Let me post what I was writing as a summary/revision of existing concepts which made me think of those questions - understanding where prior concepts overextended themselves will help us understand what is realistic to include, and allow us to pivot our approach. This was among the messiest of concepts discussed in Thrive’s history, so it’s difficult narrowing it down and finding the ideas that really stick out.
ENVIRONMENTAL TOLERANCE RANGES FUNDAMENTALS
Environmental tolerances work in ranges, indicating a bottom and top amount of tolerance to specific factors. These ranges are bound across a central value, determined by the parts and characteristics of your organism. For example, if you are an organism adapted towards warmer environments, your value would be reflected in a warm temperature, say 30 celsius. Then, if your organism has a range of tolerances represented by plus and minus 5 celsius, your tolerance range is anywhere from 25 to 35 celsius.
Note the difference in terms in the below concept between “shifting ranges” and “increasing/decreasing ranges”. Shifting ranges means the bounds of your tolerance range stay the same, but the average/center value shifts. An increase/decrease to the range means the average stays the same, but the range changes. So if you start out with a tolerance of 5 Celsius with a range of 3 degrees ( 2 - 8 C), a “shift” of +3 would result in an average of 8 C with (5 - 11 C) ranges, while a range increase of 3 would result in an average of 5 C with (-1 - 11 C).
Mass
Players will begin the game generally unbound by environmental tolerances due to the tendency of early forms of life to prefer extreme environments, and to smoothly allow various start positions.
But as mass increases, tolerance ranges will shrink, and will move towards certain values across the environmental factors. This will make adapting to preferred or extreme environments easier as a prokaryote, and harder as a eukaryote. It will also make prokaryotes more frequent and adaptable across different patches, and will smoothly introduce environmental tolerances to the player.
General Expectations
- Most players will probably be living closer to the surface.
- The majority of variance in environmental factors will probably be present in temperature.
- The Microbe Stage will have the most simple environmental tolerance mechanic, reflecting the abstraction of the world, ability of microbes to adapt to various conditions, rapidly shifting environment, and a gradual introduction of game mechanics in the first stage.
ESTIMATES ON PATCH CONDITIONS
I am providing these as a rough estimate for patch map environmental values, providing us some frame of reference. These represent values on a standard planet, which is Earth-like. In the future, our planet generator should handle this smoothly, but for now, these are conditions we should try to shoot for. And, until then, we should probably try to ensure that surface patches within the same cluster don’t have super-dramatic shifts in temperature
Temperature
- Vents - 80 to 99 C
- Sea Floor - 3 to -2 C
- Abyssopelagic - 2 -to -2 C
- Bathypelagic - 3 to 8 C
- Mesopelagic - 4 to 10 C
- Underwater Cave - -1 to 3 C
- Epipelagic - -20 to 20 C, temperatures below 0 will spawn frozen chunks like those in the ice shelf. Caps shift depending on planet customization.
- Coastal - 1 to 30 C. Customizing your planet to be warmer will result in the higher cap being higher, and will make averages higher.
- Tidepool - 1 to 30 C. Customizing your planet to be warmer will result in the higher cap being higher, and will make averages higher.
- Estuary - 1 to 30 C. Customizing your planet to be warmer will result in the higher cap being higher, and will make averages higher.
- Ice Shelf - -0 to -50 C. Customizing your planet to be cooler will result in the lower cap being colder, and will make averages lower.
THE FACTORS
Temperature
Temperature will vary and fluctuate on the surface patches, and will be generally stable in deeper waters or in high-temperature environments. Temperature tolerances will shift towards the average temperature of the planet as mass increases, resulting in reduced tolerance to heat and cold.
Oxygen
Oxygen is unique in that its tolerance is represented by a more traditional cap rather than a range, as the “bottom range” would be reinforced by your metabolism anyways.
Pressure
Pressure will only be relevant in deeper patches. As mass increases, pressure tolerance will shift towards 0 bar.
Sunlight
Sunlight will be relatively easy to deal with for most organisms, and will generally be the most avoidable factor.
METHODS OF ADAPTATION
There will generally be two methods of adaptation provided:
- Physiological - Through upgrades, membrane choices, and part stats, players will be able to alter their preferences by altering their cellular functions. These represent the most impactful ways to manipulate tolerance ranges.
- Environmental Tab - Along with an overview of the player’s tolerance ranges, the player will be offered some controls to allow fine-tuning. These represent options that will be accessible for prokaryotes and less-experienced players, but will become less effective with increased mass, allowing a gradual transition to more intentional design changes.
Dissecting Physiological Adaptations
Inherent Part Characteristics
These will be limited to parts which generally revolve around specific environmental tolerances, and the most commonly-used parts, to reduce the micromanagement burden placed on the player.
- Thylakoids and Chloroplasts - Shift environmental ranges towards sunlight strongly, and to oxygen weakly. One or two should generally cover sunlit patches for even the largest eukaryotes, though one or two more might be needed to cover tidepools at a larger mass. Thylakoid-bearing organisms will weakly gain tolerance to oxygen, though smaller organisms with chloroplasts might be able to get away with just having chloroplasts.
- Metabolosomes and Mitochondria - Both boost tolerance to oxygen, though metabolosomes to a lesser extent. Players possessing mitochondria should tolerate most oxygenic conditions.
- Thermosynthase - Strongly boost tolerance to extreme heat. These boosts will be relatively strong, to allow players to inhabit the very patches in which thermosynthase will be actually useful.
Membrane Slider
The rigidity slider will allow players control over tolerance to temperature and pressure. Tighter membranes will increase the overall tolerance range for pressure, and will shift tolerance towards cold and away from heat. More fluid membranes will decrease the overall tolerance range for pressure, and will shift tolerance toward warm temperatures and away from the cold.
This is so that more rigid membranes don’t necessitate living in the depths - allowing players to use membrane rigidity without being forced out of ice-shelves - but do help with high pressure regardless.
ENVIRONMENTAL TOLERANCE TAB
The environmental tolerance tab will provide descriptions of the environmental ranges your organism can inhabit. This could be represented visually, or through flat-out stating the different preferences across different factors (Temperature = 5 C to 15 C, etc.)
It will also contain some tabs and sliders allowing for fine-tuning. Some basal tabs will be provided, but others are unlocked through the placement of certain parts.
Sunlight
Represented as a toggle, which will allow tolerance to sunlight levels above 1% at a bonus ATP cost. This will be the most simple tolerance, and will be used as an introduction to the system to new players.
Temperature
All organisms will be given a slider, which will allow shifting of your habitable range. It will represent your enzymes’ preferred temperature range. This basal slider will become less effective with more mass.
Metabolosomes or Mitochondria will present an additional slider representing “Heat Generated”. Players will be able to increase tolerance to cold conditions, though the osmoregulation costs of mitochondria will be slightly increased. This will be more effective, providing higher mass organisms a slider as an option.
Pressure
Pressure will have a slider available to all organisms, representing increased the amount of barotolerant enzymes in your organism. These will be less effective with mass at a more rapid pace than that of temperature, meaning the player will more quickly look towards their physiological options (membranes at first, vacuoles later).
Placing a vacuole down provides a “Contractile Vacuole” toggle as an option, shifting preferred depth ranges towards deeper areas depending on the number of vacuoles you have placed.
Oxygen
All organisms will be given a toggle, allowing tolerance of oxygen of up to 5% levels at a flat ATP cost. Additional adaptations will require the placement of additional mitochondria/metabolosomes, or thylakoids/chloroplasts, and - when eventually added - bioluminescent vacuoles.
Tolerance Penalties
Being outside your preferred environmental tolerances will generally increase osmoregulation costs. Thus, another adaptation measure is presented - outperform whatever increase to osmoregulation is encountered.
This is something that can definitely be simplified if needed, so do let me know if there are parts that would really bloat development time. I am trying to balance between “simple and approachable in development and player accessibility” and “variety in creations between worlds that have different conditions”. There are ways to make this much more simple, but I do think it should be just a bit more than “move slider here” at a baseline to ensure some variety across worlds. We can introduce a lot more complexity behind this mechanic in the macroscopic stage, so complexity for the sake of depth isn’t needed here.