NESLife VIII: The Next Generation

Crawlzorgvorg
Evolved from: Crawlzorg
Genes Added: Eusociality, Swimming
This era's Crawlzorgs are not super different than earlier iterations of the species, except the fact that, if a time traveler were to see them, they would notice that these beasties of this era swim with a bit more focus and agency
 
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Xerophage - Jehoshua

Evolved from: Dissolver ( 1x Stomach, 1x Flesh Eating, 1x Filter Feeding, 1x Buoyancy, 1x Swimming, 1x Vision )
Genes Added: Plant Eating, Jaws
Genes Removed: Flesh Eating, Filter Feeding

Description: The Xerophage is the first true herbivore, having evolved from the dissolver genus to feed upon the vast Xerotron and Algaetron blooms that flourish across the worlds oceans with some species specialising to prey upon the Ralgetron and Falgatron beds or otherwise to feed on the vast Vesicatron mats of the period. The development of jaws enables the species to feed upon larger plant organisms even in its juvenile state neatly slicing its food into bite-sized portions for consumption and overcoming rudimentary defenses. Its stomach inherited from its dissolver antecedents furthermore enables it to neutralise mild toxins and mucus and decompose tough chlorophyll, rendering its food sources largely helpless against predation. Uncontested in its niche, the Xerophage proliferates into large schools which in turn become a food source for Dissolvers and Harpazos.

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Notes:

@Daftpanzer - Harpazo gas exchange sounds awfully like level 1 gills if one was to keep it simple.
 
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Driftster

Evolved from: Bigster (Era 3)

Genes Added: Scent, Drifting (Sails/Fins)

Genes Removed: None



(3x Filter Feeding, 1x Buoyancy, 1x Scent, 1x Drifting)


The Driftster develops sensitive sensory organs that can detect location and concentration of particles with greater acuity. With this sense of “smell”, they can detect currents that may promise more food, or notice when they’re floating towards a dead zone. This is coupled with various passive drifting strategies. Some driftster develop various holes or tunnels through their flesh that they can cover with membranes to capture certain currents, or open to avoid them. Some holes are specialized for drifting and others are a hybrid between feeding and drifting. Other driftsters develop more sail like structures, thin membranes that are raised on stiffer structures to catch promising currents.
 
Thank you guys, lookng interesting :salute:

Crawlzorg (V2)

@thomas.berubeg may I ask you please to pick another name rather than 'V2' 'V3' etc, as I remember that getting quite awkward in NESLife 3 :)

EDIT: I'm not too sure about 'Eusocality' since I'm not sure how Crawlzorgs would cooperate? Their lifestyle is pretty simple - eat plankton, sit in sunlit shallows, try to crawl away if poked and prodded... Ocassionally lose a tentacle which crawls off to grow into a new Crawlzorg... If they had eggs to protect that might change the picture :)

EDIT #2: I'm happy to go with 'Social Behaviour' which I think was in NESLife 3. At high level would get into Eusocality proper, but at low level would be some basic cooperative behaviour.

@Daftpanzer - Harpazo gas exchange sounds awfully like level 1 gills if one was to keep it simple.

Yes I think I will class it as 'gills' in the stats for simplicity, though I appreciate Iggy wanted to do something different than fish-like gills!

EDIT:

@Daftpanzer would Freswater tolerance be applied like this? If not, I'll change it to stems or water retention instead.

@TerrisH I think we had the same idea :) I know 'freshwater tolerance' wasn't a thing in NESLife 3 but I thought it would be interesting to add an extra requirement for surviving permanently out of the ocean. I imagine it will also allow floating/flying species to absorb rainwater.
 
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Ok so I was considering stopping the biggening when there was no more space to do it with basically senseless creatures, but with Clingers attaching, I'm going for one more evolution here.

So I want the two species to merge as a colonial organism. What do?

EDIT: Actually, Terrance in on it (hey bud! Thanks haha), let's see if the Clingers attach or not; I'll think of another evolution to do.

EDIT2: No wait, they're from Bigsters and therefore not poisonous... OK I'll giver a Clinger pass.

How did I merge into colonial organism again?
 
So I want the two species to merge as a colonial organism. What do?

I think we keep them as seperate 'species' in the stats. IIRC in NESLife3 at one point there was 'symbiotic tendrils' or some such as a gene, to actually share nutrients between different parts. That's a route you could go down, but not essential at this point.
 

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Coolster - tuxedohamm
Evolved from:
Dissolver
Genes Added: Cold Resistance, Filter Feeding
Genes Removed:
Description:

The Coolsters evolved from Dissolvers that found themselves in cooler waters. Decreased food options meant a greater reliance on plankton blooms, though they retained the ability to digest larger prey both when present or when lean times might lead to more cannibalistic behaviors .
 
Vesicatron - NK
Evolved from:
Algaetron
Genes Added: 1x Buoyancy, 1x Fibers
Genes Removed:
Description:

With bladders to keep the Vesicatron afloat, and dense fibers to keep mats sticking together, Vesicatrons are increasingly difficult for the nascent herbivores of this era to digest (and drift less readily), forming multi-kilometer lengths of floating algae that are more difficult to disperse than ever.

Total genes:
1x Photosynthesis, 2x Buoyancy, 1x Fibers
 
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Awesome, thanks guys.

I am planning to update on Wednesday evening UK time. If there are any more evolutions to come, please get them in by end of today (Tuesday), your time.

@TerrisH, PM sent :)
 
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ADDENDUM - FEEDING: I meant to post this clarification about the genes for feeding/digesting. This is essentially how it ended up working in NESLife 3.

Some form of aquiring energy is always needed.

Photosynthesis - feeding off sunlight, as in plants. Low reward, but that's fine if your organism is not particulary active! It would be hard to run am animal purely from photosynthesis, but perhaps not impossible, for at least short burts of movement.

Hyphae - absorbing nourishment from the surroundings with fungus-like threads. Again, this is low reward, and in any case it's hard to move around with these things in the ground.

Filter Feeding - this gene is a 'all in one' gene that includes all the tools for trapping and digesting of plankton or tiny food particles. It's medium-reward, but dependent on local density of plankton which is not constant. Mobile creatues would be able to follow plankton blooms around (though having senses like Scent Detection will help).

Flesh Eating / Plant Eating / Scavenging - these are specialisations that give you more energy from a particular diet. IE, they may represent intestines and microbes in the gut that help you further digest a particular food. It's not impossible to level all of these up at the same time, but I will be considering this to take a lot of energy to upkeep. Also bear in mind that a plant-digesting gut is going to be big and heavy, slowing your creature down. So it would pay to highly specialise in one or other, or have just a few levels of several.

Stomach - this is actually not essential, but useful to pair with either of the above. A stomach can help digest things like exoskeletons and bones, and provides some protection against poison. By itself it provides some energy from any kind of food, and can be considered to give a small buff to any of the specialisations above. However you could actually have a creature that is just very high-level stomach and specialises in eating bones and the like.

NOTE: the above genes don't include any way of biting, chewing, trapping etc. So without some kind of jaws, teeth, claws, pincers etc, you're limited to whatever food item is already small enough to fit in your creature's mouth.

External Digestion - this gets around the problem of needing jaws and the like - as this is where digestive fluids are excreted onto the food, to make a ready-digested soup that you then absorb. This can be considered equivalent of 'stomach' except that it is messier and less efficient, and your creature needs to hang around waiting for the digestive process. It also won't be effective against armour or mucus protection without levelling up beyond the defences. It also requires that your prey is cooperative and does not move around, so that excludes mobile animals unless you have some way to subdue them.

Parasitic Tendrils / Symbiotic Tendrils - another form of gaining energy from other life forms. Symbiosis is more efficient, but requires that you offer some benefit to the host, otherwise it will never get past a basic immune response that animals are assumed to have. Parastic Tendrils can be countered with an extra Immune Response gene, or any physical armour preventing attachment, though some kind of Invasive Spores may get around this barrier...

Chemiosynthesis - another way of feeding that may be possible in hot volcanically-heated water. Most likely, it is actually bacteria that do the hard work, that you then absorb nourishment from. This is challenging however because it requires at least Heat Reistance, and to find most of the deep-sea vents you will also need Pressure Resistance as well as Cold Reistance to be able to survive. Inland volcanic systems may also need Freshwater Tolerance to exploit.

This is open to extra things that players may think up!

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ADDENDUM - MOVEMENT: for future reference, as and when things get that far.

To be a bit more realistic, there are some forms of movement that are not possible to evolve straight off the bat.

Crawing x2 -> Walking x2 -> Running

Gliding x2 -> Flying

Buoyancy x? -> Flying

Walking - an energy-efficient way of getting around on land, requires a species has at least 2x Crawling already in place before the evolution. Requires big, dedicated limbs and supporting structures, and will be much more efficient once Crawling is completely removed (IE, Crawling and Walking to not play well together). But note that Crawling is really not bad for getting around, especially in difficult terrain and tight spaces, and especially for small creatures.

Running - allowing fast bursts of speed on land - requires at least 2x Walking already in place, unless perhaps this can be explained some other way. Is an extra gene that can be used alongside Walking without problems.

Flying - powered flight. One route to this requires at least 2x Gliding already existing before the evolution. Gliding may then remain useful for flying creatures, IE some birds are able to soar with thermals and stay airborne very efficiently, though this means they have bigger wings that make for less manouverable flight. The most manouverability would come from removing Gliding and having only Flight.

There's no strict pre-requsite for Gliding itself, but it would be helpful to either have Climbing or Leaping or some other way to get above ground level in the first place. Aquatic creates would need something like several levels of Swimming or Water Jet to be able to break above the water.

Another potential route to flying is Buoyancy, as the atmosphere of this world is denser than Earth's, making lighter-than-air animals and plants a possibility. However, buoyant animals may not be the most aerodynamic! At least Buoyancy x3 would be needed for floating in air, possibly much more to make it practical for heavier life-forms. Heavily-armoured floating creatures may not be practical at all.

Note that some level of buoyancy would also go well with Gliding for efficient long-duration flight, though such a creature would not be very manouverable.

Again, this is all open to additions from players...
 
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Biggester - Angst (Oh god parsing the three)

Evolved from: Biggerster (Era 3)

Genes: 4x Filter Feeding, 1x Buoyancy, 1x Poison, 1x Gills, 1x Scent (Added: Gills and Scent)

Description: How large can the Bigster line get? The Biggester has adapted a circulatory system that draws oxygen out of water through passing it through small tubes in its body, allowing it more energy. These tubes are very numerous and go through it horizontally along its disc. Additionally, the same tubes read particles through scent, and by virtue of them being on the side of the Biggester, they allow for sense of smell in 360 degrees direction. However, as the Biggester only has the ability to move through buyoancy, this means that in order to use this scent, it sometimes rotates into a vertical alignment, with its sides oriented up, side, down, and side, to figure out whether to drift upwards or downwards for more nutrients.
 
Sorry, no update tonight - I kinda messed up my schedule today and I need to catch up on sleep. I've made some progress however, so should be up this time tomorrow.
 
Update 3 - The Xerophagian Epoch

This era is named after the Xerophage, a successful creature that was initially known only from enigmatic fossils of its hardened mandibles. First assumed to be a ferocious predator, it was later discovered to be a major control of plant species in the tropics.

The climate continued to cool during this time, ironically fuelled by the success of a few cold-adapted species and the creation of carbon-sinks in polar regions, until large parts of the planet entered into a cool-temperate climate. Tropical regions meanwhile saw continued diversification, but with increasing numbers of species competing for shrinking biomes, the stakes for survival were raised. Despite all this, biodiversity continued to increase, and some of the animals alive at this time were significantly larger than anything seen before.

Falgatron was perhaps the most important genus to appear during this era. It was a descendent of the primitive plant-like forms that had appeared in the previous epoch, but with the revolutionary ability to tolerate some degree of fresh water - allowing it to colonise river estuaries, and brackish lagoons and lakes. Lacking buoyancy, it may actually have been better-suited to surviving in areas with strong currents. And as the climate cooled, several species of Falgatron also gained a tolerance for colder water temperatures. These factors combined to allow Falgatron to monopolise a large chunk of the planet’s coastal biomes. These areas were often too cold for scavengers or herbivores, and microbes had not yet evolved to efficiently break down dead Falgatron growths. Thus they tended to form carbon sinks, trapping vast quantities of carbon in sediment over millions of years. It is perhaps fortunate for other life-forms that tidal zones and inland rivers remained out of reach for Falgatron, or the cooling effect would doubtless have been more severe.

Coolster, a descendent of the free-swimming Dissolver, is the only animal genus known to have invaded the cooler saltwater biomes during this era, where it was able to monopolise blooms of plankton and thrived in unmatched numbers. Here, the only danger to newly-budded Coolsters would have been from their own relatives (possibly their own parents). Coolsters were also known in the tropical waters, but there they faced a lot more competition.

Indeed, the Dissolver clade saw an explosive diversification during this era. The aforementioned Xerophage was very successful, though limited to tropical waters, it was able to effectively feed on masses of plant growths using its revolutionary biting mouthparts. It is likely that Xerophage was at least party omnivorous, as it would have been able to opportunistically attack other animals.

Harpazo was the least-numerous branch of Dissolver clade, but arguably the most interesting. It was one of the first life-forms to evolve a true circulation system, and a means of actively absorbing oxygen through a series of tiny tubes. This allowed it to grow up to twice as large as its cousins, and perhaps to swallow them whole, while maintaining active swimming for longer periods. But Harpazo is best known for its harpoon-like hunting appendage - it is not clear exactly how this evolved, though it may have initially been just a hard spiky point near the creature’s mouth. The Harpazo’s primitive eyesight would have greatly limited the use of this ‘harpoon’, but against slow-moving prey, this would not have been too much of a problem.

Whether Harpazo can be classed as the planet’s first ‘apex predator’ is debatable, as it’s soft body would have been vulnerable to the barbs of the Flailzord and in particular, its descendent the Tentaflail. The latter is an example of convergent evolution, evolving primitive eyes mounted at the end of some of its tentacles, and a mouth and stomach where food could be more efficiently digested, once it had been torn apart. Tentaflails were slow-moving creatures, but would have been well able to dispatch any soft-bodied creature that ventured near. They rapidly outcompeted the inefficient Flailzords wherever the two overlapped - in turn depriving other species of food that used to be spilled by the Flailzords.

Zorgvorg was an interesting cousin of the Tentaflail and Flailzord. It was from the branch that had evolved symbiosis with photosynthesising microbes, rather than carnivory. Fossils suggest this species tended to stay together in a group, perhaps to coordinate mass-release of their spores, but as these creatures were effectively blind it is not clear how they coordinated their movements. They were also capable of swimming for short periods, though they were negatively buoyant, this may have evolved as an escape reflex when attacked by other animals. Although inefficient, these creatures were versatile enough to survive amidst their more aggressive brethren.

Between all these developments and the increasing decline of the traditional seafloor algae mats, some of the more primitive life-forms on the sea floor were now under threat of extinction. The pressures on the Dribbler seem to have given rise to the Slugster, which was able to literally scrape a living by eating meagre scraps of food caught on the side of rocky surfaces by means of a unique tongue-like organ lined with small teeth. It remained vulnerable to attack however, as the scarcity of its fossils attests.

Rounding out the animal evolutions of this era are the remarkable Driftster and Lamellester, both branches of the Bigster clade. Drifters were more primitive, but had the interesting development of sail-like growths that could be raised or lowered to sail with the prevailing wind when floating at the ocean surface, allowing an essentially-free ride across vast tracts of ocean. Fossils show that Drifsters continued to support colonies of Clingers on their undersides, providing protection against attack.

Lamellester meanwhile was the biggest single animal known to be alive up to this point, with a diameter over a metre wide in some cases. Like the Harpazo, it had evolved a primitive gill system and means of circulation, allowing it to support a larger body mass. This sheer size combined with the poison in its tissues made it effectively immune to attack, although it could only grow to this size in waters with enough plankton to feed upon. It is believed both Lamellester and Driftster also had primitive scent-detection organs, which may have helped to detect when plankton blooms were close; Lamellester had no real means of moving against the surface currents, but may have risen or sunk in the water to try to stay close to these blooms.

Finally, Vesicatron is notable as a floating sea plant genus that evolved late in this epoch. Its fossils are difficult to interpret, but it seems to have evolved long, inert fibrous growths which surrounded its main structure. Though blocking a portion of light, these fibers could have provided insulation from attack, and also seem to have functioned to bind many individual Vesicatorns together into large floating rafts, supported by larger buoyancy bladders. In fact, pieces of Vesicatron rafts seem to have been buoyant enough that they were sometimes swept far inland by wind and tides, though this was inevitably fatal for them - leaving behind fossils in sediments otherwise devoid of complex life.

By the end of this era, several permanent ice caps had appeared in southern mountain regions, where a large landmass remained - its more-temperate fringes being home to masses of Falgatron. An increase in volcanic activity near the north pole seems to have stabilised the climate against further cooling, though it showed no sign of warming. The tropical climate zones remained crowded and hotly contested.

Species List + Stats

Notes:

To reduce confusion with previous evolutions, Crawlzorgvorg was renamed to Zorgvorg, and Biggester to Lamellester.

If you are struggling for a name for an evolution, feel free to just write ‘[insert name]’ :)

Aside from the climate issue, a major limiting factor at this point is reproduction. Most animals reproduce by breaking in half or slowly budding small copies of themselves. This is quite awkward, especially as a creature gets more complex. There would be advantages to evolving some kind of ‘eggs’ which could be left in a safe place to develop on their own, or even ‘live birth’.

The appearance of sharp pointy bits, harpoons and jaws is also a spur for the evolution of any kind of amour protection, and/or of senses and movement.

About ‘bonuses’ that allow more evolution points - I’ve been thinking about this, but I’m not sure it’s necessary for the game. Also, thinking back on NESLife 3, it was sometimes a bit arbitrary who got a bonus and who didn’t. If you have any opinions on the matter, please do let me know. One idea is for players to vote anonymously for who gets a bonus, though I’m not exactly sure how I would set that up.

My evolution:

Treester - Daftpanzer
Evolved from: Biggerster (Era 4)
Genes Added: 1x Anchor, 1x Colonial Reproduction
Description:
with the relative protection offered by their poisonous skin, one branch of Biggersters evolved a sessile lifestyle, growing tendrils that anchored themselves in a favourable location on the seafloor. They also evolved a more organised method of reproduction, rather than the semi-random budding seen in many animals of the time - a single new clone would sequentially grow from the top and center of the previous one, eventually forming a tree-like structure of connected individuals, with some sharing of nutrients between them. These ‘trees’ were able to trap and digest large amounts of plankton.
 
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Horgazorg
Evolved from zorgvorg
Genes Added: Jaws x1 stomach X1
The Horgazorg has evolved a slightly more efficient method of incorporating the outside into the inside - Namely harder jaws that the tentacles bring food to, and a stomach to more efficiently dissolve and digest the outside. Still, if something is too small to properly grasp with a tentacle, some latent filterfeeding ability on the ends of the tentacles remain.
 
Falgophage - Jehoshua

Evolved from: Xerophage (Genes: 1x Swimming, 1x Stomach, 1x Plant Eating, 1x Jaws, 1x Buoyancy, 1x Vision)
Genes Added: Cold Resistance, Eggs
Genes Removed: None
Description: The Falgophage is a derivative of the Xerophage adapted for colder waters. Visually similar to their counterparts, their most notable adaptation is sexual reproduction, with the eggs produced thereby being deposited in the sediment of falgatron beds to give falgophage fry the best chance of life and some security from predation.
 
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About ‘bonuses’ that allow more evolution points - I’ve been thinking about this, but I’m not sure it’s necessary for the game. Also, thinking back on NESLife 3, it was sometimes a bit arbitrary who got a bonus and who didn’t. If you have any opinions on the matter, please do let me know. One idea is for players to vote anonymously for who gets a bonus, though I’m not exactly sure how I would set that up.
do we need the votes to be Anonymous? It isn't really a discive matter and I don't see conflicts happening because of it. the only rule I could see that might be needed would be that you can't vote for your own creature.



Galgatron - TerrisH
Evolved from: Falgatron (Era 4)
Genes Added: 1x Freshwater Tolerance, 1x Water Retention
Description:

The Galgatron continue to exploit the success of the Flagatron, spreading further and further inland with each generation. Not only spreading farther up the many rivers and away from the sea, but also outward as it developed thicker cell walls to let it retain water better, and it's roots grew able to soak up water from the damp soil and rocks near the rivers. This had many unintended consquinces on the planet as they spread, as they began to hasten and assist the rivers in breaking up rocky surfaces the rivers cut through, and increased the amount of silt heading out to sea.

No need to focus on reproduction yet, with whole new biomes to conquer, and no herbivores heading in the same direction yet.. Inward and upward, to break up more rocks and make more soil to flow down the rivers and out to sea.
 
No need to focus on reproduction yet, with whole new biomes to conquer, and no herbivores heading in the same direction yet.. Inward and upward, to break up more rocks and make more soil to flow down the rivers and out to sea.

someone give the Xerophage +2 freshwater tolerance before we lose the tropics :p
 
The first great predator of the nascent inland aquatic plants would not be an animal... but would instead be one of their own.

Kleptotron
Evolved from Falgetron
Genes Added:
Saprotrophy (You could call them parasitic tendrils for consistency), Transport Tissues
Genes Removed:
Description:
In the aftermath of the initial flourishing of the Falgetron, the emergence of a species that would capitalize on this colossal source of biomass was all but inevitable. The Kleptotron is descended from Falgetrons that began to use their roots not merely as anchoring structures, but as a means of gathering nutrients. And, as it would so happen, the most abundant source of nutrients was their vast accumulations of their close relatives. Thus, as Falgetrons and their relatives grow in their multitudes, Kleptotrons grow among them, intruding with their saprotrophic roots to drain sugars and nutrients away from their neighbours, using these nutrients to gain a competitive advantage. While this takes place at a very slow pace, on the timescales of plant life this is no less brutal than a Gribbler being shredded apart by a Flailzord.

Critically, the Kleptotron is not merely a one-trick pony. Having used its saprotrophy to gain an advantage over its neighbours, it subsequently makes use of a spongey internal tissue to passively transport nutrients. This tissue offers both a degree of structure, allowing the Kleptotron to stand up on its own to a degree rather than simply flopping to the ground, and also the ability to transport water and nutrients from places where they are to places where they are needed. Together, this allows Kleptotrons to grow further from the ground and better monopolize sunlight than their less-vascularized counterparts.
 
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