Multicellular Roadmap Planning

Huh, with the current option in the drop-down menu only being “Budding”, I might have hallucinated there being more modes listed/planned, like “fragmentation” and “binary fission”. (Though we do discussed this a little bit in that Multicellular concept thread.) So the “mode of reproduction” is exactly what the next generation new-borns look like and how that happens. Which isn’t necessarily hard-linked to asexual/sexual. Lizards have the rather complicated mode of embryogenesis in eggs, but some do that asexually.

So then the “sexual/asexual switch” would by itself purely be “do you need another organism to reproduce with yes/no”.

I didn’t want to directly set that as a requirement for sexual reproduction itself, because single-celled eukaryotes do perform sexual reproduction often, so requiring a specific unique cell type just for that might stray from the established science a bit too much.

Well, I was originally thinking of very simple “gonads” C. Elegans (1000 cells, 1 mm), but to be fair those specifically produce gametes (for sexual reproduction).

Reading more today, I think I actually overestimated the importance of specialised “reproduction focused cells” (that are part of the main body). Animals like placozoans and even simple bilaterians seem to just make gametes anywhere instead of specialised places. So gamete-producing specialised cells are then I would say an optional mechanic, improving sexual reproduction.
But obviously if we have some more complex forms of reproduction like “eggs” that would require its own special factory, sexual or not.


A different matter is how we want to define sexual reproduction as a mechanic in the first place. Do we want to design gametes and then swim around as them? That does sound like a lot of work to implement.

True. And this is a bit inter-dependent with that movement speed rebalance. For example, we could make it so that as you grow larger, flagella are less effective, but muscles more so.

It would be nice if this (the cavities, at least) could be done by just leaving empty spaces, but I do not think the algorithmic method of translating editor designs to gameplay plays well with that. Both options you mention sound like two of the optional mechanics I suggested, respectively:

I know both are these are complex and a lot of work, but I want to lay out our options both simple and complex to evaluate and choose between, given that what you wrote out still adds up to ~16 out of 32 weeks. That’s exactly why I put a lot of these in (optional).

I guess a third method would be to have any fully enclosed empty space in your design automatically “filled in” with some type of matrix, but I am pretty sure that is just complex in a different way.