diet: There are eight diets. There are granivores (eats seeds), herbivores, detritovores (eats dead plants), ovivores (eats eggs), carnivores and scavengers (eats dead animals), plus parasites and planktonivores. All, excepting parasites, can coexist with other diets.
Parasites require a prey species that is at least 3 sizes larger than them, while there is one filter feeder niche for each size (plus spares from Spawning species). The only other diet a filter-feeder can have is prey that's 5 sizes smaller than they are.
There can only be one detritovore and one scavenger for each size in a biome. The maximum size for a pure scavenger or detritovore is half the size of the largest organism in the biome.
Ovivores/granivores require a prey species and must be 2 sizes smaller than their prey.
Herbivores and carnivores have no diet restrictions.
Adding a diet costs 40 EP. (Template: Herbivore (Species name) 1)
Adding a new prey to an old diet is the same as adding a new diet. This costs 30 EP.
Adding a specialisation level makes the organism harder to replace. This costs twice the current specialisation level.
All new species evolved from a prey will automatically become prey themselves, as long as they fit the criteria.
Speed: Speed determines how fast a species is at a certain locomotion. The four different types of locomotion are swimming, walking, climbing and flying. Swimming is the default for the starters. It can only be obtained by aquatic or amphibic animals. Walking can be evolved by amphibic and terrestrial animals and describes any way of moving on the ground. Climbing can only be evolved by walking animals, while flying can only be evolved by climbing animals. Any animal that does not have any locomotion is considered immobile. Immobile species can only feed on mobile species. Climbing animals must be 2 sizes smaller than the largest plant. Predators cannot prey on a species that is faster than themselves. This only works if the locomotion is more flexible than the shared one. The rule is: swimming < walking < climbing < flying, where '<' means 'less flexible than'. If it doesn't share a locomotion, then it cannot be hunted. Increasing the speed of one locomotion costs EP that is their level, plus one, squared. (It's similar to biodiversity) Evolving climbing (starting with level 1) costs 25 EP. Flight and Walking have their own costs, as stated in the ability section.
Intelligence: This is the goal of the game. The cost of increasing the intelligence by one level is equal to (2^x EP /size)*20 (rounded up), where x is the next level. For example, for a size 4 animal, to advance from intelligence level 4 to 5 the cost is (2^5 EP /4)*20 = (2x2x2x2x2 EP /4)*20 = (32 EP/4)*20 = 8 EP*20 = 160 EP. Once a species reaches level 10, the creator team wins the game. It also has a second function: During disasters every 3 points of intelligence saves exactly one loss of biodiversity. That means you can save up to three points at once during a disaster.