Beginning Concepts on The Multicellular Stage

From what I have read recently:

  • Cell differentiation
  • A defined body plan
  • Anatomical structures that do not exist in individual cells

And maybe, from an older article I did not yet summarise:

  • Some cells not being able to collect their own food, instead being fully reliant on other cells closer to the exterior.

All three of those first once do absolutely require the multicellular editor, so I guess that’s fitting. Though I suppose “defined body plan” happens automatically when you unlock the editor at all, while cell differentiation is a conscious choice afterwards.

Two other related things:

  1. Directly sharing resources between cells is something that some but not all colonies do, while true multicellular organisms obviously always do. So this is a clear candidate for a prerequisite step before transition to multicellular.
  2. Something that pretty much all the forms of more complex multicellular life have are cell types specifically for reproduction, which I will inaccurately call germ cells here. This may or may not be a good candidate for advancement to macroscopic.

Hmmm, I was thinking that having it hidden away in the tooltip of an organelle that by definition players may have little reason to look at after placing it might be a problem. With having it being its own very obvious UI element being the better option then.

To be honest, this is starting to concern me a bit with potentially adding a large cost on an activity that actually has fairly little benefit right now.

That would indeed be a reason to have the penalty be constant during the generation, even though it probably does not make logical sense.

Right, I am wondering if we can think of a type of penalty for having too many cells that is clearly detrimental, but not lethal in that way. We might need a hard cap on the number of cells anyway to ensure performance from what I remember.

Good point also. But to clarify what I am thinking: similar to your macroscopic editor concept, there’s a list of statistics for the whole organism off to the side somewhere stating among other things: organism size x cells, causing -y efficiency in all processes. Or something like that.

I think what Bird is saying here makes some sense, but more in the sense of the types of things our organism needs to evolve in order overcome the problems I mentioned in the previous paragraph, in order to become macroscopic.

To be honest I was originally thinking here about stage transitions be directly caused by something like placing an organelle, or in this case an upgrade on the binding agent, or something along those lines.

Just to give an example (that is of course itself not a good idea): imagine placing the binding agent and leaving the editor didn’t unlock the ability to make colonies but just directly sent you into the multicellular editor. Sure you could ask “what is the feature of this organelle?” and the answer would be “the whole next stage”.

A decent question, but I think it also goes for any other organism feature you yourself secretly only add because of what you want to evolve it into later. (like bony fins, because you need to turn them into limbs later on). Maybe the answer should be the same: if you have them, you should want to use them because their function, in itself, is too useful to ignore.

But I do actually also like the idea of requiring some gameplay action to transition. Maybe this could use organelle unlocks or something similar?

By the way, if we include the multicellular stage starting with you already having a design of an unspecialised colony; I do also like the idea of making you play one generation growing into that colony, before you get to enter the editor and edit it/start specialising cells.

I think this would be a good approach. My only concern here (and with things I suggested myself before) is how to bridge from “organism-level statistics” to ATP costs, which are at the cell level always.

I do think going for “you need to be large enough that you can could engulf the whole colony in one go” would be the simpler option here. Though I do realise that will mean “you cannot engulf cells in colonies” most of the time (outside extreme cases or prokaryote colonies), that’s not necessarily a bad thing? As you said, it makes you look for more advanced ways to fight colonies.

As for implementation: I just realised that the game must be keeping track of colony size already (because there’s a counter for it). So quite possibly this is a case of simply making engulfment check for if the engulfer is large enough to engulf target cell size x target colony size.

Hmmm, I was only concerned about if the system/UI implementation would be manageable. I figured if the upgrades still had their own cost/downside, so that they’re not worth it for every species, that would still be in keeping with Thrive design principles.

Very true. I would at max go for having one more part: an “exterior organelle” (so like flagella, etc.) that forms a connection with other cells for the “sharing compounds” part of the colony behaviour.

Well, the random examples I gave have things that I would consider should be in place before you go into the multicellular stage proper (especially the compound sharing part. Once you reach that point the focus should really be on changing the colony into a proper organism (rather than “getting better bonuses from colonies”.

I think this indeed makes the most sense. Quickly reading through the existing literature, I think it could be made a feature of the nucleus itself, or even an upgrade to it.

The multicellular stage aspect would be somehow making a specialised cell type for this purpose. (which as I said before, could even be a requirement for progression).

I guess we’ll have to ask hhyyrylainen about the feasibility of this later on. But I am also concerned about whether this is too in-depth for typical players to handle. Visualising it could also be difficult unless we have separate screens for the growth stages.

On a similar note: maybe we can have new cells growing in the organism as stem cells before they turn into their proper type?

Well, plants and fungi both evolved a cell wall compared to animals, so I guess that’s more frequent?

Good point here. Then maybe we can borrow that idea from the macroscopic concept also? We keep the “cell membrane type must be the same across the organism”, but only lock it completely as long as you have a part somewhere that requires your current membrane.


By the way, I was thinking of how we can potentially have “muscles” in cells that have cell walls (because otherwise everything that does not have a “fluid membrane” would be pretty much not worth playing in macroscopic and beyond). And I remembered that plants do “abuse” turgor pressure to move body parts around, and apparently fungi use it too. In principle, the potential is there as long as you have a semi-flexible cell wall.

So that could be a cool starting difference between types: if you don’t have a cell wall, you can unlock myofibrils, and if you do you can unlock for example a membrane organelle that turns the tissue into a “turgor muscle“. With some statistical differences between the two.

I don’t really like messing with the size ratio unless we add an ability to easily confirm whether you can engulf something without trying it. But that would work with rigidity slider, while an on/off on engulfment would require a different type of toggle. (like a new “type” of cell membrane that you can use as an alternative to your normal cell membrane in the multicellular stage for specific cell types).

Good idea, we can check whether such a system would even be necessary at all.

I am also thinking of an alternative where these kind of non-cell structures are just automatically placed around cells that have the appropriate cell parts.

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