Beginning Concepts on The Multicellular Stage

It basically is, yes - with this concept, as the size of your colony increases, so does the cost associated with binding agents. We can just assign that as size-related costs associated with colony activity, but since this would apply to unicellular organisms which can exhibit colonial behavior as well, it might be difficult to present that as its own thing.

I realize that problem would still be present with binding agent costs as well; but if we include intracellular size-related costs as well, could that lead to some confusion or crowding for the player to look at? Atleast with binding agents, players pretty clearly associate that with multicellular activity.

This would apply to unicellular colonies in accordance to the progression from 1st to 2nd stage concept, and communicating that cost could be difficult.

Perhaps one way to approach it is to have binding agent costs act a bit differently for Microbe Stage organisms, where each additional bond adds a flat cost instead of one that might be more dynamic for Multicellular colonies. So the initial osmoregulation cost of a binding agent is 5 - binding with another organism adds another 5, another bind adds another 5, etc. So with this math, the player could somewhat intuitively figure out that a colony of 5 would require atleast a 25 ATP margin to fly.

This cost can be less for a prokaryote if we want to allow colonies a la cyanobacteria (a stacking cost of 2 with each agent instead of 5). They can’t progress to Multicellular without a eukaryote anyways, so progression there looks different.

That is a good point about whether or not the penalty grows with a multicellular organism or if it is just applied from birth to every cell. I think it would be best to just have it be applied from the beginning for multicellular organisms so that your initially productive cells don’t just start dying after a certain part of your growth. Though that does bring up questions related to player intuitiveness.

I think that’s very valid, I just wonder how intuitive it would appear to the player. I think costs are more intuitive for the player to understand (could be my own intuitive biases) because they tend to be more explicitly tied to a sort of baseline, whereas generation can be affected by dynamic rates. I’m definitely not against this interpretation, I was just focused on costs since they seem more immediately understandable.

The “eh here’s some jargon” explanation that immediately came to me was that multicellular organisms tend to have more complex enzyme feedback/regulation because they need to both optimize specialized performance and still make sure that every cell exists in the ideal state for the colony as a whole. So perhaps that cost represents the additional upkeep needed to keep everything regulated and optimal.

One of our old Theorists, Bird, explained this better than I can in an old message:

Keep in mind however the context of that answer is in regards to why macroscopic organisms can’t just rely on enzymes as much as unicellular organisms to adapt to environmental conditions - so this isn’t me trying to say that my jargon is a theory-approved idea. You have a stronger theoretical background than I do, so if you think what Bird was describing is a different phenomena and doesn’t pass the sniff test for that concept, I’ll take your word for it.

I think if anything, something like this:

Could be a good alternative, since it has the more intuitive effect to costs as opposed to generation while still presenting some sort of that scaling effect.

That could also work, but I do think about how exactly that would work if adding this part results in the stage transition. Do you just build up to this expensive part, and if you reproduce x amount of times with it, you become multicellular? That could be more in step with how progression related to the nucleus works - but what would incentivize a player to actually utilize binding agents if the placement of a part is the definitive source of transition, and not action related to the agents?

I definitely think the current stage transition is flawed in that it is very easy to fulfill once you place down a binding agent, but I atleast do like how it forces you to mirror an action or behavior fundamental to the stage you are trying to get to.

Good points here, I agree.

I agree - I think size-related costs should apply to a unicellular organism, and that same cost should be present for members of a multicellular organism.

I think Size-Related Costs should be their own “box” in the ATP bars for Organism Statistics, if that makes sense. Another interpretation involves just scaling osmoregulation costs, but I’m not really in favor of that. I think it is important that players understand exactly how much their size is costing them, and if that is bunched with osmoregulation, that isn’t very intuitive: what part of osmoregulation is just because of my parts, and what part is because of my size?

I think that’s a good point. Mutations to individual cell types are discounted currently in the editor. We can look at that discount when it comes to progression.


Responding to some of your prior points…

Fair point - there are some pretty weird and cool behaviors, like quorum sensing, that allow unicellular organisms to accentuate or mitigate certain functions if conditions allow. But that might be too much to wrap into a single part.

I also have heard that, and very interesting - perhaps cells need a bigger size gap to engulf cells in a colony. This would incentivize the development of cell functions and abilities as opposed to just relying on engulfment when engaging with other colonies, mirroring the development of more complex adaptations. Like you mention though, it might be difficult to implement.

I do like the iterative nature of this, but two things:

  • Since we don’t really have some sort of “linear upgrade” system for any other part of the game, this could stray too far away from our core design principles.
  • These could perhaps be represented as parts - but that would be a large number of parts for a very specific phase of the game, which clutters the editor and could confuse players.

Perhaps these bonuses could be applied to unique parts in the Multicellular Stage instead of a mandatory bunch of parts you must place on a unicellular organism to progress? Through either things you place on your cell, or extracellular parts as you mention.

That is a good point. Perhaps sexual reproduction is tied to the placement of a part on either your colony or your cell (sexual reproduction did evolve with eukaryotes afterall), and your growth strategy is something different. Or it could just be a toggle in a sort of reproduction strategy menu, such as the basic one we already have which only lets you select budding.

I do wonder if we could atleast have it so that certain parts in a cell disappear at different life cycles, since if any stage could have a pretty dedicated breakdown of a life cycle, it would be this one. Though like you said, it entirely depends on whether or not this feature could be demonstrated intuitively, and if it is worth the labor.

  1. I agree with the pricing.
  2. I wonder how frequently membranes change within eukaryotic species as opposed to multicellular species - could membrane switching in eukaryotes to the extent we have it in the Microbe Stage be similarly not based on sound science?
  3. I agree, but that could also lead to some frustration on the player’s behalf if they realize that they are restricted upon entering the Multicellular Stage and beyond. My concepts for the Macroscopic Editor does have the integumentary system be binding in some cases, but atleast with that, there’s a possibility for change if you “de-evolve” certain parts. For something as fundamental as a stage transition, I wonder how possible it would be to offer that “revert-point”.

That is very interesting - perhaps more rigid membranes increase the size discrepancy needed for engulfing things, and fluid membranes do the opposite.

Those are good points.

I think a good approach here would be first to create a list of some potential abilities we can represent in the Multicellular Stage (like you mentioned, some examples of shelling, mesoglea, utilizing very powerful currents to engulf, etc.)

Then from these abilities, we can discuss whether or not these parts can be fit into traditional part placement, or if it would require something like extracellular parts. Again, I’m not necessarily against this concept, just wondering if it is a layer of complexity that should be added in this way. If we come up with abilities that would really benefit from this interpretation, then its case is much stronger.

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