2 is progress!
Progressive meshes are the next big step in that direction -- without them, I've had some atrociously high triangle counts in the town (45000+ sometimes). That's unacceptable on my computer.
I'm also going to allow the game to flat out skip some frames if it detects that things are going slow -- this will be an option, since it might cause (real-time) combat to be harder, but if graphics are the bottleneck on a computer, it will make things a lot faster (though choppier).
Yeah, save/load is going in for the next one. I'm also adding in a lot more information about growths (notably claw attacks, teeth, and symmetry) that I will need to have encoded to do the motif editor in the reptile release.
If you copy down a seed, the empire positions are the same, so you can write down a seed if you find overlap. In the next version (with save/load), you'll be able to save and load active worlds, and also the parameters that generated them (if you want to refresh them), so you won't have to copy anything down. You can then just name the universe "Overlapping Empires" or something more inspired and save it.
I'm not sure why, but town positions ARE NOT the same if you use the same seed. I mean, I have a good idea why, and it will be fixed for the reptile release. This isn't a problem if you want to get a lot of creatures fighting each other -- if towns are reasonably close together, you can lead some creatures to another town (of a different species) to start one of those battles. If you don't find nearby towns, just restart and their positions will be changed. This would conceivably work even if you find two empires that are adjacent with towns next to each other on the empire border -- this happens a lot more often too.
With saved worlds and games -- right now, it is very likely with each release that save games/worlds in prior versions will Not be usable. It is impossible to encode compatibility when things are still changing so fast. In the future as things become more stable, most releases will preserve the save file structure.