Overview
In lieu of the other threads I opened looking to increase the transparency of the organism’s stats, and make more of them affected by mutations (Mutation Point Modifier, Phagocytosis Size Trait), another one I had in mind was Nutrient Cost. Just spoke with Deus then other day and interesting to see that he had independently started thinking a similar feature was worthwhile.
Similar to MP Modifier and Phagocytosis Ability, Nutrient Cost already exists in the game, it’s the current total cost of Ammonia and Phosphate it takes to replicate all your organelles. It’s just not shown to the player. The point of this thread is to suggest why it should be displayed to the player, and more clearly affected by certain mutations. This trait will in fact also be very important later in the Multicellular, Aware, and Awakening stages.
Name Choice
Why Nutrient Cost? Why not something like Replication Cost or Reproduction Cost?
Because I think we should make as many systems applicable to as many stages as possible, instead of having many different systems for each stage. Nutrient Cost represents the total cost to Mature AND Reproduce, and so in the future will be the sum of your Maturation Cost (the total nutrients it takes to grow from infancy to adulthood) AND your Reproduction Cost (the total nutrients it takes to spawn an offspring). At the moment, there is no maturation/ontogeny in the game, so that’s why it’s easy to want to call it Reproduction Cost. But we should not mix the two to accommodate for when Maturation is added to the game.
Mechanics
Nutrient Cost: Calculated as the total cost of each compound that is required to replicate each organelle in your cell. At the moment, this cost will only ever be in only Phosphate and Ammonia.
Each part/organelle you place will have its Nutrient Cost listed in its tooltip.
Perhaps some mutations could even apply a general modifier (bonus or malus) to the total Nutrient Cost of your entire organism.
Gameplay Impact
The purpose of this is to provide a clear tradeoff to increasing the size and complexity of your cell (this will even be applicable when you are a colony or macroscopic organism).
Some of the organelles we have implemented thus far, or are planning to implement, or that we read about online, may seem to have few to no repercussions. But Nutrient Cost should always be one of the consequences. It can be an easy way to realistically balance Organelle Upgrades. Upgrading your mitochondrion several times will each time increase the ATP it yields from one molecule of glucose, but also each time increase its Nutrient Cost, representing that the Mitochondrion is evolving more and more internal folds to increase its surface area, which costs more nutrients for the cell to develop and replicate. This actually does reflect science’s current understanding of how the mitochondrion has evolved over time. It was likely very simple at the beginning with few folds but low efficiency, and over time evolved more folds that gives it its current stacked look, but as a result greatly increased its efficiency in harvesting energy from glucose.
That is one example, but Nutrient Cost will act as a consequence for all mutations. Some organelles may incur much larger nutrient costs than others, representing that they are a much larger and more complex structure that is more difficult for the cell to develop/replicate. For example, something like a Nitrogenase organelle could be balanced in this way. Again, this is a very real tradeoff observed in evolution in nature so it works as a perfect way for us to balance mutations.
Next Steps
The implementation of this should be relatively simple, and I could take it on or help whoever takes it on. I’m guessing all the nutrient costs of all the organelles already exist no? We would just now be showing them.
Furthermore, if we get this implemented, it serves as a good foundation for a potential “Reproduction Time” trait (which Deus and I discussed) which I can explain more in the future.