# Resetting the world between generations

**URL:** https://forum.revolutionarygamesstudio.com/t/resetting-the-world-between-generations/1278
**Category:** Gameplay
**Created:** [September 14, 2026, 6:36am UTC](https://forum.revolutionarygamesstudio.com/t/resetting-the-world-between-generations/1278 "2026-09-14T06:36:24Z")
**Posts on this page:** 1
**Showing post:** 8

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### Author: ![MirrorMonkey2](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/mirrormonkey2/32/859_2.png) [@MirrorMonkey2](https://forum.revolutionarygamesstudio.com/u/MirrorMonkey2)
#### Post date: [September 15, 2026, 4:39pm UTC](https://forum.revolutionarygamesstudio.com/t/resetting-the-world-between-generations/1278/8 "2026-09-15T16:39:06Z")

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Very interesting to read the viewpoints in this thread. Until now, I‘ve always seen the way this currently works as an issue which would eventually be fixed. I saw being able to set up good conditions for your next generation as a sort of exploit, not as a feature, because in its literal sense it seems illogical to be able to set up the exact information a generation 5 mio years down the line would inherit.

But, as with the [number of cells in the multicellular stage](https://forum.revolutionarygamesstudio.com/t/multicellular-parts/1241/13), it makes much more sense when seen from a less literal standpoint. If your species tends to reproduce under certain _kinds of_ external conditions, then this continuity makes sense, even if it feels a bit strange that the setup is literally the exact same as it was before when you leave the editor.

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