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Dadarian

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Pdox Life Lite: The Game
#WiR_Main

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I humbly thank the entirety of the CivFanatics' NES subforum for this game type and content
In a far away place, there lies Piscia Minor. Piscia Minor is a small but hot star, much like Sol. However, it has only one planet that circles endlessly around the small bright star. This planet is much like ours very long ago, its lands and seas empty except for single cell organisms that coat the planet in itself, pumping oxygen into the atmosphere and stabilising the planet for further growth. The organisms, through the sheer fact of them being present on seemingly every inch of the sea and land, have pumped far more oxygen into this planet then exists on ours, nearly double the concentration. This allows things to happen, things to change. No longer will unicellular life dominate this world.

Of the planet specifically, one sees that its mass, a little bigger than Earth’s; its atmosphere, a little thicker; its orbit around its parent star, quite a bit further - but that’s just fine, as our host star is a slightly hotter, brighter version of our own sun. The planet has little axial tilt, but it also has an eccentric orbit that causes alternating hot and cold periods throughout the year - meaning seasons are simultaneous in both hemispheres. Otherwise, this planet is rather earth-like in many respects.

Spiraling it's own lone circle around the planet is a moon, similar to our own. This pristine world offers spectacular sunrises and sunsets, where there a conscious observer to appreciate it. Indeed, were you to walk upon this planet, there would probably be nothing more than a carpet of green spreading everywhere that can be seen. But from such humble beginnings do great things emerge. This is where you come in...


What is PdoxLife Lite?
It is a series of ‘evolution games’ that have previously taken place on the NES Forum. Whether you want to ‘play to win’ (with the idea of establishing a species at the top of the food chain or most abundant population), or you simply want to experiment and see what happens, or, some combination of both - you are very welcome to jump in. PdoxLife games are somewhat unique in that you don’t need to make a lasting commitment to the game. Simply contribute an evolution (max one per customer, per turn) and wait for the update to see what happens next...

I’m going to be using the rule innovations introduced by Lord Iggy (originator of the games on the NES forums), and I’ll let his words do the rest of the talking:

“This is a [Pdox]Life, so many of you will already know the basics. For those of you who are unfamiliar with the concept, I will provide a brief overview. Players in this [game] serve as ‘agents’ of evolution, prodding the development of life in various directions. You play by submitting evolutions, which are variations on existing species. You are the archons of branching, mutation and diversification. I, the moderator, am responsible for upholding the harsh, brutal, mighty and inexorable forces of nature. Lineages who have thrived for millions of years may go extinct in a geological blink of an eye if they are unable to cope with changing conditions. Natural disasters may threaten to extinguish all complex life on Lambda. You may propose an evolution that just doesn’t work, and never comes to be at all.

Yet, despite all of this, some life will make it through the filters of competition. Some life will thrive, and their descendants will diversify, spreading into countless unique forms, occupying a vast array of different niches in the vast tapestry of ecology. It will not necessarily be the largest, nor the strongest, nor the smartest, but those which are most able to pass their genes on to the next generation, by whatever means necessary. Together, we shall build up a strange and beautiful new world- a world that has never existed, but one that could exist.

[...]

In previous NESLife games, we have typically used what is sometimes called ‘Lego Genetics’. Players added genes to each new evolution, such as adding on ‘+1 Walking, +1 Poison’. While this worked as a game, I felt that this was a somewhat clumsy and inflexible system that encouraged people to view their evolutions as collections of statistics, rather than as holistic organisms. The game became a race to have the highest carnivory rating, or the highest intelligence rating, and many players would present their evolutions with long-term plans in mind. This second fact bothered me quite a bit, as my education in biology has led me to understand that macroevolution is really just the accumulation, over millions of years, of a series of short-term evolved solutions. In this regime, proper long-term planning is effectively impossible- thus, in real life you wind up with all sorts of interesting leftovers, such as human beings and our astoundingly poor ability to give birth, our inefficient bipedal gait, and our humourously redundant digestive organs (here’s looking at you, appendix). All of these are things that any [play]er with a half-decent sense of forward thinking would be careful to avoid.

But I want to keep that stuff in the [game]. I want to make an earnest attempt to simulate the evolution of all multicellular life on this world. To do that, I am going to attempt to abolish the old building block and statistical genetic system we have used in previous games, replacing it with a more qualitative descriptive system. As organisms get more complex, I am going to begin using ‘templates’ as abbreviations. As a real-life example, I could do a template for mammals, so that I would not have to re-describe the same system repeating in goats, bears, bats, whales, guinea pigs and elephants. This will become more clear as the [game] progresses.

And while I’m on that topic, I’ll note that the resolution of this [game] will be roughly at the level of families. Some well-known examples of families are Dolphins, Pine Trees, and Bees. Thus, each evolution you create can be assumed to contain a variety of individual genera and species.” - Lord Iggy, 2013

Pdox Life
Essentially, the rules are simple. Each turn, you may choose one already-existing family of life as a starting point. You will be adding two new traits or features - for example, compound eyes and a primitive stomach, or defensive spines and olfactory senses. The list is indeed endless, and I will be on hand to provide any guidance on what does or does not contribute one ‘trait’.

Your creation may never work out at all, or it might go extinct before it becomes established, or it may contribute new traits without being quite successful enough to branch out into a whole new family. Otherwise, all going well, it will branch out and form a new node on the tree of life.

You can also nominate some existing traits that you’d like to ditch - like lizards no longer growing gills, or humans losing their tails. Nature is not a perfectionist, but she does appreciate a bit of streamlining.

Lite Changes
The GM (me) will only be choosing three (3) evolutions going forward, not necessarily one from each initial tree.

TL;DR

New Evolution Name: x
Evolving from: (what existing family?)
New Trait #1:
New Trait #2:
Removed Trait(s): (optional)
Brief Description:

Examples:

New Evolution Name: Wavy
Evolving from: Blobster
New Trait #1: A single, large worm-like tail.
New Trait #2: antennae to detect vibration.
Brief Description: The Wavy features more cellular specialisations than the Blobster. Though it still lacks a true nervous system, it has long, thin appendages on its 'front' end that are able to detect movement in the nearby water. Via a chemical feedback system, its 'tail' end can then attempt to propel the organism in that direction. The Wavy is aggressive, attempting to swallow, suffocate and eventually digest anything smaller than itself.

New Evolution Name: Eater
Evolving from: Blobster
New Trait #1: Digestive juices.
New Trait #2: Flexible body form.
Brief Description: The Eater looks much like its Blobster ancestors while drifting above the seabed. However, once fully grown, the Eater flattens out into a pancake shape, exposing its digestive cells on its underside, and descends to the seabed. It simply sits on a patch of bacteria or algae and begins extruding digestive juices, created by specialised tissues within its body mass, and the resulting nutrient soup is eventually absorbed by its underside.
 
Era 0 - The Pre-Piscian Era

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Left to Right: Vasillicus, Banno, and Camillius
Sea levels are high due to the heat of the planet, leaving only the shield cores of the land continents rise above the waves. These cores, devoid of life, are the stark opposite to the seas below. There, three distinct strands of life arise from the primordial muck to bring forth the endless changes to Pisca Minor.

The Vasillicus are floating sea worms, born with the ability to swim. Often seen in the shallows and not in deeper waters, they consume algae and the oozey Geno in which to bring forth nutrition. They are vulnerable to the cold and to deeper waters, but have no natural predators.

The Banno are by far the most populace form of life, as the kelp-like plant explodes in the shallows producing oxygen from the photosynthesis they enjoy. By a quirk in nature, the chloroplasts they have absorb all colours except the red spectrum. Besides being an obvious socialist ploy, the Banno enjoys the warmth and sunlight like any other plant that single handedly dominates the ocean floors. Beneath the kelpish vines of the Banno, Vasillicii swim and Camillii march on.

The last major form of life is the Camillius, a scrounging horned sea worm that eats the detritus of dead life upon the sea floor. It is the most resistant to cold of the three major branches of life, and as such has been able to go farther into the depths where the fallen algae and plankton produce immense fossil records due to a lack of decomposition. Armed with a single horn (born of an evolutionary quirk) the Camillius is the most humble of the three, as it slowly marches on, bringing decomposition to all.

With no changes in weather in the near future except an increase in tropical storms, PdoxLife marches on.

The Game is now ON
 
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New Evolution Name: Porisicus
Evolving from: Vasillicus
New Trait #1: Thick skin
New Trait #2: N/A
Removed Trait(s):
Brief Description: The Poriscus is descended from several Vasillici who essentially have "thicker skin", allowing them to go to deeper depths to acquire food. The tougher skin allows them to better retain heat, negating problems of dealing with colder waters of Piscia Minor.
 
New Evolution Name: Caulus
Evolving from: Camillius
New Trait #1: Acidic spit
New Trait #2: Tiny, grubby appendages near mouth

Brief Description: Taking advantage of the great number of Banno, the Caulus descendant supplements its diet by feasting on Banno stalkers. Using a slurry of digestive enzymes, the Caulus spits on the stalk and waits for it to soften, whereafter tiny mandibles help scoop into the tasty Banno goop.
 
New Evolution Name: Cillicus
Evolving from: Vasillicus
New Trait #1: Cilia
New Trait #2: Improved digestive system
Brief Description: Cillicus, descendant of Vasillicus, has two prominent differences from its ancestor. Firstly, it has developed basic cilia along itself allowing it to swim faster. With this feature Cillici can spread further, hopefully to areas with more algae to digest. And secondly, Cillicus has stronger enzymes in its digestive system allowing it to consume algae with an increased pace.
 
New Evolution Name: Manno
Evolving from: Banno
New Trait #1: Bigger kelp
New Trait #2: Brighter red
Brief Description: The Manno have developed larger kelp vines than their Banno predecessors in order to absorb more sunlight and demonstrate their stronger work ethic. Also, in a show of solidarity with the worldwide plant proletariat, the Manno have developed into a brighter, more vivid red as a symbol of their not-so-oppressed existence (because it is impossible to feel truly oppressed without possessing a central nervous system).
 
New Evolution Name: Villicus
Evolving from: Vasillicus
New Trait #1: Proto-teeth
New Trait #2: N/A
Removed Trait(s):
Brief Description: Villicus is a descendant species of Vasillicus. Increased competiion among Vasillici has resulted in some of them evolving a teeth-like organ. They are using it to fight other Vasillici and drive competition away from food sources.
 
New Evolution Name: Banula
Evolving from: Banno
New Trait #1: Absorb red Choloroplasts
New Trait #2: Spiky Stalks

Brief Description: Various Banno gained the trait of spiky stalks and less likely to be eaten, survived while the rest died out. Later, a random mutation caused one strain to be able to absorb red wavelengths in chloroplasts.This strain eventually outcompeted the former strain and descended into the Banula.
 
New Evolution Name: Fanno
Evolving from: Banno
New Trait #1: Spore Packages
New Trait #2: Toxicity
Brief Description: The Fanno is an evolved form of the Banno, having developed a more sophisticated mechanism for the dispersal of its spores. A reproducing fanno creates a packet containing a large of number of spores, which then drifts for several days from its parent before releasing its charges. As such, the fanno is better able to spread the proletarian spirit by more rapidly colonizing areas where it is not present, and benefits from greater genetic diversity where populations are already established. Furthermore, the fanno releases toxic enzymes when damaged, to defend itself from the predations of any worms who would oppose the revolution.
 
GM Notes
GM Note: The update schedule will roughly be ~3 days, give or take a day. The goal of this is to be fun and fast, like real evolution (only not).
 
New Evolution Name: Shanno
Evolving from: Banno
New Trait #1: Gaseous podules that force leaves to float on the surface of the water.
New Trait #2: Wide branching pseudo-leaves.
Brief Description: A shallow-water verity from the Banno, this verity developed in the conditions of coastal areas: taking advantage of the increasing sunlight exposure to spread outwards as opposed to purely vertically. This allows individual organisms to spread out and collect more sunlight in these areas. However, in deeper water this evolutionary tactic is no where near as effective and gives no real edge.
 
New Evolution Name: Ralop
Evolving from: Camillius
New Trait #1: Transparent
New Trait #2: Bioluminescence
Removed Trait(s): N/A
Brief Description: Perennial bottom dwellers, this offspring of the Camillius family distinguished itself for being able to blend into its rather dark environment, that is to say it is a transparent organism using a curiously new chemical reaction allowing it to induce light in order to better hunt for its food as well as navigation. Whether this offspring is just a brief anomaly or the start of a separate branch remains to be seen.