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Author Topic: Smol Evolution | A New Journey | Turn 2 (3/10) (Always Open)  (Read 1455 times)

Magmacube_tr

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Okay. I know I failed miserably as a GM, and never managed to finish a game entirely.

But this one will be different! Or not! Time will tell!

I tried further to refine the niches and shrunk the game. Got rid of the old redundant niche table and nonsensical niche jumping mechanics that resembled cobweb.

Anyways, lets hope this one doesn't flops or collapses under its own complexity.



The premise is very simple. There is a small archipelago with an all year round, temperate climate. You play as species of plants and animals, evolving and diversifying on these islands as the game goes.

The islands are small and uniform in tempature, so is the games scope. Each biome may have only up to 3 species of plant, and 12 species of animals, depending on the biome. And islands have three biomes, at most. And there are 5 islands only (Thought they may combine and separate like jigsaw puzzles. They move and their climate may change as they do).

You can make 5 moves each turn, and moves will have a 10 sided dice for determining the amount of success. There will be modifiers you can evolve such as herbivory, flight and climbing, which will affect the roll results positively or negatively.

You choose which lineage yours will extend emerge from, and once you do in-game, you are stuck with it until it goes extinct.

You may be familiar with how to play. You make new species to fill in empty niches and fight for occupied ones and claim or keep them by rolling a higher number than your opponent in a versus sequence. But there is now bit more nuance to this.

Lets begin with removals.
Spoiler (click to show/hide)

Now, it is for what is now new.

You can now play as plants. They are less diverse by nature, and have a lower player count.

In order for a niche to be available, it needs its pre-requisites to be fullfilled. Such as predator niche requiring a herbivore to be present in a biome to be available, or herbivore niche needing a plant. Tree niche requires fertile ground, while anything arboreal requires trees themselves.

You got the point. Just use logic in that. An exception is if a predator and prey, or any other species linked with dependancy speciates to the same space at the same time. Then the current absence of the required species can be ignored. If the prey fail ls to speciate in that turn, however, then the predator automatically fails as well.

And there are the modifiers. A species needs specific adaptations to occupy niches. Anything arboreal requires arboreality, herbivory and carnivory also requires the same thing. Flight requires gliding to evolve first, and gliding comes from arboreality. A plant species first needs to be a bush to become a tree. To be terrestrial, you need the terrestrial adaptation.

You understand.

And adaptation doesn't needs to be repeated; an arboreal species may speciate into other forests, and the new species will inherit the adaptation, free of charge. same thing with others. If you want to evolve into a different direction, then a new adaptation will have to evolve and replace the one before. You can have more than one adaptations in a clade; most niches require that. But those adaptations cannot be in the same category. You can't have a both arboreal and terrestrial, or both a carnivore and an omnivore animal.

To be able to invade an existing niche, the invading species needs to already be in that same niche. An arboreal herbivore can only be competed by another species of such, not a ground or flying one. This will result in gradual monopolies on niches if left uninterrupted, I know. But mass or local extinctions should shake things up to prevent that.

You can use multiple points on one action. This grants you two rolls on that action. If the first roll fails, there will be another roll. Maximum multiroll count is three times. You can't roll five times in a single action.

There are biomes, as discussed. Here are the types of biomes and their available niches. Each has 3 functionally identical tempature variations; hot, lukewarm and cold.



Forest: Centers of biodiversity. Has the most available niches. They are only found along a river or a lake. Needs terrestriality to be lived on.
Spoiler (click to show/hide)

Shrubland: The basic variety biome, where there isn't a forest, there is a shrubland. Needs terrestriality to be lived on.
Spoiler (click to show/hide)

Rivers and Lakes: Is included in the biome cap of 3, despite being inside a biome by itself. It requires freshwater adaptation to dwell in.
Spoiler (click to show/hide)

Sea: Surrounds an island as a single biome, and does not count in the biome cap. Includes the shores. Every island has one. Requires saltwater adaptation to dwell in.
Spoiler (click to show/hide)

Mountains: Found at the centers of some islands. Altitude adaptation is needed to live in them. Their tempature is always one notch lower then their islands. A hot island mountain will be lukewarm, a lukewarm island mountain will be cold, and cold mountains will be, well, also cold.
Spoiler (click to show/hide)



And the list of clade adaptations, or tokens as I like to call them.

Spoiler (click to show/hide)

Tempature token changes and subsequent dice rolls for success will happen automatically if the local climate changes. They will most likely be mass changes and a significant amount of species will go extinct in the process.

Cladograms must be done by players themselves. Just make the tree of your own clade. This way, the task of making the tree can fall into 10 hands instead of one. You can do it with painting or just text. Just have it orderly.

-Players-
Spoiler (click to show/hide)
« Last Edit: July 01, 2022, 05:07:19 pm by Magmacube_tr »
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Knightwing64

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Re: Smol Evolution | A New Journey | Turn 0 (0/10) (Preparing)
« Reply #1 on: June 19, 2022, 07:37:15 pm »

I will give you some ideas in a sec because I need some time to think, but I want you to know that I’m in and that you can bet your magma cube that I’m finally gonna finish that parasite from your old evolution game, you got me so invested then you just stopped posting, the heck man?  :P

Nah, JK. I get writers block. You didn’t fail though, you wrote a good evolution game and we all had fun till it ended, however abruptly. And that’s all anyone can really ask for.
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Knightwing64

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Re: Smol Evolution | A New Journey | Turn 0 (0/10) (Preparing)
« Reply #2 on: June 19, 2022, 08:03:24 pm »

Question:

Is there a intelligence limit, like are we only allowed to keep them at animal intelligence and not improve their brain?


Suggestions:

I would recommend adding a snow/mountain/desert biome or something just for diversity same, forest and water is basically all there is right now. If you think it would be too much to keep track of another one you could replace the shrub biome with it, with the forest it’s kinda redundant.

Maybe add some hint of plot? It doesn’t have to be anything large, maybe just mention at the beginning we are spirits of the islands helping the creatures and whenever something bad happens, you could say “the spirits were displeased” or something.

You said that anything’s size cannot be bigger then a large dog, but I would recommend loosening that restriction for plants, or more specifically trees because it would look ridiculous if the trees were the size of large dogs. Would be kinda funny though, still recommend changing it for trees tho.

If it helps you, you could ask us to keep track of what species we’ve made and post it as a spoiler whenever we make a post to save time and effort on your part?


That’s it for now, can’t think of anything else.
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Magmacube_tr

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Re: Smol Evolution | A New Journey | Turn 0 (0/10) (Preparing)
« Reply #3 on: June 20, 2022, 05:12:45 am »

Quote
Is there a intelligence limit, like are we only allowed to keep them at animal intelligence and not improve their brain?
Only animal intellgience, sorry.

Quote
I would recommend adding a snow/mountain/desert biome or something just for diversity same, forest and water is basically all there is right now. If you think it would be too much to keep track of another one you could replace the shrub biome with it, with the forest it’s kinda redundant.
You are right. I always had my doubts when I arranged biomes. I suppose a hot, lukewarm and cold distinction would be great. But, I also learned that making biome layouts too diverse do affect the games complexity limit before it becomes unmanagable. Shrubland stays, but like all biomes, it now has hot lukewarm and cold variants, making the biome count 12, kinda. With tempature adaptations to go with. It would be not hard to manage, since it is just attention to one modifier.

But I think I can include mountains. with an altitude adaptation to live in. Yeah, that would be great. And easy.


Quote
Maybe add some hint of plot? It doesn’t have to be anything large, maybe just mention at the beginning we are spirits of the islands helping the creatures and whenever something bad happens, you could say “the spirits were displeased” or something.
We'll see...

Quote
You said that anything’s size cannot be bigger then a large dog, but I would recommend loosening that restriction for plants, or more specifically trees because it would look ridiculous if the trees were the size of large dogs. Would be kinda funny though, still recommend changing it for trees tho.
I meant the sizes of animal with that, I forgot to add that. Islands are small, so they can't get too big. Plants may also be be a bit dwarfed in their maximum size, but trees and shrubs are larger than medium sized dogs. Kinda like normal shrubs and maybe a large fig tree? If you get what I mean.


Quote
If it helps you, you could ask us to keep track of what species we’ve made and post it as a spoiler whenever we make a post to save time and effort on your part?
That would be very helpful, actually. The hardest part is always the cladogram. Splitting it into 10 sounds good.
« Last Edit: June 20, 2022, 05:22:29 am by Magmacube_tr »
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Knightwing64

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Re: Smol Evolution | A New Journey | Turn 0 (1/10) (Preparing)
« Reply #4 on: June 20, 2022, 06:21:18 am »

Hmm. Do you need more suggestions or anything?
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TricMagic

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Re: Smol Evolution | A New Journey | Turn 0 (1/10) (Preparing)
« Reply #5 on: June 20, 2022, 08:28:48 am »


But this one will be different! Or not! Time will tell!

And explosions! These are always fun though.
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Magmacube_tr

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Re: Smol Evolution | A New Journey | Turn 0 (1/10) (Preparing)
« Reply #6 on: June 20, 2022, 09:48:02 am »

Hmm. Do you need more suggestions or anything?

No not really. I think this is pretty solid. I may tweak some little things if need be, but this is mostly final.

Now we just have to have one person playing animals and another one plants. Then we can start.
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Magmacube_tr

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Re: Smol Evolution | A New Journey | Turn 0 (1/10) (Preparing)
« Reply #7 on: June 20, 2022, 10:06:31 am »

Okay, added some stuff. Four new niches that are specialised and minor enough that they wont be a bother. Along with a new rule at the new stuff category.
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Knightwing64

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Re: Smol Evolution | A New Journey | Turn 0 (1/10) (Preparing)
« Reply #8 on: June 20, 2022, 10:20:26 am »

Um, animals
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a1s

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Re: Smol Evolution | A New Journey | Turn 0 (1/10) (Preparing)
« Reply #9 on: June 20, 2022, 10:40:58 am »

Very well, I shall play as a tree.
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Knightwing64

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Re: Smol Evolution | A New Journey | Turn 0 (1/10) (Preparing)
« Reply #10 on: June 20, 2022, 10:54:26 am »

Don’t worry, I’m sure you can come up with something cool for the tree! Like a poison tree that kills things that step on its roots and then uses the dead bodies for nutrients or som
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TricMagic

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Re: Smol Evolution | A New Journey | Turn 0 (1/10) (Preparing)
« Reply #11 on: June 20, 2022, 11:10:06 am »

Weeds get everywhere.
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Magmacube_tr

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Re: Smol Evolution | A New Journey | Turn 0 (1/10) (Preparing)
« Reply #12 on: June 20, 2022, 03:38:55 pm »

Don’t worry, I’m sure you can come up with something cool for the tree! Like a poison tree that kills things that step on its roots and then uses the dead bodies for nutrients or som

Hmmm, a poisonous token would be fun. And also prevent all encompassing monopolies on niches.

I think I can add it.
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Knightwing64

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Re: Smol Evolution | A New Journey | Turn 0 (1/10) (Preparing)
« Reply #13 on: June 20, 2022, 04:24:28 pm »

Don’t worry, I’m sure you can come up with something cool for the tree! Like a poison tree that kills things that step on its roots and then uses the dead bodies for nutrients or som

Hmmm, a poisonous token would be fun. And also prevent all encompassing monopolies on niches.

I think I can add it.

We could add more tokens as the game progresses, like say (not naming names here) someone wanted to make a parasite capable of control other animals bodies and absorbing their nutrients, maybe we could start out with like a parasite token and then evolve towards the body control or som?
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Magmacube_tr

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Re: Smol Evolution | A New Journey | Turn 0 (1/10) (Preparing)
« Reply #14 on: June 20, 2022, 04:32:50 pm »

Don’t worry, I’m sure you can come up with something cool for the tree! Like a poison tree that kills things that step on its roots and then uses the dead bodies for nutrients or som

Hmmm, a poisonous token would be fun. And also prevent all encompassing monopolies on niches.

I think I can add it.

We could add more tokens as the game progresses, like say (not naming names here) someone wanted to make a parasite capable of control other animals bodies and absorbing their nutrients, maybe we could start out with like a parasite token and then evolve towards the body control or som?

This is less of a classic step-by-step evolution game but more of a speciation game. The emphasis is on clades, not individual species. This game explores the divergence aspect of evolution, not novel adaptation. Parasitism could exist as a niche, but there can be no specifics like you say.
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