IMPORTANT: 'Family' System:
Rather than maintaining an epic list of 200+ species, there will only be 50 or so listed at any time.
Older species will be lumped together into 'Families'.
A family will have stats similar to a single species, but it will be an abstraction of many related ones all combined together. We can assume that there are new species evolving in the family, as well as older species dying out or still surviving, but none are interesting enough to list individually.
A family will have some standard Genes, to show what most (if not all) the member species share, and also range of 'variables' (I haven't worked this out yet!) to show some of the variations of species in the family.
(EG, most of the species of the Jubblera line, or the Fern line, or the Yuckius line, could be represented with a single block of stats)
Players will be able to evolve a new specific/'key' species out of a 'Family' in the same way as you'd normally evolve from another species, but there will be special rules involved (I haven't worked this out yet!).
The idea is to cut down on maintenance, and make it easier for players (especially new players) to see what is going on, and make things easier and more organized overall, while at the same time allowing for the existence of many more species than before.
The moderator can simply update the 'families' with new genes each turn/era to represent dozens of NPC evolutions. Although, some important NPC evolutions may still be picked out at listed among the 'key' species.
The updates will inform players when the stats of older species have been 'absorbed' into a Family.
New 'Gene' Rules:
Everyone has 8 points to spend each turn (although certain bonuses may allow more).
As usual, you pick out a species (or family) to meddle with, and the result will be a new species - you will not automatically replace the old species, but create a new offshoot with new genes+stats.
Decreasing a level (of any existing gene) costs 1 point (you may want to do this to improve efficiency, since every gene/level is assumed to increase the amount of energy the species needs to survive and/or breed).
Increasing a level (of any existing gene) costs 2 points.
Adding a whole new gene (one which the original species didn't already have in its genes or its 'legacy' - see below) costs 4 points. Any new gene must stay at level x1 for the first turn/era.
Unused points are not carried over to the next era!
'Key' Genes:
These are genes that are extra costly to remove, because they have become essential for vital functions (like, say, a skeleton in vertebrates). They now cost 2 points to decrease, until level x1, when they cost a full 6 points to remove. They don't cost anything extra to increase, though.
Why would you want a 'Key' gene? Well, you probably wouldnt - so the moderator will decide which genes become 'key' genes over time. They will be highlighted in bold in the list of genes for that species.
'Legacy' Genes:
These are genes that the species used to have, at some level or other, but have now been reduced to level 0, and thus are not affecting anything anymore...
But, we can say they still lurk in the unused segments of DNA (like chickens are sometimes born with primitive teeth, etc). So if you want to 'reactivate' them, you just need to spend a standard 2 points to increase them to level x1 again. Or you can even increase them back up to x2, x3 etc in one go.
So, basically, its much easier to re-use something that is already lurking in the 'unused' DNA, there is no penalty for re-introducing it.
Although, after long enough, some genes might disappear from this 'legacy' too. EG I think mammals would have to totally re-invent 'gills' if they somehow needed them again.
Mutually Exclusive Genes:
Things like Skeleton and Exoskeleton will not be allowed to exist together in the same species.
Also, separate Land Roots and Sea Roots would mimic the difficulties of land-adapted plants spreading back into the seas.
Etc.
'Neurons':
I'm not so sure about this idea, more than the others:
Social/behaviour things will no longer counted as 'genes'. Instead, they will be 'neurons'. The only gene related to behaviour will be 'brain power' (or maybe renamed 'brains' or 'intelligence' or something).
The level of Brain Power will give you a number of 'slots' which you can fill with 'neurons'.
You will be able to set what 'neurons' you want, in order of priority. Like Genes, Neurons can be doubled up, tripled up - to x2, x5 etc - so long as the total of all levels doesn't exceed the Brain Power level.
There may be rules for what neurons can be replaced - perhaps like the 'Key gene' system, some will be bolded and essentially locked by the mod against being completely removed (though the x-level can be reduced) - but in any case this will not cost anything to do. Its all separate from the points allowance thing.
EG, a species with Brain Power x4, could have something like this in the stats:
Neurons (4): Inquisitiveness x1, Parenting x1, Aggression x1, Socializing x1
OR this:
Neurons (4): Aggression x2, Parenting x2
OR this:
Neurons (4): Aggression x4
Other Things That are No Longer Counted as Genes:
Various sliders will replace water retention / heat resistance / cold resistance / pressure resistance etc:
Water/Pressure 'slider': +5 is surviving in the deep ocean abyss. +2 is nearer the surface of the oceans. +1 is shallow sea water. 0 is rock pools, ponds, lakes and rivers. -1 is survival out of water for short periods. -2 is surviving in moist land, -3 drier land, and so on
-5 is surviving in the driest places.
WATER: (deepest ocean -> water/land boundary -> driest land)
Heat tolerance is another 'slider': +5 is the hottest temperatures on land. +0 is for pleasantly warm land, and the warmest tropical seas. -1 is for a cooler temperate climate. -2 is as cold as water gets, and quite chilly on land. -5 is for polar survival.
HEAT: (hot -> pleasant -> frozen)
While genes for 'stomach' and 'intestines' may exist, the actual diet is another 'slider': -5 is totally dedicated to plant matter of all kinds. -1 is streamlined towards plants, but can still eat occasional meaty things. +0 is a standard omnivorous diet. +1 is getting more towards a predator/scavenger diet, but tasty fruit can still be eaten. +5 is totally adapted to get the most from flesh of animals. Note that plants can also eat other plants or animals!
DIET: (vegetarian -> omnivore -> carnivore)
Additionally, two sliders cover reproduction, but not including 'behaviour' aspects (such as actually caring for youngsters after laying eggs/giving birth), or the actual method of reproduction via eggs or spores or whatever, which are still determined by the mix of 'genes':
'Quantity' slider: -5 is minimal numbers of offspring, adults have better things to do than reproduce most of the time. +0 is a compromise. +5 is producing as many young as possible, putting a big strain on the 'parent'.
QUANTITY: (minimal -> balanced -> mass spawning)
'Development' slider: -5 is pumping out the most basic larvae/spores/hatchlings/babies possible. +0 is a compromise. +5 is offspring that are very well developed when they are born/hatched/sprouted, perhaps even perfect miniature versions of the adults, though this puts a great strain on the parent's body.
DEVELOPMENT: (undeveloped -> balanced -> well developed)
All these 'sliders' cost 1 point to move closer towards zero (IE back to the middle), and 2 points to move away from zero in either direction (IE going even more positive or even more negative), using the same points allowance described above.
Examples:
Super Duper Blobster: Daftpanzer/NPC
Evolved From: Blobster
Genes: Filter x1, Stomach x1, Swimming x1
Legacy: Drifting
Neurons (0): none
Environment: warm seas (Heat +0, Water +1)
Diet: omnivore, eats varied plankton (+0)
Reproduction: frequent spawning (Quantity +2, Development +0)
Woody Fern: tuxedohamm
Evolved from: Fern (Family)
Genes: Photosynthesis x6, Leaves x3, Land Roots x2, Regeneration x1, Hibernation x1, Carpeting x1, Fast Growth x1, Stem x1, Bark x1, Airborne Spores x3.
Legacy: Acid
Neurons (0): none
Environment: varied temperate land (Heat -1, Water -4)
Diet: soil (+0)
Reproduction: airborne spores (Quantity +1, Development +0)
Gliding Kakliea: bestshot9
Evolved from: Strange Kakliea
Genes: Brain x4, Hearing x3, Smelling x2, Eyes x5, Lungs x2, Skeleton x2, Cartilage x1, Jaws x2, Fangs x1, Stomach x3, Intestines x3, Walking x1, Climbing x3, Fur x1, Claws x1, Digging x1, Flying x1, Live Birth x2.
Legacy: Swimming
Neurons (4): Stalking x1, Parenting x2, Socializing x1
Environment: warm forests (Heat +0, Water -2)
Diet: predatory carnivore, eats small animals (+4)
Reproduction: live birth, frequent litters (Quantity +1, Development +1)
Yggulu Finner: NPC
Evolved from: Kathulu Finner (Family)
Genes: Brain x7, Hearing x1, Smelling x1, Eyes x4, Gills x5, Skeleton x2, Jaws x1, Tentacle x4, Strength x1, Stomach x2, Intestines x4, Bioluminescence x3, Swimming x5.
Legacy: Filter
Neurons (7): Socializing x2, Parenting x2, Inquisitiveness x2, Tool Use x1
Environment: cold seas (Heat -1, Water +2)
Diet: borderline herbivore, eats plants and small animals (-1)
Reproduction: large vulnerable egg sacs (Quantity -3, Development +3)