Evolutiongame Wiki

Rules Description

Game Setup

Game Setup: Starting Values

The three starting primary_mutations: 1. primary_mutation1 2. primary_mutation2 3. primary_mutation3. These will be renamed as the game begins.

Primary Mutations belong to the superclass mutation and the mutation subclass primary. They have a name but no bonus values. In a sense, they are inert mutations.

Secondary mutations belong to the superclass mutation and the mutation subclass secondary. They have a name. Each player's secondary mutations have their own unique bonuses. There is an attack and a defense bonus versus every other mutation. The starting value of these bonuses are zero except where otherwise noted. (example: during the setup round, players get a secondary mutation that has a +10 bonus vs one mutation.)

There are 6 secondary mutations. AttackVs_"primary_mutation1",AttackVs_"primary_mutation2",AttackVs_"primary_mutation3",DefenseVs_"primary_mutation1",DefenseVs_"primary_mutation2",DefenseVs_"primary_mutation3".

The bonus value for secondary mutations added during the setup phase will be +10.

Each mutation has several potential attributes, most of which are not active. Each mutation usually just does one specific thing.
Possible attributes of mutations:
cost to purchase (which varies throughout the game)
a general attack multiplier against all defenders (usually 0)
a specific attack effect multiplier (negative or positive integer, usually positive, usually 5)
attack effect target (name of another mutation)
a general defense effect against all attackers (usually 0)
a specific defense effect multiplier (negative or positive integer, usually positive, usually 5)
a specific defense effect target (name of another mutation)
a reproductive effect (most mutations have none)
a byproduct name (only rare mutations create byproducts)
a byproduct rate (amount of byproduct per turn created per survivor)
a negative side effect to being eaten name
a negative side effect to being eaten death rate (this is a mortality % for any predators who succeeded in eating you)

Each creature gets a general defense effect against all attackers of +40.
This can get decreased later in the game, but should probably never be increased.

the effect multipliers will usually be 5. A species then can have multiple instances of that effect.
So that, if a slobbery attacker has no bonuses vs, say, frogs, and frogs have +5 defense vs slobbery called ANTI SLOBBER, the
attacker will only have a 100-40(general defense bonus)-5 = 55% rate of success
If frogs have anti-slober +25, then the attacker will only have a 35% rate of success
If the attacker has a +30 attack bonus vs jump, and let's say frogs have the jump mutation, then the equation changes more in the attacker's favor to 100-40-25+30= 65% rate of success
(over 100 just equals 100% success, except that over 100 does affect your ability to outcompete species predating on the same prey. attack of 150 will be relatively more successful than attack of 110 IF there is a shortage of prey. So if wolves and cheetahs are both trying to eat 500 frogs, but there are only 520 frogs, then wolves will eat 150 frogs for each 110 that cheetahs eat, so wolves will eat 300 frogs and cheetah will eat 220.
there can only be one attack mutation versus a specific other mutation. when the program parses the submission of a new mutation, if there is already a similar mutation created, the player is told that their name for the mutation will be disregarded and changed to the existing mutation, or they can cancel and start over. (I'm trying to only have 1 mutation with a positive attack bonus versus slobbery, for example, to encourage species sharing mutations, which makes the multipliers more interactive.) Similar mutation means +5 vs slobbery is similar to +5 or +10 vs slobbery. -5 vs slobbery is NOT similar, and should have a different name, like "fear of saliva" or something, and a defense bonus is not similar to an attack bonus.

a note on reproduction starting values:

the first time we did this the repro rate was 105, or 1.05% That meant that survivors + newborns = survivors + (survivors*1.05)
this seemed too fast. Every turn a species ate well, it's population doubled! It created a very volatile system.
If you start with 1000 biomass, and everybody lives, what's a reasonable repro rate? INtuitively, I'm thinking you have 1500 next turn.
If half of you died off, what's a reasonable rate? Well, how about you have 75% of what you had the turn before?
My original assumption was that if half of you die off, you will still be about the same (500+500*1.05) would be your biomass next turn. But this wasn't good.
If we try a starting repro rate of .5, then survivors (1000) + newborn (500) = 1500,
or, survivors (500) + newborn (250) = 750.
That seems more reasonable.
This means that equilibrium exists if only 33% of you is getting killed, because then you birth the same amount in newborns. But your population cannot grow unless you reduce your death rate to below 33%.


we had a discussion about how long is a turn and decided, for now, to have a 24 hour turn that will advance early if everyone has already moved.