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-   -   Genetic Modding of Pop? (http://forum.shrapnelgames.com/showthread.php?t=9748)

clark June 23rd, 2003 07:07 PM

Genetic Modding of Pop?
 
Is there a way to mod SEIV to allow conVersion of population from one atmosphere type to another, in game?

I posted this in the SEV wish list. But the basic idea is instead of changing the atmosphere of a planet to suit the colonists, you change the colonists to suit the planet?

Is there a way to create a multi-atmosphere type alien race? Perhaps have different atmospheres just affect reproduction rates or happiness.

Just a thought.

Fyron June 23rd, 2003 07:43 PM

Re: Genetic Modding of Pop?
 
Unfortunately, there is no way that this can be done. The only possible solution is to manually remove pop from the planet.

Races can not breathe more than one atmosphere.

[ June 23, 2003, 18:45: Message edited by: Imperator Fyron ]

clark June 23rd, 2003 07:44 PM

Re: Genetic Modding of Pop?
 
So no facility can be given an ability to do this?

Perhaps something like the 'resource convertor'?

Oxygen people go in, carbon dixoide people come out... http://forum.shrapnelgames.com/images/icons/icon10.gif

[ June 23, 2003, 18:45: Message edited by: clark ]

Fyron June 23rd, 2003 07:49 PM

Re: Genetic Modding of Pop?
 
Nope. http://forum.shrapnelgames.com/images/icons/icon9.gif

geoschmo June 23rd, 2003 08:22 PM

Re: Genetic Modding of Pop?
 
You could mod a race that has a cheap and quick atmospheric converter facilitiy. Any planet they take over could be converted post haste. But as Fyon said there is no way to change the people. Is there something specific you are going for that you want to change the population instead of the planet? Maybe a little more information about what you are trying to do will trigger an idea for someone that could simulate the effect you are going for.

Geoschmo

[ June 23, 2003, 19:24: Message edited by: geoschmo ]

clark June 23rd, 2003 08:29 PM

Re: Genetic Modding of Pop?
 
I'm not doing anything in particular...

As it stands now, a player can either spend the time and resources to convert every single one of his planets to an appropriate atmosphere for his people. If this is attempted though, it can lead to a great deal of micro-management.

OR

You can trade the AI to get their breathers, and then use them to back fill your planets. This method has a great deal of micromanagement as well.

Now, within the "universe" of SE, it is possible to create worm holes, sphere worlds, star destroyers, and not to mention any other nifty advanced tech to do the impossible.

The one thing we can't do is change the people, in game, to make them more suitable to our needs.

Come on, I want my genetic manipulation damit!

clark June 23rd, 2003 08:35 PM

Re: Genetic Modding of Pop?
 
Here's another idea instead, would it be possible to allow for the *gradual* terraforming of any planet WITHOUT a facility?

What I'm thinking is that as soon as you coloniza a less than suitable planet, your people automatically start changing the atmosphere via industry or whatever.

So while the Atmosphere convertor can do it in 1.5 years- without it, your people could convert the planet say in... 5 or 10 years, without the facility?

Perhaps it could be an advanced trait.

Phoenix-D June 23rd, 2003 08:39 PM

Re: Genetic Modding of Pop?
 
Can't do that as it stands in SE4. Interesting idea.

And I swear when I read the thread title I saw "Genetic modeling of Poop". Ugg.

Fyron June 23rd, 2003 08:40 PM

Re: Genetic Modding of Pop?
 
You have to have the ability on a facility. What you can do is add atmosphere conVersion ability with a slow rate of conVersion (high number) to the SY facilities. This simulates what you want fairly well. I do not recall what exactly having multiple AC facilities on a planet does, but I would hope that the faster one is the one that gets used.

mottlee June 23rd, 2003 11:44 PM

Re: Genetic Modding of Pop?
 
Quote:

Originally posted by Imperator Fyron:
You have to have the ability on a facility. What you can do is add atmosphere conVersion ability with a slow rate of conVersion (high number) to the SY facilities. This simulates what you want fairly well. I do not recall what exactly having multiple AC facilities on a planet does, but I would hope that the faster one is the one that gets used.
<font size="2" face="Verdana, Helvetica, sans-serif">No adding more that one dose nothing converts from the time of the first built

jimbob June 24th, 2003 01:13 AM

Re: Genetic Modding of Pop?
 
Post 600!!! http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/tongue.gif

Anyway. As a biologist, I've gotta agree with you on this one. It will be relatively easy to modify a genome soon - what's adding a little enzyme here, a little metabolic pathway there, when you can just drop in the genes from other organisms that do live in those environments anyway? It should be a lot easier to just genetically modify your population than to change the entire atmosphere of a planet!!

The best addition (to SEv) would be to let the player choose multiple atmospheres in which their population can function, but then have genetic projects that can let you add more atmosphere types to their genome as the game progresses. As I see it you could do genetic swapping where the population gets to breath a new atmosphere, or genetic switching where they add more and more pathways to their genome (that is, can breath multiple atmospheres).

But as for doing it in SEiv, I think we're out of luck http://forum.shrapnelgames.com/images/icons/icon9.gif

cheers,
jimbobo

[ June 24, 2003, 00:14: Message edited by: jimbob ]

Fyron June 24th, 2003 01:37 AM

Re: Genetic Modding of Pop?
 
Quote:

Originally posted by mottlee:
No adding more that one dose nothing converts from the time of the first built
<font size="2" face="Verdana, Helvetica, sans-serif">Are you certain it is the first one built, and not the fastest one? Have you tested this extensively?

Spoo June 24th, 2003 03:28 AM

Re: Genetic Modding of Pop?
 
But there isn't an "oxygene-breathing gene". You would need to completely redesign an organism to make it survive in a different atmosphere. I would imagine it would be just as easy to design a completely new species for every specific task, and live Flintstones-style.

Dralasite June 24th, 2003 06:35 PM

Re: Genetic Modding of Pop?
 
Genetic modification would be a cool idea for SEV. Not sure what it would do to some of the empire traits (env. resistance, strength, etc.) But thats thinking of SEV in terms of SEIV.

As an aside, I read it (correctly) as "pop", but I was thinking soda. Must be the liter I was pouring down my throat while browsing the forums. I thought to myself... yeah, that stuff tastes ok but it could use some tinkering http://forum.shrapnelgames.com/images/icons/icon10.gif

jimbob June 24th, 2003 07:27 PM

Re: Genetic Modding of Pop?
 
Spoo: Well, yes, it would be nearly impossible now. And I'll give you the point that from an energetic perspective, oxygen is the best of the common gases as a terminal electron acceptor (that is, you get more respiratory energy if you use oxygen as the end of the road, rather than say nitrate or sulfate). However, there is great commonality in metabolism between most earth bound organisms... even those that don't utilize oxygen. And we're talking about more than one gene, but less than 50.

That said, really an organism needs only two things: (1) a mechanism of transporting the terminal electron acceptor (ie oxygen is the usual e- acceptor on earth) from the lungs to the tissue. So you just need to "convince" the circulatory system to carry the new electron acceptor - that is you need to swap out haemoglobin for another carrier agent, or produce mutants of haemoglobin that will efficiently carry another e- acceptor (ie nitrate).

Then the organism needs an (2) electron transport chain (where all the energy is recovered from the metabolism of the sugar source(s) used by the organism). Nearly all earth bound organisms use the same electron transport chain with about 7 protein complexes in it. Some organisms have a few minor modifications along the way (swap out one of the proteins for another, anaerobic bacteria have fewer complexes because they don't pass electrons to oxygen, or in the case of totally anaerobic bact. they may not even use an electron transport chain at all, but that's another story altogether http://forum.shrapnelgames.com/images/icons/icon10.gif ). Basically it's the same set of protein complexes with a few modified proteins here or there for variant terminal e- acceptors.

So basically, I think it's viable to say that a race could start mixing and matching metabolic pathways. It has to be harder than making a missile with a million mile range, but infinitely easier than colapsing a star into a black hole.

Edit: As an aside, to be realistic, oxygen races should have more energy than other races on the basis that oxygen is a better terminal e- acceptor than any other atmosphere type in this game. In fact, carbon dioxide is so reduced that it should not be usable as an e- acceptor at all. On the other hand, our planet's atmosphere would be more resonably described as a nitrogen atmosphere, not oxygen http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 24, 2003, 18:30: Message edited by: jimbob ]

clark June 24th, 2003 07:35 PM

Re: Genetic Modding of Pop?
 
Well, quite the science lesson we all got! Thanks. http://forum.shrapnelgames.com/images/icons/icon10.gif

Perhaps SEV could handle this by removing the "cultural traits" section from a race, and allow it to be manipulated in the game.

So instead of us reducing the race's physical attributes in the begining (or intel, or farm appt), we would make changes to the population by researching, trading, conquering, etc.

Perhaps tie it in with the colony types- i.e., your people can't live on a gas giant (without a dome, even if it has your atmosphere, whatever) unless they have the appropriate gene mods...

just a thought... well, a couple of em, but you get the idea.


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