Daftpanzer
canonically ambiguous
NESLife V (part 2)
This is a continuation using new rules of NESLife V, which was itself a revamping of NESLife 4, in the style of the epic saga that was NESLife 3. Inspired by TuxLife and by the rule advancements introduced by Lord_Iggy in NESLife VI. Welcome back to another world of evolution!
Welcome to our Earth-like, and as-yet unnamed world. Currently rotating once every 18 Earth hours, orbiting a gentle K-type main-sequence star every 250 Earth days. Age, approximately 4 billion years. Axial tilt, 25 degrees. Surface area, 1.3 times larger than Earth's. Surface gravity, much the same, although the atmospheric pressure would be uncomfortable for a human. The sky has a marked blue-green tint compared to Earth's, and also has pinkish and purple tones at times. To human eyes, its sun would shine with a magical gold and orange hue, turning an impressive deep red-pink at dawn and dusk. A bright moon looms large in the sky, making for some spectacular moonlit nights. Three irregular moonlets orbit beyond, tiny and dull in comparison, slowly tracing a path through a sparse ring of rocky debris that marks the outer edge of our planet's gravitational influence.
Oxygen is present, but a human would need breathing gear to stay conscious for long. Normally, the equator is oppressively hot by Earth standards, and plagued by violent storms. Ice ages are few and far between, with the poles ice-free throughout most of the planet’s history. A stormy water ocean dominates the surface, with high tidal surges due to the proximity of the major moon, the shorelines experience rapid erosion into tidal estuaries and sprawling mud flats.
This planet has long been home to microbes. They have adapted to every climate and terrain, and over billions of years they have changed the composition of the atmosphere and the oceans, making way for more advanced forms of life to appear. These new, pioneering multicellular forms have thrived and diversified over many more millions of years. But not all lineages have stood the test of time. Intense competition and changing climates have already taken their toll. And all the while, restless forces linger in outer space and within the planet’s core, threatening to unleash mass extinction at any time.
Few life forms will survive the ages. But some will have a beautiful moment of success...
Rules
The NESLife concept has evolved over the years with NESes run by myself, TerrisH, Tuxedohamm, and Lord_Iggy. The goal is to have fun simulating the evolution of life on another world. Players take an existing ‘species’ (what would really be a whole family or genus of species in real terms) and propose a new evolution to feature in the next update. You may have a few goals in mind, but it is best to be flexible and opportunist in your approach - there will be unexpected effects as new species appear from other players, and unexpected natural disasters and changing climate to contend with, all of which makes the game fun
My pinnacle so far has been NESLifeIII, reaching more than 30 updates. The latest incarnation, NESLifeVI (run by our resident biologist, Iggy), has introduced some new concepts and new, elegant and realistic ways of playing evolution, which has proven itself to work really well - over 11 Epochs and counting! After stalling on NESLifeV (itself a continuation of the microbe-focused NESLifeIV), I realised I wanted to continue the world with the new rule twists that Iggy has introduced. Thus, I will allow Iggy to explain further:
Evolutions!
Strictly one evolution per player, per turn.
I'm doing things in my own particular idiom, slightly different to Iggy:
Additional considerations in this NES
So, here we go! I am launching this continuation NES with an update, which you will find a few posts down. New rules and stats are in force, and I’d like to keep the old thread with the old rules, should anyone wish to revisit or compare the old system.

This is a continuation using new rules of NESLife V, which was itself a revamping of NESLife 4, in the style of the epic saga that was NESLife 3. Inspired by TuxLife and by the rule advancements introduced by Lord_Iggy in NESLife VI. Welcome back to another world of evolution!

Welcome to our Earth-like, and as-yet unnamed world. Currently rotating once every 18 Earth hours, orbiting a gentle K-type main-sequence star every 250 Earth days. Age, approximately 4 billion years. Axial tilt, 25 degrees. Surface area, 1.3 times larger than Earth's. Surface gravity, much the same, although the atmospheric pressure would be uncomfortable for a human. The sky has a marked blue-green tint compared to Earth's, and also has pinkish and purple tones at times. To human eyes, its sun would shine with a magical gold and orange hue, turning an impressive deep red-pink at dawn and dusk. A bright moon looms large in the sky, making for some spectacular moonlit nights. Three irregular moonlets orbit beyond, tiny and dull in comparison, slowly tracing a path through a sparse ring of rocky debris that marks the outer edge of our planet's gravitational influence.
Oxygen is present, but a human would need breathing gear to stay conscious for long. Normally, the equator is oppressively hot by Earth standards, and plagued by violent storms. Ice ages are few and far between, with the poles ice-free throughout most of the planet’s history. A stormy water ocean dominates the surface, with high tidal surges due to the proximity of the major moon, the shorelines experience rapid erosion into tidal estuaries and sprawling mud flats.
This planet has long been home to microbes. They have adapted to every climate and terrain, and over billions of years they have changed the composition of the atmosphere and the oceans, making way for more advanced forms of life to appear. These new, pioneering multicellular forms have thrived and diversified over many more millions of years. But not all lineages have stood the test of time. Intense competition and changing climates have already taken their toll. And all the while, restless forces linger in outer space and within the planet’s core, threatening to unleash mass extinction at any time.
Few life forms will survive the ages. But some will have a beautiful moment of success...
Rules
The NESLife concept has evolved over the years with NESes run by myself, TerrisH, Tuxedohamm, and Lord_Iggy. The goal is to have fun simulating the evolution of life on another world. Players take an existing ‘species’ (what would really be a whole family or genus of species in real terms) and propose a new evolution to feature in the next update. You may have a few goals in mind, but it is best to be flexible and opportunist in your approach - there will be unexpected effects as new species appear from other players, and unexpected natural disasters and changing climate to contend with, all of which makes the game fun

My pinnacle so far has been NESLifeIII, reaching more than 30 updates. The latest incarnation, NESLifeVI (run by our resident biologist, Iggy), has introduced some new concepts and new, elegant and realistic ways of playing evolution, which has proven itself to work really well - over 11 Epochs and counting! After stalling on NESLifeV (itself a continuation of the microbe-focused NESLifeIV), I realised I wanted to continue the world with the new rule twists that Iggy has introduced. Thus, I will allow Iggy to explain further:
Spoiler Lord_Iggy NESLife Overview :
This is a NESLife, 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 NES 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 []. 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 humorously redundant digestive organs (here’s looking at you, appendix). All of these are things that any NESer with a half-decent sense of forward thinking would be careful to avoid.
Iggy Explains Evolution
Organisms are defined by their genome. A genome is a collection of genes. Genes are units of genetic information, which are carried in DNA. Genes control the traits expressed by an organism.
Organisms reproduce. Their offspring are similar to their parents, as they possess the genes of their parents, but they are not always identical. Sometimes, errors happen when genes are passed on to children, creating new traits. This is mutation.
Offspring compete to reproduce. Those which have the traits that best allow them to survive are more likely to have more children. Their children have a chance of inheriting the features that made their parents successful, thus further propagating the genes. This is natural selection.
Due to random chance, some genes might get passed on more than others. Eventually, this can cause one single population to turn into multiple distinct populations. This is genetic drift.
On average, over millions of years, positive mutations will tend to propagate throughout a species. Random genetic drift will also contribute to these changes. The accumulation of changes can make a species distinctly different from its ancestors. This is evolution.
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 humorously redundant digestive organs (here’s looking at you, appendix). All of these are things that any NESer with a half-decent sense of forward thinking would be careful to avoid.
Iggy Explains Evolution
Organisms are defined by their genome. A genome is a collection of genes. Genes are units of genetic information, which are carried in DNA. Genes control the traits expressed by an organism.
Organisms reproduce. Their offspring are similar to their parents, as they possess the genes of their parents, but they are not always identical. Sometimes, errors happen when genes are passed on to children, creating new traits. This is mutation.
Offspring compete to reproduce. Those which have the traits that best allow them to survive are more likely to have more children. Their children have a chance of inheriting the features that made their parents successful, thus further propagating the genes. This is natural selection.
Due to random chance, some genes might get passed on more than others. Eventually, this can cause one single population to turn into multiple distinct populations. This is genetic drift.
On average, over millions of years, positive mutations will tend to propagate throughout a species. Random genetic drift will also contribute to these changes. The accumulation of changes can make a species distinctly different from its ancestors. This is evolution.
Evolutions!
Strictly one evolution per player, per turn.
I'm doing things in my own particular idiom, slightly different to Iggy:
Species Name:
Ancestor Species:
Selective Pressure:
Primary Mutation:
Secondary Mutation(s):
- Species Name: something smart, relevant, and snappy (or just snappy!). Don't moan at me if I alter your long-winded or blatantly silly names
- Ancestor Species: something listed in the most recent stats. The ancestor cannot be something that has died out, or an evolution that another player has just posted.
- Selective Pressure: a specific problem or threat you want to do something about, IE predation, inability to find food, inability to survive in different climates/terrain, inability to kill prey/feed, etc etc.
- Primary Mutation: this is the main mutation that you want to be included. It should be a response to the selective pressure.
- Secondary Mutation(s): one or two other mutations that I may or may not actually include, depending on the situation. Its impossible for me to go through a lengthy Q&A each time, but you can put your 'wish list' here. Also, getting rid of something – having unnecessary organs/appendages atrophy away to save energy and increase reproduction rates - is generally 'free' to do. If I don't see how an inherited trait is useful anymore, it may well become atrophied anyway.
Additional considerations in this NES
- Experimentally introducing 'Genetic Diversity' variable in the stats. Greater diversity means greater health and 'robustness'. It may also mean that player evolutions of this species have more chance of getting their secondary traits added; as a general rule, diversity increases over time, but there are complications depending on the population and method of gene sharing (if any) - small populations of a/sexual species can evolve rapidly, while divergent traits may be harder to establish among large, stable populations. New species will generally begin with less diversity than their ancestors, being a sub-set and offshoot from them.
- 'Species' in the stats are really what we would call families of species. They are not necessarily fixed in stone, as its possible that some traits will be lost due to declining genetic diversity, or just natural atrophy of non-essential traits.
- Again, I encourage players to be opportunistic, spread their evolutions around, don't plan too far ahead and don't invest too much in one particular branch. Player species also suffer from trying to be too clever and unique at times. This isn't how nature works - sometimes a simple, practical upgrade works wonders.
So, here we go! I am launching this continuation NES with an update, which you will find a few posts down. New rules and stats are in force, and I’d like to keep the old thread with the old rules, should anyone wish to revisit or compare the old system.
