Domestication
When the player domesticates a species, they domesticate it, learning how to care for and reproduce it, and bringing it into the broader multi-species hive.
Domestication serves several gameplay purposes:
- Gate wildly different technology in a visually distinctive way.
- Tutorialize the process of caring for a new species.
- Give players a reason to care about and get excited by the flora and fauna they see around them.
- Encourage players to explore new areas.
In order to domesticate a species you must:
- Optionally, study the species in the wild for a time.
- When a scout observes key life cycle events, the corresponding section of their encyclopedia entry is unlocked.
- These are also unlocked when the event happens inside a research reserve.
- Capture a number of specimens of a species.
- These must be placed inside a research reserve. Research reserves are closed areas that:
- Have at least one research outpost building.
- Have no other crafting buildings in them.
- Are fully isolated, except via gates.
- These must be placed inside a research reserve. Research reserves are closed areas that:
- Keep that population alive until a threshold of biotic mastery is reached.
- Progress advances each time a new individual is born there while the research outpost is staffed.
- Progress also advances steadily for each individual kept alive in the research reserve.
Once you have domesticated a new species, you unlock control over guided evolution for that species, and can build reproductive structures for that species. Non-wild strains of this species will be cooperative, following signals or performing other actions to assist the colony.
Implied Constraints
- players should be able to tame almost anything they meet
- players must be able to clearly differentiate between tamed and wild organisms of the same type
- species must be mechanically and visually distinct
- you cannot have 3 species of dragonflies!
- this is because players must be able to clearly tell when an encountered species is new to them
- there must be a moderate number of species in the game
- with too few species, players will get bored
- with too many species, finding and understanding each species will explode complexity and development costs
- exploration becomes an important game mechanic
- map cannot start fully visible
- different species must live in different regions
- each species must have an interesting life cycle that players must learn about and master
- survival, feeding and reproduction are the obvious choices
- unique / interesting / challenging behavior is also a good option
- progression must be robust: there must be many paths to the same resources and comparable tools
- each pathway should feel meaningfully distinct: this plays well with unique life cycles
- Against the Storm and Oxygen Not Included do a fantastic job of this