There’s actually an older open issue about controlling organelle splitting order: Add a way for the player to control organelle split (growth) order · Issue #1622 · Revolutionary-Games/Thrive · GitHub which IMO is much simpler to use than each time you reproduce tweaking the speed controls.
I’m not an expert, but I remember hearing about how even single cell organisms can control which proteins and how fast they make them based on pretty complicated chemical signals. So I don’t see a big problem with realism if a cell is able to “slow down” a process that is not currently beneficial.
(already posted before remembering this)
Fully agree. I think we really need to work through our backlog of toxin customization, endosymbiosis, organelle upgrades first to see how much stuff there’s in the microbe stage. I think if we plan too many big complex systems, the game will end up being overwhelming by having too many complicated systems.
As an example the game used to have oxygen clouds in the environment, but they were removed to make the game play better by reducing the different clouds the player needed to find to stay alive.