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The “Pax Romana” Posts

The “Pax Romana” Posts

For several weeks now, I’ve been using a sequence of tabletop simulation games to generate a big chunk of the Fourth Millennium alternate history. These have included:

  • Alexandros (Revised Edition), by Compass Games
  • Successors (Fourth Edition), by GMT Games
  • Sword of Rome, by GMT Games
  • Pax Romana, by GMT Games

In particular, the past two weeks have been devoted to running through a home-brewed scenario of Pax Romana, based on the outcomes of the previous games. I’ve been making occasional posts to Facebook detailing how the game has been going, with comments about what the alternate history looks like. For my blog readers and patrons, and to preserve that commentary for future reference, I’m going to compile all of those posts here.

So, without further ado:

July 7 (300 BCE)

Well, this evening I did manage to get Pax Romana set up, using my home-brewed alternate-historical scenario. This picks up right where my Successors and Sword of Rome runs left off, in 300 BCE.

You can see Carthage in the lower left, ready to build up its western empire. A few Romans in central Italy, set to finish their conquest of the peninsula. An alliance between the western chunk of Alexander’s empire and Magna Graecia. A few of Alexander’s satraps asserting their independence in Asia Minor. Way off in the East, we have Alexander’s son and heir partnering up with the elderly Ptolemy of Egypt to pursue a new generation’s ambitions.

Let the games begin!

July 10 (250 BCE)

Spent most of the day “teaching” an online course (i.e., monitoring student progress and grading papers), and building a slide deck for next week’s Enormous Course lesson.

I also plowed through a game-turn of Pax Romana. I’m now at the end of Game-Turn II (about 250 BCE), and there have been some interesting developments.

Given the enforced alliance at the beginning of the game between “Greece” and “The East” in my home-brewed scenario, once the two empires have divided up Asia Minor there’s really only one direction for “The East” (the main body of the Alexandrian empire) to go. That’s across North Africa to fulfill one of Alexander’s old ambitions, the conquest of Carthage.

The campaign was fortuitously timed, just as Carthage was struggling with a “slave revolt” event (entirely historical, as Carthage always had trouble with internal rebellions). I looked at the odds facing the Carthaginian army, and decided that their best bet was to fall back on the Numidian hinterland and the settlements in Spain, and let the Alexandrian army deal with the rebels. So the outnumbered Carthaginian army is more or less intact to fight another day. Still, between the Alexandrian invasion and an opportunistic campaign by the Romans in Corsica and Sardinia, Carthage has lost a lot of territory.

“Greece” (the European sector of Alexander’s empire) has been having a hard time expanding anywhere. They’ve knocked out a few barbarian tribes, but they also had to fend off a massive invasion of German barbarians from the back-end of nowhere, and the net result has been just about zero. Maybe in the next few turns they can do better – they certainly have the economic base for conquest, even if they also have a big frontier to defend.

The Roman Republic has been doing . . . not too badly, actually, mostly by carefully leaving the Alexandrians alone and snapping up territory opportunistically around the edges. They’ve had to fight some wars against Gaulish barbarians, but that gave them a chunk of southern Gaul and plenty of directions for further expansion. Once the two segments of Alexander’s empire become hostile to each other, there’s every likelihood the Romans can start playing both ends against the middle.

July 13 (175 BCE)

I really ought to be working on things for the office, but honestly I was pretty burned out this morning, so I spent the day on Pax Romana instead. The capstone scenario I need to write is still percolating in the back of my brain, so tomorrow I’ll sit down and knock out as much of it as I can.

In the Fourth Millennium universe, we’ve reached about 175 BCE, the halfway point in the simulation.

There have been some interesting developments. The entirety of Magna Graecia has changed hands, for one thing. The Greek cities in Italy are now subject to the Roman Republic, while the post-Minoan matriarchy that was ruling Sicily is now a vassal-state of the Ptolemies of Egypt.

In the far west, now that the Romans have unified Italy, they’ve drawn a new strategic objective: the conquest of Hispania. Spain has just been unified by the league of post-Carthaginian towns left behind after Carthage itself was conquered by the Ptolemies. Unfortunately the Phoenicians have maybe half the economic strength of the growing Roman state, their social stability is much worse, and their armies tend to be smaller and of lower quality than the Roman legions. I’m predicting an alternate-historical version of the Punic Wars, with much the same outcome. Ceterum censeo Carthaginem esse delendam.

Meanwhile, now that Alexander’s empire has fragmented, there’s an epic confrontation brewing in Asia Minor, between Alexander’s direct heirs and the Seleucids who are based out of the Macedonian homeland and Greece. Right now the two powers are about evenly matched, so I have to wonder if they won’t just fight each other to exhaustion. A really talented leader on one side or the other might make all the difference. Have to see how the next couple of turns go.

July 16 (125 BCE)

As I move toward finishing up with my Pax Romana run, the world is starting to look like its status in the proposed Fourth Millennium RPG. The current date is about 125 BCE, and I’ve got 75 years to go.

In the west, the Romans have dealt with the post-Carthaginian towns and a couple of barbarian invasions in Spain, and have secured the eastern and southern coasts of the peninsula. That’s about where they were about 75 years earlier in our history, after the Second Punic War. At the moment the Roman Republic is the second-most powerful of the major empires, and they’re well placed to finish the conquest of Hispania and move into first place.

There’s still a “Carthage” in the game, and it’s even managed to take back a little of its old territory from the Ptolemies, but I’m reading that as a resurgence of the kingdoms of Numidia and Mauretania. I can’t see those hanging on to their independence very long if any of the major empires find the time to look their way. At least they can act as a spoiler for a while longer.

The conflict between the pieces of Alexander’s empire has been grinding onward. The loose and often-fractured alliance between Alexander’s direct heirs and the Ptolemies of Egypt has been doing surprisingly well. The Seleucid kingdom in European Greece was hamstrung by a very badly timed civil war, and by the arrival of a “soldier of fortune” mercenary army working for Alexander’s descendants. (Pax Romana includes a “soldier of fortune” mechanic, which can disrupt things by bringing a rogue military force onto the board for a turn or so. Think Pyrrhus of Epirus, or some of the third-tier Diadochi.) As a result, the Seleucid position in Asia Minor is in full collapse, and Alexander’s heirs have just about consolidated everything up to the islands off the Ionian coast. This game allows for lots of reverses of fortune, though, so no guarantees what will happen before the end-of-game date.

I suspect I’ll be finished with this run later this week. After which I think I’m going to fire up Affinity and start a really big cartography project, the kind of thing that might end up in the eventual RPG book. Starting with a master map of the whole Mediterranean world, with maybe a few more-detailed local maps as well. I doubt any of that will be finished by the end of July, but maybe my patrons will have some pretty maps to look at in August.

July 21 (60 BCE)

Finished my Pax Romana run last night, and carefully documented the state of the world. That brings the Fourth Millennium timeline up to my planned date – about 60 BCE.

The post-Alexandrian empires have had about a century of actually getting along with each other and not going through round after round of civil wars. Which means they’ve both been able to urbanize and expand their territory. The Seleucids, in particular, have managed to do something interesting – wedged in between Rome and the Alexandrians, they’ve expanded northward into the Balkans, and the territory of the eastern Celts along the Danube River. They’ve got a whole network of military colonies in that whole region, acting as a matrix in which the Celts can be Hellenized, formed into a solid defensive line against the incursion of Germans from further north. If I can’t build that into an environment for lots of adventures, I need to turn in my badge.

Meanwhile, the Roman Republic is the biggest, most unified, and wealthiest of the major powers . . . but it’s not strong enough to fend off both wings of the post-Alexandrian empires at once. Italy is starting to seem like a morsel caught in the jaws of Hellenistic states to the north and south. In the last turn of the game, the Romans had to fend off attacks from both sides, and lost small but significant portions of territory in both directions. What’s worse, the Republic just suffered its first serious round of military reverses, with whole legions lost and its internal stability sliding – which suggests it may be in for this world’s equivalent of the bloody Social War.

In power politics, a tripod is the most unstable of structures, because the temptation is always there for two powers to gang up on the third. So in the present day of the Fourth Millennium, is the Roman Republic going to go down before the Hellenistic conquest? Or will the post-Alexandrians collapse into factional fighting (again) and give the Romans a chance to get the advantage? After all, it’s not as if the Hellenes of this era have ever managed to go very long without starting to imitate the moment-to-moment business of a bucket of crabs.

This is going to be a great setting for adventure stories and a tabletop RPG. Next step: to build some maps of the current situation, and maybe write the first gazetteer of the setting. That’s not going to be finished before the end of July, but I suspect I’ll have some neat material to show my patrons next month.

Designing the Vasota Species

Designing the Vasota Species

At this point, I’ve played through the Phil Eklund games Bios: Genesis and Bios: Megafauna, and I’ve used some of the results of those games to design the Karjann star system and its one Earth-like planet, Toswao. Now for the fun part – looking at the game results in more detail to come up with (hopefully) the design for the planet’s sole tool-using, language-using species.

Hmm. This species will need a name. A few moments paging through a random-name generator, and my brain comes up a word that sounds a little like the name of the planet. So be it: a singular member of the species will be a vaso, and the plural and collective form of the name is vasota. Today, we’re going to be designing the vasota species.

Bios: Megafauna Analysis

There’s one methodological point that I should probably make up front.

When playing Bios: Megafauna, you’re invited to think of yourself as playing the role of one or more single species. In fact, that’s not a good way to think about the situation. The game covers hundreds of millions of years, and very few single species have ever persisted over such long periods. A better way to think about it is that you’re tracing a few of the most prominent clades.

Over time, species give way to new species in the clade, many steps taking place in each game turn, at a level too fine-grained for the simulation to make explicit. The acquisition of cards and cubes for one “species” in your tableau follows the development of traits characteristic of the clade, over a long period of time. The final state of a “species” in the game may describe only one actual species in the generated world, but that’s not required.

A corollary of this is that your tableau of cards and cubes can’t be a complete description of any given species in the chain. Cards in Bios: Megafauna only appear once and never again, so only one “species” can ever hold a given trait in a game. That doesn’t make sense if you take it too literally. More likely, what the cards mark is that a given clade is notable for having that trait – maybe it was the first to evolve the trait, or many members of the clade have invested heavily in it.

Thus, if a species doesn’t have a given card, that doesn’t necessarily mean it lacks the corresponding trait, it just means its own version of the trait is unremarkable. On the other hand, if a species does have a specific card, it probably exhibits that trait to an unusual degree.

So, what do we know about the vasota, given their representation as a “species” at the end of my Bios: Megafauna game?

Well, since the species belonged to Player White, that means it is endoskeletal, analogous to the vertebrates of Earth. That doesn’t tell us much yet; it could resemble fish, amphibians, reptiles, birds, mammals, or none of the above.

At the end of the game, the species was size 3, which the rulebook informs us is approximately 20 kg in mass. Since the size scale is logarithmic by powers of 10, we could take this as indicating a typical body mass somewhere between about 6 kg and about 65 kg. Smaller than a human, but not necessarily a lot smaller.

The species had the following cube set, taking “monster” markers into account:

  • 4 red (nervous system, reflexes, “pounce” hunting and “dash” evasion)
  • 4 yellow (circulatory system, stamina, “chase” hunting and evasion)
  • 6 blue (reproductive system, investment in sexual behavior and offspring)
  • 2 green (digestive system, ability to process lots of biomass, survival in warm climates)
  • 3 white (cold adaptations, survival in cold climates)

The preponderance of red and yellow over green and white cubes suggests the species has a strong tendency toward carnivory. On the other hand, in actual play the species (or, rather, members of the same clade) spent a lot of time in the “herbivore” position in the biomes it occupied. I suspect we can square the circle by assuming that the species is omnivorous, but prefers meat if it can get it. Earthly examples might include raccoons, or certain species of bears.

Meanwhile, wow, that’s an impressive array of blue cubes. The species still has one of the blue “monster” markers, which indicates a lot of investment. I would guess that this species comes down heavy on a K-selection strategy: finding high-quality mates, then having just a few offspring and lavishing lots of time and attention on them. This species may be more invested in sexual behavior and child-rearing than humans are, which is kind of impressive.

Let’s look at the traits that this clade has acquired over time, both in their basic and promoted forms.

  • Courtship Dance and Territorialism – These were the first two traits acquired, and Territorialism is what gave the clade its blue “monster” marker. It’s interesting that the first traits this clade developed, the ones which continued to define its behavior throughout its existence, were both behavioral in nature. That suggests some very deep-seated instincts toward sexual competition, display behavior, and territory defense. Whatever social groups this species naturally forms, they probably have a strong sense of in- and out-group distinctions, and a willingness to face down outsiders who trespass on their range.
  • Brainstem and Pituitary Gland – Early investments in a sophisticated system of nerve and hormonal control. Even from the beginning, these were smart animals.
  • Periodontum – Clearly, even though this clade never invested heavily in being able to process lots of plant matter, it does have a jaw apparatus, with teeth supported by specialized tissues.
  • Hormones and Muscle Shivering – More sophisticated biochemistry to regulate tissues and behavior. Muscle Shivering gave the clade its white “monster” marker, indicating a strongly endothermic animal that can deal well with widely varying climates. At this point, I’m comfortable calling this species pseudo-mammalian, with one exception that I’ll mention later.
  • Vertical Flexure – The first trait that seems relevant to the physical body plan. This clade is made up of striding walkers, whose footsteps fall under the body, as opposed to “sprawlers” which crawl along with their feet out to either side. That suggests the ability to move quickly, and possibly to develop a good bipedal stance that can free up the forelimbs for manipulation.
  • Pons & Medulla and Hypothalamus – Still more sophistication in the brain, giving the species good reflexes and strong regulation of homeostatic processes. I’m not seeing a lot of forebrain-like development, but a look through the Bios: Megafauna trait deck tells me that almost all the brain-development cards focus on the hindbrain. A species that has lots of brain cards is probably going to be smart regardless.
  • Long-Term Memory and Larder Hoarding – More brain traits! At this point I’m comfortable assuming this species will be about as intelligent as humans, but here’s an interesting indicator as to what kind of intelligence it will have. I see an emphasis on good memory, not just quick information processing or abstract reasoning.
  • Olfactory Organ and Smelling Nose – Here we have some indication as to what kind of sensory apparatus the species has. We can assume that it has eyes, ears, and so on, but the cards tell us that the species is remarkable for its sense of smell. The card text specifically calls out the noses of bears, which have possibly the best sense of smell of any land animal on Earth.

Finally, we can look at the Emotions held by the clade at the end of the game:

  • One red Emotion, representing “anger,” aggression, quick action, and the “fight” part of the fight-or-flight reflex.
  • Two blue Emotions, representing “jealousy,” pride and self-centeredness, and sexual attraction and desire.
  • One purple Emotion, representing “curiosity,” the drive to learn, the need to try new tools and techniques.

This suggests a creature that is at least somewhat human-like in psychology: aggressive, curious, strongly driven by the need to find a mate and raise offspring. Again, this species may be a bit more motivated by personal pride and sexual desire than we are, depending on whether you believe humans would have two blue Emotions in their card tableau too.

GURPS Analysis

Now for a bit more fine-grained detail, which I’ll describe by designing a character template for the vasota in GURPS terms.

The older book GURPS Uplift is actually a great source for this kind of work. It has an alien-design sequence based on algorithms that Dr. David Brin developed for his own creative work, one which considers how a species evolved to intelligence. That makes it a good fit for my current project, which is taking a different approach to do the same thing.

GURPS Uplift is a Third Edition sourcebook, but it still works very well as a set of guidelines when designing aliens. If you want something more closely tied to Fourth Edition, James Cambias built a similar system for the current edition of GURPS Space. The fact that I’m using GURPS Uplift instead is purely a matter of personal preference – I got used to that system long before James and I co-authored GURPS Space.

I’m going to work my way through the major headings in the GURPS Uplift design sequence. Rather than do everything with random dice rolls, I’m going to select options and traits to fit what I saw in the Bios: Megafauna game, and see what kind of template that gives me.

Home Environment

Thinking back to the Bios: Megafauna game, the White Archetype species spent most of its time living in forested continental biomes. Once Toswao flipped to a relatively cool climate on the last turn, those were probably temperate rather than tropical forests. We’ll run with that.

Our intelligent species evolved in a temperate forest, as “climbers” (ground-dwelling creatures that can climb trees if they need to, like bears or gorillas). Looking at suggested traits, I’ll go with +2 skill bonuses to Climbing and Jumping. Those seem to fit the large numbers of red and yellow cubes in the clade’s tableau, which suggest an agile and athletic creature.

Incidentally, recall that the surface gravity of Toswao is about 1.09 G, a bit higher than Earth’s, but not high enough to count as a “heavy world.”

Body Plan

I don’t see a lot of traits in the Bios: Megafauna tableau to suggest anything unusual here. The Vertical Flexure trait is the only body-plan item, and that doesn’t imply anything too alien.

I’ll assume that the vasota are bog-standard, bilaterally symmetrical tetrapods. They have evolved into a fully upright, bipedal stance that frees up their forelimbs for manipulation. A vaso has one pair of hands and one pair of walking paws (“feet”). That doesn’t give us any modifiers to the ST or DX scores.

I’m agnostic as to whether the vasota have any “special limbs” (e.g., tails) but a quick dice-roll on the pertinent table from GURPS Uplift says no. Moving on . . .

Diet

I’ve already established that the vasota are omnivores, who prefer meat when they can get it. GURPS Uplift calls this kind of species “hunter-browser” omnivores. Glancing at the list of suggested traits, I see the possibility of half a level of the Enhanced Move advantage. This fits the picture that’s growing in my head, and it works just as well in Fourth Edition rules, so I’ll go with that.

Metabolism

We already know the vasota are endothermic, strongly resembling Earthly mammals. GURPS Uplift simply calls this being “warm-blooded,” which doesn’t carry any advantage or disadvantage. Sounds good to me, let’s move on.

Society

This is an important item – the size and structure of their natural social group – which will strongly affect vaso psychology. GURPS Uplift would normally encourage most species to fall at the “family group” or “pack/troop” level. For the vasota, I think I’m going to do something different, a social structure that appears in the natural world but isn’t easy for the GURPS Uplift charts and tables to capture.

The idea is that the vasota are “solitary but social” in a very specific pattern. Both males and females are highly territorial in their natural state, but they express that territoriality differently.

In pre-civilized times, female vasota formed small family groups. An elderly female would live with her daughters and grand-daughters, all in the same shared range, centered on some reliable source of food. Young males stayed with their mothers for a while, but eventually they would get pushed out to fend for themselves. Mature males lived mostly solitary lives on the fringes, setting up and defending their own home ranges. A male’s range probably overlapped with at least one female clan-range, and that’s where he went to visit during mating season, but male ranges tended not to overlap with each other. This pattern is found in some Earthly primates – some lemurs and tarsiers, and (sort of) in orangutans as well.

With the appearance of tool use, language, and more complex societies, the vasota modified their age-old social pattern. As with humans, females ended up doing most of the work of foraging, and later of agriculture. Yet vasota males were never able to cooperate very well, so unlike human males, they rarely managed to force females into a subordinate role by applying coordinated violence. Matrilineal, matriarchal clans became the first villages, and later the first towns. Males continued to live a wandering and solitary life, sometimes associating themselves with a female community, offering whatever service they could in exchange for security and social contact.

A social system like that is effectively a hybrid. Vasota males fall under the “Solitary” line on the GURPS Uplift chart, whereas the female communities fall under the “Family Group” line. None of that has a direct effect on physical or mental capabilities, but it will affect the personality. Later, I’ll be looking at the possibility of different sets of Mental Disadvantages for vasota males and females.

Size

This is one area in which the GURPS Uplift tables won’t be of much use. Third Edition GURPS handled the size of objects, along with ST and HT scores and Hit Points, very differently than Fourth Edition.

I’m going to assume that adult vasota average around 40 kg in mass, well within the range implied by their Bios: Megafauna size category. If they’re not a lot thinner or blockier than humans, that suggests that they’ll be about 80% as tall as an average human, small enough to get a Size Modifier (SM) of -1. In Fourth Edition GURPS, this is a zero-point feature.

A creature that small is likely to have a lower ST score than the human average. According to the Build Table on p. B18, a human of average build who’s about 1.5 meters tall and masses about 40 kg is likely to have a ST score of about 7. Let’s bump that up a little, since the vasota do live in a stronger gravity field. I’ll set the average ST score for the vasota at 8, a 20-point disadvantage. I’ll leave their basic HT score at 10, since I don’t see anything to indicate that they’re less energetic or robust than humans.

Food Chain Position

The clade from which the vasota originated were rarely the peak predators in their environment. Only with the development of tool-use did they push to the top of their food chains. Let’s stipulate that their position on the food chain is “near the top,” which doesn’t confer any advantages or disadvantages in the GURPS Uplift charts.

Activity Cycle

I don’t have any preference for whether the vasota are naturally diurnal or nocturnal. A quick dice-roll on the pertinent table in GURPS Uplift gives me “diurnal,” which confers no unusual traits. I’ll take that, and assume the species sleeps about as much as humans do, and at the same times.

Reproduction

We already know a fair amount about vasota reproductive strategies. For example, we know they may be even more heavily invested in a K-selection strategy than humans are. I’ll assume a natural lifespan comparable to that of humans, and a “very few offspring, intense investment” strategy. GURPS Uplift suggests a Sense of Duty disadvantage directed toward young vasota, and that makes sense to me.

I’ll also assume a very high degree of neoteny, in which adult members of the species retain many of the psychological traits of the young. That suggests a high IQ score, and a higher than average level of curiosity that might lead to a Mental trait or two.

Let’s assume that the vasota have two sexes, just as humans do (the “produce lots of cheap gametes” and the “produce a few expensive gametes” genders, which we call “male” and “female”). Just to make them a little less like mammals, I’ll stipulate that the vasota are egg-layers, the females producing very small clutches. When the young hatch, they have a lot of physical growth and development to do, but they can eat bits of meat, fruit, and high-value seeds almost at once.

Natural Weapons

None of the cards in the Bios: Megafauna tableau had anything to do with natural weaponry. I’ll assume that the vasota are about as well-armed as humans (blunt teeth and nails, with no venom or other special weapon systems).

Body Covering

There were no traits in the Bios: Megafauna tableau to describe the vasota integument, either. I’ll assume they don’t have anything remarkable. Again, to reduce the resemblance to Earthly mammals, let’s assume that the vasota have a covering of thin scales, like those of a lizard or snake. This might be enough for a single point of Damage Resistance.

Senses

We did get one set of traits that had to do with the vasota senses, suggesting a superb sense of smell. I’ll assume that their senses are otherwise unremarkable:

  • Good vision, two eyes frontally placed, with no special visual abilities.
  • Average hearing with no special auditory abilities.
  • No electrical or magnetic senses.
  • Excellent senses of smell and taste, suggesting Acute Taste and Smell and Discriminatory Smell.
  • Average tactile and kinesthetic senses, with no special abilities.

Communications

There were no cards to suggest specific communication abilities – no pheromones, warning cries, anything of that nature. Let’s assume that the vasota communicate primarily through spoken language, in the same frequency range as the human voice. Their voices might sound a little funny to us, but with a little work we should be able to understand each other.

Mental Abilities

We did see above that the vasota might be a little more intelligent than humans, since they retain neotenous traits (such as curiosity and mental adaptability) far into their lifespan. We also got one Bios: Megafauna card suggesting unusual mental ability – Long-Term Memory, later promoted to Larder Hoarding. Rather than give the vasota higher than average IQ, I’ll give them Eidetic Memory instead, which in Fourth Edition rules is a 5-point advantage.

Personality Traits

GURPS Uplift has an elaborate system for working out a species’ personality traits. It measures each species on a set of eight numeric scales that translate into specific Advantages and Disadvantages. It’s an interesting system, although perhaps not to be taken too literally.

Instead of working through the system in detail, I simply glanced through it, thinking about how the vasota would measure up. Naturally, since the vasota have had high-tech civilization for thousands of years when we first meet them, some of their primitive psychological traits have changed to make them more suited for a complex society. Even so, male and female vasota still have different personalities.

Male vasota remain rather solitary creatures, comfortable around aliens but not very good at “reading” them, and very unhappy in large crowds. They are driven by personal ambitions and desires, and are not very altruistic. In GURPS terms, they have the Broad-Minded quirk, and moderate levels of the Loner, Oblivious, and Selfish disadvantages.

Female vasota are more human-like in their psychology, better at cooperating and living in groups. They are much less likely to wander and travel, and don’t encounter aliens as often. They have only the Proud quirk. They have no specific psychological disadvantages to keep them close to home, but individuals will often have Dependents, Duty, or Sense of Duty disadvantages that make travel and adventuring difficult.

Both males and females have the Curiosity trait.

So, let’s pull all this together, and write up a pair of GURPS racial templates:

Male Vaso (5 points)

  • Attribute Modifiers: ST-2 [-20].
  • Secondary Characteristic Modifiers: SM -1 [0].
  • Advantages: +2 to Climbing [4]; +2 to Jumping [4]; Acute Sense of Taste and Smell +4 [8]; Damage Resistance 1 [5]; Discriminatory Smell [15]; Eidetic Memory [5], Enhanced Move (Ground) 1/2 [10].
  • Disadvantages: Curiosity (12 or less) [-5]; Loner (12 or less) [-5]; Oblivious [-5]; Selfish (12 or less) [-5]; Sense of Duty (toward young) [-5].
  • Quirks: Broad-Minded [-1].

Female Vaso (20 points)

  • Attribute Modifiers: ST-2 [-20].
  • Secondary Characteristic Modifiers: SM -1 [0].
  • Advantages: +2 to Climbing [4]; +2 to Jumping [4]; Acute Sense of Taste and Smell +4 [8]; Damage Resistance 1 [5]; Discriminatory Smell [15]; Eidetic Memory [5], Enhanced Move (Ground) 1/2 [10].
  • Disadvantages: Curiosity (12 or less) [-5]; Sense of Duty (toward young) [-5].
  • Quirks: Proud [-1].

There we go! A male vaso is roughly comparable to a human character – a little smaller and less physically robust, but fast and agile, and capable of surprising feats of scent and memory. Not very sociable, to be sure, but perfectly capable of contributing to (say) a starship crew or a colonial venture. Female vasota are much the same physically, and more congenial, although we probably won’t often see them away from their home-world.

Final Comments

Let’s sum up. Over the past month, I’ve done a play-through of Bios: Genesis and Bios: Megafauna, and used the results of that to design a star system, a habitable world, and the sentient species native to that world. The results seem to work well enough for my purposes, and I can see the possibility of much more unusual outcomes in the process. This may seem to be a cumbersome approach, but I find that it pays off quite well. The game-play itself only took a few hours of time; most of the work came from documenting the results for this series of blog-posts. If I were to do this again, I suspect I could rattle off results of similar scope in a week of evenings.

At this point, I have about half of a story in the back of my mind, in which my human protagonist (Aminata Ndoye) meets and befriends a male vaso aboard her assigned ship. The two of them get involved in a political intrigue when he returns to his homeworld, and Aminata learns new lessons about dealing with non-humans in the context of the interstellar empire she serves. I think I’m going to let this story percolate in the back of my mind for a few days, and then see if I can get it down on the page. More news on that as it happens.

Building Toswao

Building Toswao

This morning I’ll be focusing on the single Earth-like world in the Karjann star system, Toswao, the focus of my play-through of Bios: Genesis and Bios: Megafauna.

Here, I’m getting into world-design procedures that I haven’t fully documented yet. The part of the Architect of Worlds project that’s giving me the most trouble is procedures for working out the properties of individual worlds. I find that there are a lot of contingent factors, many of which have been completely ignored by the world-design systems that I’ve previously found in print, or written myself. Some of those factors are not well-understood even today, or are so complex that no simple model will really capture them. So it’s a challenge to come up with a design sequence that’s coherent, straightforward to apply, and likely to reflect a wide range of plausible results. Research continues.

Of course, for Toswao, a lot of parameters are already set and it’s just a matter of fleshing out details, while checking to make sure there’s nothing wildly implausible. That’s an easier problem.

Let’s start with what we know. Toswao is a terrestrial planet with a mass of 1.18 Earth-masses. I have  a straightforward model for the density of terrestrial bodies, and with one dice roll I can compute that Toswao has an average density of 1.044 times that of Earth (5.72 g/cc). That immediately gives us a planetary radius of 6635 kilometers (1.04 times that of Earth) and a surface gravity of 1.09 G.

Here’s the first big question that most published world-design sequences would ignore: does Toswao have a strong magnetic field?

It turns out that item is important. A planetary magnetic field is critical for protecting the surface environment from solar and cosmic radiation. It’s also critical for making sure the planet can retain a significant atmosphere. Without a strong magnetic field, the solar wind comes into direct contact with the outer atmosphere, and will tend to strip away the air over fairly short time-scales. This effect turns out to be quite a bit stronger than simple thermal loss, so if you want a habitable planet, you really need to make sure compasses work there.

Toswao is nice and big and dense, so it will certainly have a liquid nickel-iron core whose rotation can create a dynamo. But that leads us to a second question that most world-design sequences probably get wrong: how quickly does Toswao rotate, and where is its rotational axis?

The world-design sequences I’ve seen (and the ones I’ve written in the past) generally assume that terrestrial planets all rotate at similar rates, their rotational axes well-behaved, modified (if at all) only by tidal effects over long periods. Yet even in our own planetary system we can see that this isn’t the case, especially when we look at Venus. Recent models for the formation of terrestrial planets suggest that the process is much more catastrophic than we once assumed. Every terrestrial planet, even Earth, has been shaped by enormous impacts and collisions, so that its final rotation axis and rate are more random than we might expect.

Then, of course, the tidal interactions between a terrestrial planet and its primary star (and any major natural satellite) turn out to be much more challenging to model than we might like. This isn’t because the physics of the situation are poorly understood – they’re not – but because the system is very sensitive to small details. If Earth was a perfect, elastic, and uniform sphere, it would be easy to determine exactly how solar and lunar tides would affect its rotation over eons. Unfortunately, terrestrial planets are quite a bit more complex and varied than that.

In the light of that, I have yet to produce a game-ready model for planetary rotation that I’m happy with. For now, let’s assume that Toswao’s rotation is similar to that of Earth (especially since the planet does have a major natural satellite like our Moon). Toswao is younger than Earth, so I’ll assume that its rotation rate is a bit faster, and that its satellite is a little closer in than the Moon. Without laying out all of my selections and computations in full, here’s some results:

Toswao

  • Mass: 1.18 Earth-masses
  • Density: 1.044 Earth (5.72 g/cc)
  • Radius: 6635 kilometers (1.04 Earth)
  • Surface Gravity: 1.09 G
  • Orbital Radius: 0.99 AU
  • Orbital Eccentricity: 0.08
  • Periastron: 0.91 AU
  • Apastron: 1.07 AU
  • Angular Diameter of Primary Star: 0.55 – 0.64 degrees
  • Orbital Period: 0.9660 standard years (352.84 standard days)
  • Rotation Period: 22.608 standard hours (0.9420 standard days)
  • Day Length: 22.669 standard hours (0.9445 standard days)
  • Apparent Year Length: 373.56 local days
  • Axial Inclination: 24°

Given these values for Toswao’s rotation, we can be confident that it has a nice, strong magnetosphere to protect the air and surface. We can proceed on the assumption that Toswao has a more or less Earth-like atmosphere.

We already know some things about that atmosphere, from the final state of the Bios: Megafauna game, and from our computations when we were determining the planet’s placement in orbit around Karjann. A quick random dice roll gives us an “atmospheric mass” for Toswao of about 1.2, noticeably greater than that of Earth. Along with the known details of composition that I generated earlier, that gives us:

  • Atmospheric Mass: 1.2
  • Surface Atmospheric Pressure: 1.3 atmospheres
  • Atmospheric Composition: Nitrogen 64%, oxygen 34%, argon 1.6%, carbon dioxide 0.2%, other components 0.2%. Nitrogen partial pressure about 0.83 atm. Oxygen partial pressure about 0.44 atm. Carbon dioxide partial pressure about 0.003 atm.
  • Hydrographics: 88% ocean coverage
  • Planetary Albedo: 0.5
  • Greenhouse Effect: 44 K
  • Average Surface Temperature: 292 K (19° C, or 66° F)

That atmosphere looks breathable for unmodified and unprotected humans, but just barely. The partial pressure of oxygen is approaching high enough to be toxic over long exposures, and there’s a lot of CO2 in the air too. We would probably find Toswao’s air rather invigorating in the short term, but causing some damage to our eyes and lungs in the long term. In the meantime, we might find our cognitive function a bit muddled by CO2-triggered changes in blood flow to our brains. Might want to wear a light breather mask just to keep our blood chemistry happy, if we’re going to be spending much time here.

One more set of details. We know from the Bios: Genesis game that Toswao had a “big whack” event like Earth’s, giving rise to a big, Luna-like natural satellite. I double-checked Toswao’s “Hill radius,” the distance at which Karjann’s gravitational influence overwhelms Toswao’s, and found that there’s plenty of room for the planet to retain a moon.

A random roll sets the satellite’s mass, from which I can quickly determine its density, radius, and surface gravity. I made the non-random decision to place this satellite a little closer to Toswao than Luna is to Earth, about 50 Toswao-radii rather than Luna’s distance of 60 Earth-radii. Here are the numbers:

Toswao’s Moon

  • Hill Radius: 2.06 million kilometers
  • Orbital Radius: 320,000 kilometers
  • Orbital Eccentricity: Negligible
  • Mass: 0.0165 Earth-masses
  • Density: 0.64 Earth (3.53 g/cc)
  • Radius: 1880 kilometers
  • Surface Gravity: 0.189 G
  • Orbital Period: 19.180 standard days
  • Apparent Lunar Cycle: 23.776 standard hours (0.9907 standard days)
  • Synodic Month: 20.283 standard days
  • Angular Diameter: 0.69 degrees (from planetary surface)

So there we go. There are a few more physical parameters we could probably generate, but this should give us enough to work with for now.

Toswao is an ocean planet, a little warmer than Earth, with lots of clouds. Visiting humans would find the local gravity heavy, but manageable even over long periods. The planet’s atmosphere is breathable for humans in the short term, although we might find it difficult under long exposures. I haven’t explicitly computed the strength of local tides, but both the primary star and the moon are more massive and closer than their counterparts on Earth, so I would expect stronger tides.

Toswao has Earth-like axial tilt and so exhibits similar seasons, although the situation is complicated by a larger orbital eccentricity. Depending on how the orbital parameters line up with the axial inclination, that might tend to either damp out or to accentuate seasonal variation.

I don’t intend to draw a world map, unless the story emerging in my head turns out to be a lot more extensive than I expect. Still, we can say a few things, based on the end state of the Bios: Megafauna game. I would expect the planet’s small continents to be heavily forested, at least in their natural state. Lots of green in the shallow seas, too, to contribute to that high oxygen concentration. I wouldn’t expect to see a lot of deserts or wastelands.

A useful exercise, not only because it gave me a world to use in my creative work, but also because it gave me a motivating example, bringing out details that I’ll need to address in upcoming sections of Architect of Worlds. In the next couple of posts, I’ll be working out a character template for the dominant sentient species native to this world, and writing up some of their back story.

Building the Karjann System

Building the Karjann System

Okay, for the last few weeks I’ve been logging a play-through of the Phil Eklund games Bios: Genesis and Bios: Megafauna, in a demonstration of how those games can be used to support worldbuilding for science fiction. A quick way to review those posts would be to check out the Worldbuilding by Simulation category and look at all the posts since the beginning of June 2018.

Now it’s time to do some math, and design the star system and main habitable planet compatible with the results of the Bios games. I’ll be using the current draft design sequences from my Architect of Worlds project. In particular, the current draft of the star system design sequence can be found at Architect of Worlds: Designing Star Systems. The design sequence for designing planets hasn’t been published yet, and I need to do a fairly extensive revision pass before that happens, but its current draft should be sufficient for this purpose.

I begin by coming up with a pair of names for the habitable planet (Toswao) and its primary star (Karjann). I have absolutely no constructed language work to back those up, and probably won’t go that far for a single story. Those names simply emerged from the back of my mind under the stimulus of a random-name generator; I think they look and sound pleasant, so there we go.

Primary Star

Looking back on the Bios: Megafauna game, I recall that Toswao has spent most of its history with very warm climate, well above Earth’s present average temperature. That suggests a primary star that’s a touch more massive than Sol, and therefore probably more luminous.

Meanwhile, we also know that Toswao is quite a bit younger than Earth. With adjustments, the Bios: Genesis game covered about 3.75 billion years from planetary formation to the end of the Proterozoic period. The Bios: Megafauna game covered about 240 million years from there to the first appearance of a tool-and-language-using species. Add that up and we get 3.99 billion years, which I’m comfortable rounding off to 4.0 billion. Evolution moved fast here! That doesn’t necessarily indicate anything about Karjann, but in my mind the notion of a somewhat more energetic primary star also fits a faster pace of development. So I decide to non-randomly select a primary star mass of 1.04 solar masses.

With a dice roll, I find that Karjann is a solo star – no need to generate details for any companions. I set the star system’s age at exactly 4.0 billion years, and randomly generate the system’s metallicity, ending up with a value so close to 1.0 that I decide to round that off as well. Working through the design sequence, I end up with the following parameters:

Karjann

  • Mass: 1.04 solar masses
  • Main Sequence Lifespan: 8.6 billion years
  • Current Age: 4.0 billion years
  • Metallicity: 1.0
  • Current Effective Temperature: 5800 K
  • Current Luminosity: 1.23 sols
  • Radius: 0.0051 AU (767,000 km)
  • Spectral Class: G2V

Karjann turns out to be quite similar to Sol, a cheerful yellow star about halfway through its stable lifespan, a touch hotter and noticeably brighter.

Planetary System

Before beginning planetary system design, I need to figure out where the habitable world (Toswao) is going to be placed. Here, I have a few clues.

The final state of the Bios: Megafauna game suggested that the planet’s atmosphere had 34% free oxygen. This is pretty high, equivalent to the highest level ever seen in Earth’s atmosphere, back in the Cretaceous era. Some research tells me that such a high free oxygen level has to be supported by very high levels of carbon dioxide, several times the current value in Earth’s atmosphere. So I pin the current CO2 level as about six times Earth’s pre-industrial level, or about 1800 parts per million.

The final Bios: Megafauna state also suggests a planetary albedo of 0.8, but that isn’t at all plausible. The most reflective water-vapor clouds have about that albedo, so a long-term planetary albedo that high means that the entire planet is covered with the brightest possible cloud canopy. Unlikely over a long period, and how is anything surviving with direct sunlight cut off from the photosynthetic base of the food chain? Still, a planet with more hydrographic surface than Earth is likely to have more cloud cover, and therefore a higher overall albedo. I’ll set the planet’s albedo to 0.5, which is probably still very high, but not utterly implausible.

That albedo also suggests a lot more water vapor in the atmosphere than Earth currently sees. I’ll tentatively assume double the amount.

At low concentrations, greenhouse gases appear to affect the planetary average temperature in a logarithmic fashion: every time you double the amount of a greenhouse gas, the temperature goes up by a fixed amount. This question is hideously complex, and climate scientists don’t have any simple models for it, but for CO2 the effect seems to be about 3 K of increase for every doubling of the concentration in the atmosphere. Assuming that water vapor behaves similarly, the greenhouse effect on Toswao appears to be about 11 K more aggressive than on pre-industrial Earth. That gives us a total greenhouse effect of about 44 K.

In Bios: Megafauna, planetary climate is marked on a scale which varies up and down during the game. Next to the bottom of the scale is a space marked “Ice Age,” which I tentatively interpret as a planetary average temperature of 280 K, equivalent to the middle of the last glacial age. The top space on the scale is marked “Runaway Greenhouse,” which I’ll tentatively take as a planetary average temperature of about 350 K, high enough (assuming standard atmospheric pressure) for the equatorial oceans to start boiling. There are twelve spaces between these two points on the scale, so a rough guess of about 6 K per space makes sense. At the end of my play-through, the climate was in the higher of the two spaces in the “Cool” climate band, two spaces above the “Ice Age” point. That suggests a planetary average temperature of about 292 K, a bit warmer than present-day Earth.

If the actual surface temperature is about 292 K, then a greenhouse effect of 44 K suggests an albedo-adjusted blackbody temperature of about 248 K. The relevant formula is:

T_B=278.8\times\sqrt[4]{\frac{\left(1-A\right)L}{R^2}}

Here, A is the planetary albedo, L is the primary star’s luminosity in sols, and R is the planet’s orbital radius in AU. Plugging in values and solving for R, we get an orbital radius of about 0.99 AU, surprisingly quite close to the value for Earth.

Okay, now that I know where to place Toswao, I can lay out the whole planetary system. In particular, I determine that the primary gas giant (the Jupiter-analogue) engaged in moderate inward migration, but then got caught up in a “Grand Tack” event which pulled it back outward to its present position. This depleted the population of planetesimals in the inner system, leading to smaller planets, more widely spaced. Here’s the basic table of planets:

Radius Planet Type Planet Mass
0.41 AU Terrestrial Planet 1.05
0.68 AU Leftover Oligarch 0.15
0.99 AU Terrestrial Planet (Toswao) 1.18
1.68 AU Terrestrial Planet 0.65
2.95 AU Terrestrial Planet 1.12
4.27 AU Large Gas Giant 350
6.83 AU Large Gas Giant 400

I didn’t meddle too much with the random dice rolls here, aside from ensuring that a Terrestrial Planet would appear at the right orbital radius to become Toswao. I did have two results that I wanted to ensure, given the outcome of the Bios: Genesis game.

First, I needed there to be a Mars-analogue close to Toswao, so that at least some microbial life would make the journey very early in the system’s development. The dice gave me a Leftover Oligarch in the next inward orbit, so I was happy with that. That planet was probably relatively cool and moist in the first hundred million years or so after formation, but while Karjann has heated up over the eons, the small planet has been baked dry and is now more barren than Mars.

Second, I wanted to make sure there was no “late heavy bombardment” (LHB), since that event didn’t take place in the Bios: Genesis game. The best theory we have about the LHB, assuming it happened at all, is that our gas giant planets went through a period of orbital instability that also disrupted the Kuiper Belt. Here, the outermost gas giant is still well within the “slow-accretion line” that represents the nominal start of the system’s Kuiper Belt. Hence the belt has never been disrupted, and is probably much more full and dense than ours. An analogue might be the Tau Ceti system, whose Kuiper Belt appears to be at least ten times as dense as Sol’s.

So here we go, before I head off to work this morning. The Karjann system has a solo star and seven planets, including the Earthlike world Toswao. The inner planets are likely to be a super-hot Venus type, and a very hot, dry Mars-like. Beyond Toswao we have two cold worlds unlike anything in the Sol system, probably with lots of ice, the outermost likely to have a methane-ammonia atmosphere if the temperatures are right. Then two Jovians, which apparently gathered up all the mass that might otherwise have formed ice giants on the fringes of the system. Finally, a dense Kuiper Belt that probably indicates lots of comets. No asteroid belt, although there are likely to be extensive collections of junk in the Trojan points of the two gas giants.

Next time, I’ll focus on Toswao and its major natural satellite, and work out the details of its physical environment.

Bios: Megafauna – Final Developments

Bios: Megafauna – Final Developments

This play-through of Bios: Megafauna is approaching a climax. By the end of Turn Six it was obvious that the game wasn’t going to last the usual eleven or more turns, unless something very strange happened. In particular, one player was making very good progress toward developing a species that exhibited language and tool use.

Turn Seven (180 – 210 million years)

The events this turn are Ultra-Plinian VEI 8 Eruption Winter and Desertification. A large-scale volcanic eruption puts teratonnes of dust and ash in the stratosphere, cutting off sunlight and producing a snap cold period. Meanwhile, continental interiors and rain-shadow areas dry out, pushing back the world-spanning forests. Actual changes to the map are moderate, with a new mountain hex appearing on Beta, and a desert hex appearing (for the first time) on Delta. The placement of these hexes means that one piece for each player becomes Endangered.

The atmosphere currently has 30% free oxygen, planetary albedo is at 0.35, and the climate is Warm. All players get four actions.

White resizes both his Archetype and his Swimmer species to size 4. He acquires Feelers for the Swimmer species, immediately promoting the trait to Tentacles. The Swimmer species now has the green Monster marker, and becomes an extremely efficient herbivore. White places two Swimmer pieces in Newborns.

Black acquires Spinneret Silk Ballooning for his Archetype species, and Wrists & Ankles for his Flyer. (Okay, this Flyer species is starting to look very unlike any flying arthropods – that is, insects – on Earth.) Black places one Archetype creeple and two Flyer creeples into Newborns.

Green acquires Cerci for the Burrower, promotes Cerci to Whiskers and Windpipe to Long Neck, acquiring the green Monster marker for the Burrower. Finally, one of his species might be able to compete with Orange more effectively. Green places two Burrower pieces into Newborns.

Orange engages in neoteny, removing one blue cube from each of his three species. He then resizes all three species to size 4. He places two Archetype and two Swimmer pieces into Newborns.

During dispersal, White and Black place their pieces without incident, filling in empty ecological niches on the Alpha and Beta cratons. Green pushes back against Orange’s encroachment of last turn, placing his two Burrowers to attack an Orange Armored carnivore and an Orange Swimmer herbivore. In both cases, the attack works and the Orange pieces become Endangered. Orange consolidates by placing his pieces to fill in empty spaces, in two cases bumping an Armored piece up to the carnivore position.

Since the White Archetype is endothermic, it is able to move away from the new mountain hex where it was Endangered. Black and Green each lose one piece, and Orange loses three.

Turn Eight (210 – 240 million years)

The events this turn are Eltanin Pacific Bolide Winter with Lignin Crisis. A major asteroid impact (not on the scale of the Chicxulub event, but significant) sets off a major climate tipping point, just as the continents are becoming choked with forests full of dead lumber. Many of the events thus far have been moderate; this one turns out to be a major turning point in the game.

The Alpha-Beta continent slides northward, just enough to match the latitude of the southern parts of the Gamma-Delta continent – “rafting” is now possible between them, for the first time in many millions of years. Forests spread slightly, and sea levels rise slightly as well.

Then all hell breaks loose. As noted last time, Black now holds the “Medea” card, which means he controls the movement of the various terrain disks when an event calls for that. He also has the one-time ability to drastically magnify certain events, at the cost of giving up the card to another player. He decides to do this now: instead of moving one white disk from the Atmosphere track to the Clouds track, he chooses to move all of them, representing a major climate tipping point set off by the asteroid impact. The effect is to drastically reduce planetary temperature, while in turn causing the planet’s surface to be wreathed in clouds, blocking out sunlight. Black surrenders the Medea card to White.

The next major event on the card proves decisive. This is the first mutagen event in the game, essentially representing a mass extinction. Many of the largest and most sophisticated species in play will be forced to give up traits, giving way to smaller and more versatile cousins. The way this is implemented is that each species must be compared to something called the “dark heart limit,” which is based on the oxygen level for Players Orange, Black, and White, and on the planet’s current albedo for Player Green. Every species must give up cubes until it has no more than the dark heart limit. If any “basal organs” (cubes sitting directly on the species’ base card) are lost, the species becomes extinct at once.

The current dark heart limit is 7 for Players Orange, Black, and White, but only 1 for Player Green (all those clouds are blocking the intensive photosynthesis his species need). Here’s how it shakes out:

  • White’s two species are highly specialized, especially since the Archetype has two Monster markers. However, literally at the last minute while re-checking the rules for a mutagen event, I noticed a rule that permits endothermic species (with one or more white cubes) to add twice their number of white cubes to the dark heart limit. The White Archetype, since it is size 4 and has a white Monster marker, effectively has four white cubes, meaning that its dark heart limit is actually 15. White is able to preserve the species almost intact by resizing it to size 3, and giving up one blue cube from the Pituitary Gland trait. Meanwhile, the White Swimmer species is not endothermic, but it also has a far smaller set of cubes. White is able to avoid the loss of any traits by resizing the Swimmer to size 2.
  • Green is forced to use a dark heart limit of 1 . . . and both of his species have more basal organ cubes than that. Green’s two species both become completely extinct, removed entirely from the map. Green is now a “Lazarus” player. He can move back onto the map later, but for now he has effectively been knocked out of the game. There is much baleful glaring at Black from his side of the table.
  • Black smiles, as both of his species are under the dark heart limit and he takes no losses.
  • Orange also gets off lightly – this is exactly the event he was concerned about from the beginning of the game, and his repeated use of the “neoteny” rule has reduced his exposure. The Orange Archetype loses the Pallial Lung trait, and two green cubes from the Gizzard Stones and Pancreas traits. Since the latter two cards make up the species’ green Emotion, he retains them even through they no longer carry any cubes (the “Cheshire Cat” rule). Orange’s other species are under the dark heart limit.

With events complete, the planet’s atmosphere has 34% free oxygen, the albedo is at 0.8 (!), and the climate is now Cool. Player Green gets 2 actions, all other players get 4.

White is the first player to move, and he spots a superb opportunity. One of the effects of a “mutagen” event is that it clears the current tableau of available traits and lays out a new set of cards for players to acquire. As it happens, this brings two cards to the fore that White would very much like to snap up. He acquires Long-Term Memory and Olfactory Organ for his Archetype species, and immediately promotes both, to Larder Hoarding and Smelling Nose respectively.

This move enables White to line up all of his cards in such a way as to acquire two new Emotions. One of these is red, indicating “anger,” the “fight” part of the fight-or-flight response. The other is purple, indicating “curiosity.” With a purple Emotion, White is immediately able to acquire a Tool card. He selects Net, which renders his Archetype immune to being preyed upon by Flyers, and also gives his Archetype the ability to prey upon Flyers in turn. The newly sentient and tool-using species is about to upset the ecology on the Alpha-Beta continent in a big way, since the age-old pattern of Black Flyers preying upon White Archetypes will now collapse. Three Black Flyer creeples on Alpha and Beta all become Endangered at once.

The White Archetype now has four Emotions, with three different colors in the mix. This is more than enough for the species to develop language, signaling the end of the game. Under the printed rules, the game would end immediately, whereas under the Living Rules it would continue to the end of Turn Ten. Since this exercise is in service of my worldbuilding work, I decide to play out the rest of this turn and stop there. The development of this new tool-using and language-using species into a high-tech civilization will take place so quickly as to take up a tiny fraction of a game turn!

Green, just going through the motions at this point, revives his Archetype species at size 1 with no traits, placing a creeple in an empty spot on Beta. He acquires the Rhizome trait for his Archetype.

Black promotes Wrists & Ankles to Digitigrade Hopping for his Flyer species. He promotes Spinneret Silk Ballooning to Cocoon for his Archetype, and that species becomes endothermic. Black places two Archetype pieces and two Flyer pieces in Newborns.

Orange sees a lot of space that just became empty, with the extinction of the old Green species. He places two pieces each for all three of his species into Newborns.

Black uses rafting to cross the ocean and reach the Delta craton, filling two spaces with his pieces (Archetypes in the herbivore position, Flyers in the carnivore position). Orange doesn’t try to contest this, instead placing his six new pieces in empty spaces, mostly on Gamma.

The Black Flyers that became Endangered due to the White Archetype’s new abilities all die, setting a bit of punctuation at the end of the biggest mass extinction in the planet’s history.

Final Results

Just for form’s sake, I counted up Victory Points.

  • Orange has 1 Fossil in his Fossil Record. He has 7 Archetype Creeples, 6 Armored Creeples, and 6 Swimmer Creeples in play, for a total of 19 Creeples. He has 3 Fossils in his Tableau. He has 1 Emotion. Total 24 VP.
  • Black has 1 Fossil in his Fossil Record. He has 7 Archetype Creeples and 4 Flyer Creeples in play, for a total of 11 Creeples. He has 2 Fossils in his Tableau. He has 1 Emotion. Total 14 VP.
  • White has 1 Fossil in his Fossil Record. He has 5 Archetype Creeples and 7 Swimmer Creeples in play, for a total of 12 Creeples. He has 4 Fossils in his Tableau. He has 4 Emotions, and has developed Language in one species. Total 24 VP.
  • Green has 1 Fossils in his Fossil Record. He has 1 Archetype Creeple in play, for a total of 1 Creeple. He has 1 Fossil in his Tableau. Total 3 VP.

So, as I kind of expected, Orange and White ended up tied for first, with Black trailing and Green in a distant last place. (Poor Green was in last place in the Bios: Genesis game too. I predict that he will call for something different to come to the table, next time these guys get together for game night.)

I conclude that this is an interesting planet to work with for, say, a literary project. We’ve seen several indications that the star system and planet are noticeably different from our own. The physical environment is certainly distinctive, a world with a few small continents and lots of little island chains and arcs. The atmosphere will be very rich in both oxygen and carbon dioxide, breathable by humans but possibly not comfortable for them. It’s also currently a planet of clouds and frequent rain-storms.

As for the native life: one could argue that Orange’s invertebrates are still the dominant phylum, the equivalent of mollusks and annelids, but physically large and capable of advanced behaviors. White’s Archetype is more mammal-like, a warm-blooded creature, somewhat smaller than a human, fiercely aggressive and territorial, but clever enough to live off the swarms of flying exoskeletal creatures that live on all sides. All of these are surviving in the aftermath of climate change and a mass extinction, the planet’s weather probably still wildly variable.

In my next post, I’ll be working up the physical parameters of the star system and primary planet. Then I’ll spend some time designing the sentient species, with a character template and an extensive back story. I’ll be marking those posts with the gurps tag, since they might be of interest to GURPS players. That will conclude the immediate exercise, although I suspect I’ll have an Aminata Ndoye story to write, with this world and its people as a centerpiece. We’ll see how that works out.

Bios: Megafauna – The Planet Gets Crowded

Bios: Megafauna – The Planet Gets Crowded

My play-through of Bios: Megafauna seems to have reached the rough equivalent of Earth’s Devonian period. All the major families of animals have colonized the land and are starting to spread out, and the continents are also acquiring extensive forest coverage. The next few turns will see some odd developments . . .

Turn Four (90 – 120 million years)

The events this turn are Flood Basalt Traps and ELMO Hyperthermal. Large-scale vulcanism is dumping huge quantities of greenhouse gases into the atmosphere, triggering a period of rapid warming. There actually isn’t much change to the world map as a result, as a few disks move back and forth between the map and the atmosphere tracks. One White Archetype is caught by the formation of a mountain hex on the Alpha craton, but that’s all.

At present, the atmosphere contains 18% free oxygen, planetary albedo is still 0.4, and the climate is Warm (verging on Hothouse). Player Green gets four actions this turn, and all other players get three.

Orange begins the turn by promoting two of his Archetype species traits: Crop to Gizzard Stones, and Endocrine Gland to Pancreas. Increasing anatomical sophistication means that the Archetype now has more green cubes, making it a more efficient herbivore. The Orange Archetype has also acquired the game’s first “Emotion,” as the Gizzard Stones and Pancreas cards match up. The Emotion is colored green, meaning that the Archetype is developing cognitive abilities related to “happiness,” the quest for comfort and a full belly. The Archetype will now find it easier to acquire green traits.

Meanwhile, with his last action Orange promotes the Scutes trait to Carapace, creating a new Armored species which replaces one of the Archetype pieces on Delta. The widespread family of giant slugs and worms has now given rise to something like a species of giant snails.

White continues to invest in his Archetype species. He acquires the Hormones trait and immediately promotes it to Muscle Shivering, moving one yellow cube to his species card and acquiring the white Monster marker. The Archetype species is now endothermic, and gains the ability to escape Endangered status by moving its pieces to an open space. This turns out to be a really good move, although I didn’t see all the implications of it until a critical point a few turns later. Incidentally, with both a blue and a white Monster marker, the White Archetype species effectively has more “organs” (traits) than any other on the planet. White places two Archetype pieces in Newborns.

Green promotes Xylem to Nitrogen Root Nodules, creating a new Burrower species. One imagines a carnivorous plant that spreads by creating extensive root systems, and which grabs prey with tough tendrils springing from underground. One of the Archetype creeples on Gamma becomes a Burrower, and Green places one Archetype and one Burrower piece into Newborns.

Black acquires the Spermatophore trait for his Marine Archetype species. Finally ready to finish moving onto the land, he resizes both the Archetype and the Flyer species to size 2. The Marine Archetype is replaced by the land-based Archetype species, with the remaining off-shore creeple becoming Endangered. Black places two Archetype creeples into Newborns.

White begins the dispersal phase by moving his Endangered piece to an empty hex on Alpha. The White Archetype then spreads to new spaces on Beta. Green places its new creeples in open spaces on Gamma. Black places its Archetype creeples in two spaces on Alpha. One of these placements gives rise to an herbivore contest between a Black Archetype and the White Archetype that just moved out of danger. White wins the contest (one green cube to none), so the Black Archetype moves into the carnivore position. Note that Black could have simply placed his Archetype piece in the carnivore position to begin with; I simply didn’t notice that fact until after the contest.

The Black Archetype left stranded at sea dies, but no others.

Turn Five (120 – 150 million years)

This turn will be busy, since the first tranche of victory points will be counted at the end of the turn, and that’s based entirely on how may creeples are on the map at the time. Every player will be investing in lots of Newborns, and traits that might be useful in winning herbivore or carnivore contests.

The events are Illawarra Reversal Superplume and Calcite Seas. A “superplume” of hot magma rises out of the mantle and impinges on the surface of the planet, while ocean chemistry leans toward the formation of calcite deposits on the sea beds. These events don’t disturb the map much, although several green disks get removed from the atmosphere tracks and placed on the map to indicate the spread of forests and off-shore plankton blooms. Free oxygen rises to 26%, albedo actually falls slightly to 0.35, and the climate remains Warm verging on Hothouse. All players get four actions this turn.

For his Flyer species, Black promotes Antennae to Olfactory Antennae, and promotes Aggregation Pheromones to Mobbing. The Flyer acquires its first Emotion, coded yellow, a “fear” Emotion that involves the flight reaction (or, in this case, the “gang up on the predator and drive it away” reaction). The Black Flyers are starting to take shape as swarms of rather large insects, using swarming behavior to take down prey and deal with larger rivals. Black places two Archetype pieces and three Flyer pieces into Newborns.

White promotes Brainstem to Pituitary Gland for his Archetype, which acquires its first Emotion. This emotion is coded blue, a “jealousy” emotion that’s all about social and sexual competition. White then acquires the Vertical Flexure trait, promoting it at once to Lunate Tail, creating a new Swimmer species. The Archetype in Beta’s one Swamp hex becomes a Swimmer. White places one Archetype and two Swimmers into Newborns.

In the Green player’s turn, I made what was probably a serious mistake. I was thinking about promoting the Archetype’s Haustorium trait, giving it the ability to act as a fully parasitic plant, but that trait requires that the species be of size no greater than 1. I had Green resize his Archetype back down to size 1, not remembering that this would make the species Venom icon effectively useless – carnivores will happily crunch down on a Venomous prey species if it’s smaller, and at size 1 a species is smaller than everything else. The implications of this didn’t become clear to me until later this turn.

Meanwhile Green resizes his Burrower species to size 3 as part of the same action. Green acquires the Oral Disc trait for the Archetype, and the places two Archetype and two Burrower creeples into Newborns.

Orange resizes his Archetype and Armored species to size 3, and acquires the trait Malphigian Tubes for the Armored species. He places three Archetypes and two Armored pieces into Newborns.

Black places his Archetype pieces in open spaces on Alpha, and places his three Flyer creeples into the carnivore position in spaces on Alpha and Beta. The Black Flyers are now preying upon both Black and White Archetypes throughout that continent. White places his Archetype piece in an open space on Beta, and places Swimmers off the coasts of Alpha and Beta.

Here’s where my mistake with Green became obvious. I went to see where I could place Green Archetypes, and realized that the species simply could not compete with either Orange species in any arena, not as an herbivore and not as a carnivore. The only possibility was for me to place Green Archetypes in available spaces on the Gamma craton. To free up space, I placed two Archetypes in spaces already occupied by Green Burrowers; the Green Archetype was a better herbivore than the Green Burrower, so the contests enabled me to move the Burrowers up to the carnivore position in those hexes. I then placed the new Burrower pieces in the carnivore position in other hexes already occupied by Green Archetypes.

Then the full extent of the problem became clear, when it was time for me to place Orange pieces. Orange Archetypes filled up the last few empty hexes in Delta, and then I looked for spots to place the Orange Armored. I realized that Orange could dramatically undercut Green, by placing each Armored in a hex on Gamma already occupied by a Green Archetype and a Green Burrower. The way this worked: the Orange Armored would enter the hex in the herbivore position, setting off a herbivore contest. The Orange Armored would win handily (three green cubes to two). Since the Archetype could not move up to an unoccupied carnivore position in the same hex, it would become Endangered. Then the Green Burrower would immediately become Endangered as well, since Burrowers can’t eat Armored. With two creeple placements, Orange was able to kill off twice as many Green pieces.

On reflection, I realized I hadn’t been playing Green very well. Located on the same continent as Orange’s advanced species, Green was bound to come into conflict sooner or later. Rather than messing around ineffectively with species size and Venom icons, I needed to be pouring investment into traits that would at least make Green’s species better herbivores. Being able to stand up to the inevitable Orange invasion needed to be my top priority, and now Green was going to pay for my neglect.

At the end of the turn, the four Green pieces which had become Endangered all died.

Now I counted populations, and found that Orange, Black, and White were all tied with eight creeples each on the map. Green, on the other hand, was down to four. Orange, Black, and White earned one Victory Point each, while Green was left with nothing.

Turn Six (150 – 180 million years)

Events this turn are Kimberlite Field Eruption and Ocean Evaporation. The major effect is that the Gamma-Delta continent drifts rapidly northward, until it no longer shares any of the latitude bands with the Alpha-Beta continent. This cuts off any possible “rafting” between the two – at a critical point in the planet’s evolution, the Black-White and Orange-Green player pairs are isolated from each other. Meanwhile, some more minor changes in geography take place.

The planet has 34% free oxygen in the atmosphere (comparable to Earth during the Cretaceous period), albedo of 0.35, and Hothouse climate. Player Green gets 5 actions, while all other players get 4.

At this point, Black decides to make a risky move. Instead of investing in his existing species, he uses all of his player actions to take a specific card away from Green. This is the “Medea” card, a balancing mechanism that permits the card’s holder to trigger major environmental changes under certain conditions. In a four-player game, Green always begins holding this card. So far, Green has had little opportunity to use it, but Black is concerned that since Green is far behind, he may try to apply it as a spoiler in some future turn. Black decides instead to make the investment necessary to take the card away from Green and keep its capabilities safe.

Orange acquires the Lateral Line trait for his Archetype, then immediately promotes it to Schooling, creating a new Swimmer species. Orange decides to press his advantage, placing two Armored and two Swimmer pieces in Newborns.

Green acquires the Windpipe trait for his Archetype, and promotes Oral Disc to Whorl-Shaped Tooth Files, improving the Archetype’s capacity for herbivory. He resizes his Archetype species to size 2, and his Burrower to size 4. He places two Archetypes and two Burrowers in Newborns.

White resizes both of his species to size 3. He acquires the Pons & Medulla trait for his Archetype, then immediately promotes it to Hypothalamus, acquiring more cubes and a second blue Emotion. The Archetype now has extremely free access to blue traits. White places two Swimmers into Newborns.

Orange places Swimmers off-shore, and places his Armored pieces in the carnivore’s position over two Green Archetypes on Gamma. Green is now blocked in, and cannot place all of his creeples in legal spaces. White places new Swimmers off-shore near Alpha.

Interim Comments

It’s beginning to appear that Orange and White are in the lead, Orange with three species and larger populations, White with its well-developed Archetype. Black may have fallen behind by failing to use Turn Six to expand, and Green is in serious trouble. The game lasted two more turns, so I’ll be summing up next post.

Bios: Megafauna – First Moves

Bios: Megafauna – First Moves

I’m about to start playing through the Phil Eklund game Bios: Megafauna, working from an opening situation that was defined by my play-through of the prequel Bios: Genesis. The ultimate goal here is to define an alien Earthlike world, with its own unique flora and fauna, and its own sentient species, all for the use of my creative work.

At the moment, the planet is at the end of its analogue of the Proterozoic era, although the situation is a little more complex than what our Earth saw. There has already been plant and animal life on the planet’s small continents for a very long time, it just never developed a complex ecology or life forms larger than the palm of a human hand. Now new families of animal life are finally emerging onto the shores, and land-based evolution is finally getting kicked off in earnest.

The planet’s land masses are strung out along the equator, in the form of four cratons that are in the process of coalescing into Earth-style continents. To avoid the sense that this is really Earth we’re talking about, we’ll assign these cratons Greek letters instead of referring to them by their names. “Siberia” will be called Alpha, “Gondwana” will be called Beta, “Baltica” will be called Gamma, and “Laurentia” will be called Delta.

The four player positions are as follows:

  • Player Orange represents a family of hydroskeletal invertebrates. Since he was far ahead of the other players during the Bios: Genesis game, his Archetype species is already on land and has a number of evolutionary developments in place. His initial population is represented by an Archetype “creeple” (a small orange dome piece) on Delta.
  • Player Black represents a family of exoskeletal arthropods. His initial species is a Marine Archetype, a relatively primitive creature with no significant traits. The initial population is represented by a Swimmer creeple (resembling a little wooden dolphin) just off the coast of Alpha.
  • Player White represents a family of endoskeletal vertebrates. His initial population of Marine Archetype creatures is represented by a Swimmer creeple off the coast of Beta.
  • Player Green represents a family of cytoskeletal plants, most of whose member species are likely to be somewhat carnivorous or even motile. His initial population is represented by a Swimmer creeple off the coast of Gamma.

Player Orange has a considerable advantage, especially since the other three players all need to finish moving up onto the land before they can make significant progress. With that summary, let’s begin.

Turn One (0 – 30 million years)

Normally, each turn is kicked off by the draw of at least one, and most likely two, event cards. The first turn is an exception – no events take place, according to the “Boring Ordovician” rule. The motive here is to let everyone get a foothold before the cycle of random events begins, since most of the events range from disruptive to mass extinction brutal. If I were using the game’s Living Rules, I wouldn’t even draw an event card, and everyone would move in a pre-defined player order. Since I’m not, I draw the first event: Ocean Rifting, and use that card to define player order for the turn without implementing the rest of the card.

At present, the planet’s atmosphere has 7% free oxygen, its albedo is 0.4, and the climate is “Eden.” Player Green gets three actions, while the other players get two.

Players Black, White, and Green all face an immediate challenge. They can’t increase the size of their Marine Archetype species without immediately turning it into a land-based Archetype, which will immediately become Endangered because it’s out at sea. Unfortunately, since all of their Marine Archetypes are very small, and none of them have any blue (reproductive strategy) traits yet, they can’t spread very quickly or very far. So, with their budget of actions, they’re probably going to want to acquire some blue traits, prepare to place new creeples on the map, and eventually increase their Archetype’s size to make the transition.

Green chooses to invest in some useful traits first. He acquires the Sensory Hairs and Windborne Seeds traits for his Marine Archetype. The Sensory Hairs trait would normally be illegal for Green, since it comes from the trait deck containing red and yellow cards, off-limits for plants. However, Sensory Hairs is marked with a “horror plant” icon that makes it legal for him to purchase. He closes out his turn by promoting Windborne Seeds to Hitchhiking Seeds, moving one blue cube onto his Archetype and acquiring another. Green’s Archetype now has a reproductive strategy that should be very effective in spreading across the land.

White’s approach is more straightforward. Green’s purchase of Windborne Seeds exposed the Courtship Dance trait in the deck of blue and green cards. White acquires this trait and two blue cubes. He then places two creeples into the “Newborns” pool, ready to deploy them onto the map at the end of the turn.

Black acquires the Air Sacs trait for his Marine Archetype. This is an indirect move, since it provides his Archetype a yellow cube rather than a blue one. However, when promoted, Air Sacs will give Black the opportunity to create a new Flyer species. On this world, arthropods seem ready to take to the air directly from the sea. Black places a single creeple into Newborns.

Orange promotes the Egg Case trait his Archetype already has to Jelly Eggs, moving two blue cubes onto his Archetype card. He moves four Archetype creeples into Newborns. Since Orange is already on the land without immediate competition, he intends to grab as much territory as he can up front.

Once all player actions are complete, it’s time for Newborns to be deployed to the map, and for any Endangered populations to be removed.

White has acquired considerable mobility with the two blue cubes he acquired with Courtship Dance. From his starting position off the east coast of Beta, he places one creeple in a hex on Beta with Swamp terrain. He then uses “rafting” to cross the gap between Beta and Alpha, placing his second creeple in the Swamp hex on Alpha. Swamp terrain is land, so the land Archetype can survive there, permitting White to make the transition next turn.

Meanwhile, Black makes no attempt to move onto land this turn, placing his second Swimmer creeple in the other sea hex near Alpha. Orange scatters his Archetype creeples across land hexes on Delta, one of them rafting over to land in the Swamp hex on Gamma. Green has no Newborns to place, and there are no Endangered creeples to remove, so this ends the turn.

Turn Two (30 – 60 million years)

The event this turn is Tunguska Magma Coals. Somewhere on the planet, a large volcanic province is heating coal beds and dumping lots of methane into the atmosphere. Meanwhile, continental drift gets started, as Alpha moves eastward and collides with Beta, producing a belt of mountains in the westernmost hex of Beta. The two cratons will now move together as a fill-fledged continent. Carbon deposits around the world are “liberated” into the atmosphere. Sea levels rise with the increased greenhouse effect.

The event kicks off a mass extinction, which will be represented by the loss of blue or green traits from each species, an effect called “Darwinian Radiation” in the rules. Effectively, the largest and most specialized members of each family will be driven into extinction, leaving behind more primitive forms. White loses one cube from the Courtship Dance card on his Archetype. Orange loses the Jelly Eggs trait, while Green loses the Hitchhiking Seeds trait. Black is unaffected, since the one card he purchased last turn gave him no blue or green traits.

At this point, the planet has 6% free oxygen in the atmosphere, albedo of 0.4, and a Warm climate. Player Green gets three actions, while the other players get two actions.

White begins the turn by resizing his Marine Archetype species to size 2. The leading members of this family are now larger animals, about 2 kilograms in mass. The Marine Archetype is replaced by the Land Archetype, all of the Swimmer creeples replaced by the little domes of Archetypes. The creeple remaining off the coast of Beta becomes Endangered.

White also promotes the Courtship Dance trait to Territorialism. This moves the remaining blue cube on the card to his Archetype, and gives the species the blue “Monster” marker. This marker is always equivalent to as many blue cubes as the size of the species, so at present White’s Archetype species is heavily invested in reproductive strategy. The Territorialism card also carries the beginnings of one or more “emotions,” cognitive traits that will emerge as the species develops a more sophisticated brain.

Orange acquires the Crop trait for his Archetype species. He also engages in “neoteny,” removing one of the cubes presently sitting on his Archetype card. This is a hedge against a possible mass-extinction event that might occur in the future. The rules state that if any species is forced to give up a “basal organ” – a cube sitting on its core card, representing a well-established trait – then the species simply becomes extinct at once. At present, the Orange Archetype carries four such basal organs; the current limit (determined, for everyone but Player Green, by the level of free oxygen in the atmosphere) is lower than this. Orange hopes to reduce the Archetype’s vulnerability, although it’s possible (even likely) that the level of free oxygen will rise before the specific event he’s worried about takes place.

Green acquires Haustorium (an adaptation of plant roots) and promotes the Sensory Hairs trait to Urticating Hairs. The Green Archetype now has the Venom icon, which limits how easily other species can prey upon it. Green places a Swimmer creeple into Newborns.

Black promotes the Air Sacs trait to Flow-Through Lungs. This automatically creates a new species, a Flyer, which is inherently more mobile (although it can’t survive at sea). Black replaces one of his Swimmer creeples with a Flyer, which immediately becomes Endangered. Black also places a Flyer creeple into Newborns. This is actually a rather aggressive move; each species has a limit of only seven creeples on the map, so having more than one species in play means that a greater population can be supported in the long run.

During the dispersal of Newborns, Green places an Archetype creeple in the same hex on Gamma already containing one of Orange’s creeples. Green immediately chooses to move his creeple into the carnivore role, enabling it to share the hex as a predator on the Orange species. We can imagine this as a parasitic plant starting to prey upon animals in the area. Meanwhile, Black places a Flyer creeple on land in Beta. The White Archetype and Black Flyer stranded at sea both die and are returned to the players’ pools.

Turn Three (60 – 90 million years)

The event this turn is Failed Rifts, which requires a second event, so I draw a card from the event deck for warm climates and get Rivers. One of the continents is “extending,” creating rift basins but not quite managing to break apart into its component cratons. Meanwhile, major rivers are forming, carrying nutrient-rich silt onto alluvial plains and into the seas.

Continental drift pulls the Alpha-Beta continent southward. Delta also moves westward and collides with Gamma, causing an orogenic episode which creates mountains just where the Orange and Green creeples are starting to intermingle. Gamma and Delta now form another full-fledged continent. The Orange and Green creeples in the new mountain hex become Endangered.

This event combination calls for several green disks to be pulled off the atmosphere tracks and placed on the map. For the first time, very large plants are appearing across big areas of continental land – the planet’s first forests. This doesn’t disturb any of the creeples already in play, although the presence of forest can change how species competition works in a given hex.

Orange, with the most creeples on the map, suffers a “crowd disease” event and is forced to remove half of his Archetype creeples. He chooses to remove one from the new mountain hex on Gamma, since that one is already Endangered. The other one comes from elsewhere on Gamma.

At this point, the planet’s atmosphere has 15% free oxygen – probably the biggest, fastest “oxygen spike” in its entire geologic history. Albedo is still at 0.4, and planetary climate is Warm. All players get three actions this turn.

Black invests further in his Flyer species, acquiring the Antennae and Aggregation Pheromones traits for it. He also resizes the Flyers to size 2, although he leaves his Marine Archetype species at size 1 so that it doesn’t automatically convert into a land species.

White acquires more traits for his Archetype species: Brainstem and Periodontum. He places one Archetype Creeple into Newborns. At this point, he is restraining the spread of his Archetype species, putting creeples into Newborns much more slowly than he could. This maintains a large creeple reserve, so that White continues to have better access to upcoming cards in the traits decks.

Orange acquires Scutes for his Archetype species, and resizes it to size 2 to keep up with the leaders. He engages in neoteny, removing one of the blue cubes from his Archetype card.

Green acquires the Xylem trait for his Marine Archetype, and then resizes it to size 2. The Marine Archetype is immediately replaced with the Land Archetype, with its one creeple becoming Endangered. However, even Endangered creeples can still act as the starting point for the placement of new ones. Green places two Archetype creeples into Newborns.

As dispersal begins, White places his Archetype creeple into a hex on Alpha which is already occupied by a Black Flyer. This triggers a “herbivore contest,” in which the two players determine which species is the more efficient herbivore. White wins the contest, since his Archetype has one green cube and the Black Flyer has none. It should be noted that under most circumstances, Archetype species cannot prey upon non-Archetypes, but any non-Archetype can prey upon an Archetype. The Black Flyer can therefore take the carnivore position in a hex occupied by a White Archetype herbivore. Since there is no carnivore species already in the hex, Black moves the Flyer into that position.

Green places his Archetype creeples into two hexes on Gamma. He would like to move onto the Delta craton, contesting Orange control of the area, but he realizes that his Archetype isn’t as efficient as an herbivore, so he decides not to push the confrontation yet. At the end of the turn, the two stranded Green Archetypes, one in the mountain hex and one out at sea, both die.

Interim Comments

Honestly, the game is just getting started. Several players seem to be aiming for different strategies – White is developing his Archetype toward sentience, Black is trying to develop multiple species, and Orange is grabbing for as much territory as possible.

Once every player has two or three species in play, the board is likely to get very crowded, but for now everyone is just jockeying for advantage. Next time I’ll describe the next few turns, in which it should become more obvious who’s doing well.

 

Bios: Megafauna – Opening Remarks

Bios: Megafauna – Opening Remarks

Having played through a game of Bios: Genesis, now we’re ready to link the outcome of that game to the second game in Phil Eklund’s trilogy, Bios: Megafauna.

Bios: Genesis is a game of investing in and managing assets. Players compete to get control of assets (organisms) and then develop them toward multi-cellular and eventual land-animal status. A player who has sole control of an organism will collect all the victory points it earns at the end of the game. On the other hand, since he is the only one who can invest in improvements to that organism, it may not develop as fully or be worth as much. An organism shared among several players is more likely to develop quickly, but all of those players share the final victory points. Balancing these two approaches, while riding a roller-coaster of random events, is the key to a successful strategy.

Bios: Megafauna, in turn, is less a game of investment and more a game of area control. Each player begins with a single Archetype species that has few traits. During his turn, he can spend actions to acquire new traits for his species, possibly causing additional species to appear (Armored, Burrowers, Flyers, or Swimmers) in the same family. He can also spend actions to purchase more population (“Creeples”) for any of his species, to be placed on the map at the end of the turn.

Creeples are placed in a given Biome (hex) on the reconfigurable map, by default taking up a position as herbivores in that hex. If herbivores are already present, the new Creeple can be placed as a carnivore instead. Alternatively, the new Creeple can engage in a “contest” with a herbivore or carnivore already present in the target hex, in which case the players go through a simple flowchart to determine which species will succeed (that is, which one is better adapted to the current situation in that hex) and which will become Endangered.

Creeples also become Endangered if the hex they are in becomes uninhabitable due to a random event. They also become Endangered if they are carnivores who no longer have an herbivore species in the hex suitable for them to prey upon. (Finding ways to deprive carnivores of their prey seems to be a common tactical move in this game.) Creeples that are Endangered stay on the board until the end of that game-turn, at which point they “die” (move back to the player’s pool for later use).

One important point: once a Creeple is placed on the map, it never moves again (with one small but significant exception). Species tend to spread across the map when they are more effective herbivores or carnivores than their rivals. Yet, once their Creeples are in place, they’re generally stuck in that hex until the circumstances change, especially if another player finds a way to make a better move in the game of herbivore or carnivore competition.

The more Creeples are in play on the map, the more points a player will score. On the other hand, a species with more Creeples on the map will have fewer options when it comes to acquiring new traits, and so may fall behind in the evolutionary race. Players also score points at the end of the game for extinct species, for species that have developed more complex cognitive abilities, and (especially) for a species that has developed language.

As usual with a Phil Eklund game, the mechanics are difficult to absorb just by reading the rule book and glossary. Better to just set up the game and start playing a few turns, with frequent references to the rule book, and watch as the tactics and strategy emerge. I’ve actually played through Bios: Megafauna several times already, so at least some of the principles of good gameplay have become clear to me. I won’t claim to be an expert, of course, and in the play-through that follows I think I make several serious mistakes on behalf of at least one player. So be it – real history has weirdness in it too.

One final note, before I start describing how the play-through went. I’m using the printed rule-book as written. Eklund’s games often have “living rules,” that tend to accrete clarifications and even mechanical changes as they go. I’m aware of a couple of points at which my play-through would have gone differently if I had been using the living rules. The point of this exercise, of course, is to play solitaire and develop an interesting alien world for creative purposes. Hence I’m not too wrapped around the axle about making sure I use the most recent version of the game rules.

Game Setup

I start with a fairly standard setup. The game board consists of four geomorphic tiles, representing cratons or proto-continents, that start out arranged across the planet’s equatorial zone. Since I’m generating an alternate Earthlike world, I shuffle the four craton tiles at random, and they end up in the order (east to west) of Siberia, Gondwana, Baltica, and Laurentia. There are status displays to indicate the current oxygen content, cloud prevalence, and greenhouse-gas content of the atmosphere. At the beginning of the game, the planet has 7% free oxygen in the atmosphere, an albedo of about 0.4, and an “Eden” climate (somewhat warmer than present-day Earth).

If I was just playing Bios: Megafauna, then all of the player positions would start on an equal footing, with a single Archetype species with no traits, just emerged onto the land. Since I’m “linking” the outcome of my Bios: Genesis play-through, I follow the linked-game rules instead. Here’s how the four player positions shake out.

Player Yellow won the Bios: Genesis game, so he gets first choice of a position in the new game. His primary organism was the Earthworms. The rules assign him the Orange position in Bios: Megafauna, playing a family of hydroskeletal invertebrates.

Given his progress in Bios: Genesis, Player Orange doesn’t start with the bare invertebrate species; his Archetype comes into play with certain traits already in place. Some of these are traits that will be passed along to any new species in the family, represented by colored cubes (“basal organs”) placed on the Archetype card. The Archetype gets one red and two yellow cubes. He then draws a few cards from the decks of possible traits to modify his Archetype further, each of which carries more colored cubes. He ends up with the traits Egg Case (blue cube), Endocrine Gland (green cube), and Pallial Lung (yellow cube).

The next player was in the Red position in Bios: Genesis. His most advanced organism was Arrow Worms, which gives him the Black position here. He will be playing a family of endoskeletal arthropods. Since his Arrow Worms weren’t land-dwellers, he starts with a Marine Archetype species, still living off-shore. He gets no additional traits (cubes or cards). In fact, the first time he “resizes” his Marine Archetype (representing the evolution of larger animals), it will convert to a normal land-dwelling Archetype species, killing off any of the Marine Archetype Creeples that are still out at sea. Black’s first concern is going to be to move onto the land and start developing there.

Next we have Player Green. His most advanced organism was the Sea Stars, which gives him the White position in Bios: Megafauna. White represents endoskeletal vertebrates. As with the Black position, he starts with a bare Marine Archetype species and will need to move onto land quickly to make progress.

In last place in the Bios: Genesis play-through, we have Player Blue. His most advanced organism was the Lamp Shells, which would normally give him the Orange position in this game. Since that position is already taken, Blue is stuck with the Green position in Bios: Megafauna.

In this game, the Green position is a little unusual, representing plants that live primarily by photosynthesis, but which can also use parasitism, trapping, or actual motility to prey on other organisms. (Since Player Blue spent so much time trying to make parasitism work in Bios: Genesis, this may be a choice bit of irony.) Green uses slightly different rules from the other players, and is noticeably more difficult to play well. In compensation, Green starts with a special “Medea” card which can allow him to control or magnify certain random events, hopefully to his own advantage.

In any case, the now-Green player is also stuck with a bare Marine Archetype species, and like Players Black and White, will want to move onto the land and begin evolutionary development as quickly as possible.

Orange places his first Creeple on the Laurentia craton, Black begins off the coast of Siberia, White off the coast of Gondwana, and Green off the coast of Baltica. I’ll start describing how the first turn went in my next blog post.

One final note: even at the beginning of the game, I realize that Orange has started with a considerable advantage. Since his Archetype has so many traits from the very beginning, that species is already more efficient than any other on the planet, both as an herbivore and as a carnivore.

Presumably, when Bios: Genesis produces less lopsided results, the Megafauna opening is a bit more competitive. As it stands, the other players had better hope they have the opportunity to catch up, before Orange runs out of room on the Laurentia craton and starts looking for land elsewhere. Otherwise there’s going to be a tide of highly-evolved worms, snails, mollusks and squid that will tear through everyone else’s critters.

Bios: Genesis – Wrapping Things Up

Bios: Genesis – Wrapping Things Up

At this point, we’ve worked through ten turns in the Bios: Genesis game, and our alternate Earth is beginning to take shape. It spent a long time in a “tropical waterworld” state, with little or no plate tectonics, and that period ended fairly recently. Thus, what land surface the planet has is still broken up into little subcontinents and island chains. Life has moved up onto the land, but the terrestrial ecology is very simple, nothing but primitive plants and earthworm-like animals.

The four players, and their current organisms in play, are:

  • Player Yellow – has Earthworms, so far the only major multicellular family in play. Also has a micro-organism we’re calling the “Gamma Bug,” due to its origins in mildly radioactive beach sands. Yellow is having some trouble generating Catalysts, the game’s “currency,” so his critters are slow to make further progress.
  • Player Red – has one micro-organism, the “Mars Bug,” so called because it first evolved in the early oceans of a small neighboring planet, then arrived on the alternate Earth by way of the Meteorite Express. Red has the converse problem to Yellow – the Mars Bug generates lots of Catalysts, but no other player has an endosymbiotic stake in its success, so he has no help spending that wealth.
  • Player Green – has the “Smoker Bug,” which originally formed in the hot “black smoker” fumaroles in the deep oceans. Also has a parasite in play, Cyanobacteria which are currently attached to Red’s Mars Bug.
  • Player Blue – has the “Mud Bug,” which originally appeared in wet clay mounds in the seas. Has a parasite in play, a Virus which is attached to Green’s Smoker Bug. Blue has been struggling for a long time to get a parasite to “stick” long enough to become an endosymbiont, without much success.

So, let’s see if we can get to this world’s equivalent of the Cambrian era.

Turn Eleven (2.0 – 2.2 billion years)

The event this turn is Orbital Bobbing. The solar system has “bobbed” up out of the plane of the galaxy in the course of its orbit around galactic center. This has exposed the planet to a higher than usual level of cosmic radiation, which in turn may be messing with planetary climate. A minor “smite” event takes place, but the only landform in play is the Deep Hot Biosphere, which is immune.

Interstellar dust causes minor instability in the sun, leading to a weak extremophile event. Most organisms are well-protected against such extremes of heat or radiation, but Green’s Cyanobacteria parasite is killed off, and the Gamma Bug loses its photosynthetic mutation. The Earthworms are forced to make a Cancer roll, but the roll is favorable – they generate some Catalysts and take no errors.

Rather than keep trying its parasite option, Green decides to spend a Catalyst and place its spare investment in the Deep Hot Biosphere. All other players are already committed to their current investments.

Red makes a very favorable autocatalytic roll for the Deep Hot Biosphere. He organizes the last of the available manna, evicts the Green investment, and takes the opportunity to create a new micro-organism. Given its origins, this bacterium is very extremophilic, capable of thriving in temperatures and pressures that would kill most other organisms. We’ll call this one the “Hot Bug.” Once again, Red has an organism that will produce lots of Catalysts (it has plenty of red “metabolism” genes). Yet, by evicting the Green investment before creating this organism, he has all the advantages and disadvantages of sole ownership again.

Darwin Rolls are generally favorable, generating at least one or two disks for everyone. Red, of course, earns so many Catalysts with his two organisms that he maxes out in all four colors. Blue gets a very favorable roll and selects a healthy assortment of disks.

With so much wealth available, every player buys or promotes at least one mutation per organism. One of Green’s purchases sets off a weak oxygen spike, enough to kill off the Blue Virus attached to the Smoker Bug.

Turn Twelve (2.2 – 2.4 billion years)

This turn’s event is Gaia Ozone Layer. The alternate Earth acquires an ozone layer in the upper atmosphere, protecting the surface against any further UV irradiation events. The period is otherwise calm and uneventful – no new refugia appear, a mild oxygen spike inflicts no casualties, and Earth is currently in a Cooling period.

Blue, possibly fatigued by the continued failure of parasitism, decides to keep his spare investment in reserve. Green attaches his Cyanobacteria parasite to Blue’s Mud Bug, stealing a red cube from one of its mutations.

Since there are no active refugia, there are no autocatalytic rolls to be made. All players move on to the Darwin Rolls, which are rather unproductive – only Green manages to harvest a significant number of Catalysts. Several organisms take damage to replication errors, especially Green’s Cyanobacteria parasite, which is driven into extinction again.

During purchases, the major development is the promotion of Green’s Smoker Bug to multicellular status. Yellow and Green both make purchases that end with the creation of Sea Stars.

The new organism takes up the “plant” role in a growing marine ecology. At the moment it’s the only multicellular life at sea (the Flatworms having moved onto the land hundreds of millions of years ago) but it won’t be alone for long.

Turn Thirteen (2.4 – 2.6 billion years)

The event is Pangaea Breakup. A supercontinent is divided by new ocean rifts, sending the planet’s small continents scattering across its surface. The event actually brings two new refugia into play, the Hydrogen Volcano and the Warm Pond (shades of Darwin there). It’s very late in the game, but at least Blue and Green might have places to put their spare investments if they don’t want to keep messing with parasitism. A UV irradiation event takes place, but is blocked by the ozone layer. Earth is again in a Cooling period.

Blue assigns its space investment to the Hydrogen Volcano, while Green assigns to the Warm Pond. Blue’s autocatalytic roll is somewhat productive, while Green makes little progress. The existing micro-organisms do reasonably well with their Darwin Rolls, generating a few disks and suffering no unrecovered errors.

Red dominates the purchase phase, making progress with his two organisms and helping Blue to promote the Mud Bug to multi-cellular status. The growing marine ecology sees the addition of Lamp Shells (brachiopods), which have a lower metabolic rate (fewer red and yellow items in play) and so take up the “plant” trophic level. The Sea Stars are promoted to be “herbivores,” developing a lifestyle of cracking open Lamp Shells to get to the juicy stuff inside.

 

Turn Fourteen (2.6 – 2.8 billion years)

This turn’s event is T Tauri Superflare. Stimulated by an infall of interstellar dust, the sun goes into a period of massive flare activity, hitting the planet with radiation and coronal mass ejections. The Hydrogen Volcano and Warm Pond refugia are damaged. An extremophile event occurs, seriously damaging Yellow’s Gamma Bug. All of the multicellular organisms are forced to make Cancer Rolls, but none of them take any unrecoverable errors. A UV irradiation event is deflected by the planetary ozone layer. Earth remains in a Cooling period.

Blue’s investment is stuck in the Hydrogen Volcano, so Blue invests a disk there to improve his odds of organizing the remaining manna. Green deploys a parasite, this time a Salmonella organism which attaches to Blue’s Lamp Shells.

Blue gets a mediocre result from the autocatalytic roll in the Hydrogen Volcano refugium, and decides to activate a new micro-organism in the hopes that he can make some progress in the time that’s left. This organism’s metabolic pathway is based on the condensation of thioesters found in the outgassing plume of volcanoes, so we’ll call this latecomer the “Volcano Bug.”

Darwin rolls are moderately productive, although Red’s two organisms generate tremendous wealth of Catalysts, maxing him out in all four colors again.

Yellow and Green cooperate to purchase organs for the Sea Stars, eyes and a brain. Both players are looking at what’s left of the event deck, which has two cards in it. If those events are kind, Green should have enough time to finish evolving the Sea Stars and move them onto the land.

Meanwhile, Red’s long-suffering Mars Bug has finally accumulated enough genetic complexity to be promoted to multi-cellular status. He promotes it to become Arrow Worms. The marine ecology is now full, with three multi-cellular sea organisms in existence. The players compare metabolic rates and determine that the Sea Stars are in the “carnivore” role, the Arrow Worms are “herbivores,” and the Lamp Shells remain in the “plant” role at the bottom of the food chain.

Turn Fifteen (2.8 – 3.0 billion years)

The event this turn is Comet Impactor (Aftershock) with Mackenzie Flood Basalts. This brings both of the remaining event cards out in a single turn, and these are not gentle events! It looks as if anyone still hoping to emerge onto the land just had his hopes dashed.

Two “smite” events damage the Warm Pond refugium, leaving it with a single cube, not a good prospect for development. The Geothermal Zinc refugium does appear, but since this is going to be the last turn of the game, it seems unlikely to get anywhere.

Meanwhile, the comet impact and massive volcanic eruption, between them, create a terrible extremophile event, rendering the seas very inhospitable to life. Blue’s Volcano Bug, and Yellow’s Gamma Bug, both take serious damage and are probably knocked out of contention. Even Blue’s Lamp Shells are forced to give up one of their organs. The other multi-cellular organisms wide out the shock, and (appropriately) Red’s Hot Bug pulls through as well. Earth is currently in a sharp Warming period.

Green is the only player with a spare investment, and he decides to attach his Salmonella parasite to the Lamp Shells again. No autocatalytic rolls take place. Darwin Rolls are as expected, although the Gamma Bug adds insult to injury by losing yet another cube to an uncovered error. The Gamma Bug is almost extinct at this point, so it’s probably good that the game is about to end.

Every player does his best to improve his organisms during the purchase phase, but no one is in a position to perform any new promotions. Yellow’s Sea Stars come the closest, being only one cube short at this point – one more turn and they would probably have crossed the finish line. Players check metabolic levels for the marine animals, and end up with the same distribution as before: Sea Stars at the carnivore level, Arrow Worms at the herbivore level, and Lamp Shells placidly being eaten by everyone else.

Final Scores

  • Red: 15 VP for cubes, 3 VP for Bionts in organisms, 6 VP for sole share in the Arrow Worms, 3 VP for a one-half share in the Lamp Shells, total 27 VP. Red has 10 Catalysts at the end of the game.
  • Yellow: 15 VP for cubes, 3 VP for Bionts in organisms, 4 VP for a one-third share in the Earthworms, 6 VP for a one-half share in the Sea Stars, total 28 VP. Yellow has 1 Catalyst at the end of the game.
  • Blue: 9 VP for cubes, 3 VP for Bionts in organisms, 4 VP for a one-third share in the Earthworms, 3 VP for a one-half share in the Lamp Shells, total 19 VP. Blue has 1 Catalyst at the end of the game.
  • Green: 14 VP for cubes, 3 VP for Bionts in organisms, 4 VP for a one-third share in the Earthworms, 6 VP for a one-half share in the Sea Stars, total 27 VP. Green has 1 Catalyst at the end of the game.

The scores are much closer together than I might have expected. Yellow wins by a single point, Red is in second place since his wealth of Catalysts breaks the tie, and Green comes in third. Blue is dead last, which doesn’t surprise me – he invested a lot in a parasitic strategy that didn’t pay off very well, and he persistently fell behind in developing his Lamp Shells.

Final Comments and Worldbuilding Notes

This was a very interesting exercise! I suspect if I were to use Bios: Genesis for worldbuilding on a regular basis, I wouldn’t bother taking such detailed notes. The details of which microscopic bug gained which mutation when are probably far down in the weeds. Still, this gave me a plausible Earthlike world, one which is different enough from our own that it ought to give me plenty of interesting details to work with.

One thing I noticed as I was working through this game. The game’s rulebook and supporting materials claim that each turn represents 200 million years, and that’s how I marked the turns in my game log. It makes sense in one respect – the game is supposed to represent the time from Earth’s formation to the end of the Precambrian period, almost exactly 4 billion years. At one event card per turn, a deck of twenty event cards works out to the right length of time.

The problem, of course, is that some turns use two event cards, not one, as a result of the Aftershock rule. It’s also possible for the game to be shortened, if multicellular life appears early and some of the Archean Era event cards are discarded, as happened here. Even if that doesn’t happen, though, you can expect to see three or four Aftershocks in the course of the game. Which means that no matter what the players do, the game is most likely to last on the order of 15-17 turns.

For worldbuilding purposes, then, it might make more sense to treat each turn as covering a longer period of time. A round figure of 250 million years per turn seems reasonable. That would draw out the timeline of this alternate Earth a bit more. Something like the following seems probable, based on the events we’ve seen in this playthrough:

  • 0.0 billion years – Formation of the solar system.
  • 0.1 billion years – Proto-planetary collision gives rise to a large Moon.
  • 0.2 billion years – First life appears on the planet’s surface, carried there by interplanetary dust.
  • 0.3 billion years – Period of cometary impacts delivers enough water to cover most of the planet’s surface. A small neighboring planet already has oceans which are giving rise to native life.
  • 0.5 billion years – Activation of plate tectonics stalls, leaving the planet in a “tropical waterworld” state in which the formation of continents is long delayed. Micro-organisms arrive from the neighboring planet, carried by meteorites kicked up by cometary impacts there.
  • 1.25 billion years – First “native” microbial life appears in the planet’s oceans.
  • 1.5 billion years – Long “snowball” period of almost total glaciation begins. Life continues to develop in the seas, near deep-ocean vents and in the more or less ice-free equatorial zone. The first multicellular life appears, similar to terrestrial flatworms. An “oxygen crisis” begins, as the oceans become increasingly rich with dissolved oxygen.
  • 2.0 billion years – The “snowball planet” period comes to an end. Plate tectonics finally get under way, beginning the formation of continents. The oceans are unable to absorb any more dissolved oxygen, and deep deposits of banded iron are formed on the sea beds. Free oxygen begins to appear in the atmosphere, as primitive plants and worm-like animals emerge onto the new land-masses.
  • 2.3 billion years – Increasing oxygen concentrations and a decline in worldwide lightning strikes lead to a “nitrogen famine.” Life faces a bottleneck, until various micro-organisms invent biochemical methods for “fixing” nitrogen.
  • 2.8 billion years – The planet develops a protective ozone layer, fostering the evolution of complex life forms. More families of multi-cellular life begin to appear in the seas, beginning with starfish-like echinoderms.
  • 3.5 billion years – Major cometary impact, followed by a massive volcanic episode, leads to a mass extinction which delays the further colonization of the land. The marine ecology is quite advanced by this point, with echinoderms, chaetognaths, brachiopods, and other species filling the shallow seas.
  • 3.75 billion years – The “present day.” Many species of coastal and shallow-sea life are preparing to colonize the land, joining the primitive ecology that has already existed there for over 1.5 billion years.

Next, I’m going to break open the next game in the Bios series – Bios: Megafauna – and see how this planet develops through its equivalent of the Paleozoic era.

Bios: Genesis – The Second Billion Years

Bios: Genesis – The Second Billion Years

So, to recap: we’re playing through the Phil Eklund games Bios: Genesis and Bios: Megafauna, with the intention to use the results to inspire the design of an alien world (and possibly a sentient species) for use in some SF writing.

So far, we’ve worked through roughly a billion years of the world’s history. The planet has a large moon, rather like ours. It also has extensive oceans. In fact, the planet has yet to develop active plate tectonics, so it’s in a “tropical waterworld” state, with lots of small islands – many of them volcanic – but no large continents.

I’m playing all four positions in the game. So far, three players have developed at least one micro-organism that’s alive and active in the planet’s oceans. Rather than use the lengthy scientific names for these organisms (derived from their primary metabolic pathways) we have shorthand names based on their places of origin:

  • Player Yellow – “Space Bug,” originally developed in a substrate of organic-and-volatiles-rich dust, left over from the proto-planetary nebula. Also the “Gamma Bug,” a new organism that recently arose from radioactives-rich beach sands.
  • Player Red – “Mars Bug,” originally developed in an outer planet’s cool oceans, and delivered to this planet aboard meteorites.
  • Player Green – “Smoker Bug,” which originated in the “black smoker” vents in the depths of the global oceans.

Player Blue hasn’t developed an organism of his own yet, but through some careful investment and the deployment of viral parasites, he has managed to earn a stake in the Space Bug and will be helping Yellow to build that up.

One note about Player Red: his Mars Bug is particularly well-suited to generate lots of Catalysts, the currency of the game that can be used to purchase improvements. (In game terms, it has lots of red cubes, indicating a very active and productive metabolism.) On the other hand, no other player has any stake in the Mars Bug, which means Red is effectively limited to buying only one improvement per turn. Since random events tend to wear away at every organism’s status, this means Red may have a hard time actually putting that wealth of Catalysts to good use.

Okay, with that summary behind us, let’s move on.

Turn Six (1.0 – 1.2 billion years)

The event this turn is Supercontinent Ur, indicating another consolidation of what continental land-masses there are on the planet – there probably aren’t very many, since the Tropical Waterworld condition is still in effect. Ocean and Coastal landforms are active, and two new refugia are deployed. The Pumice Raft represents floating collections of porous volcanic stone, another place where cell structures might easily form. The UV Irradiated Ocean represents open water in which chemistry is being driven by high-energy sunlight. Earth is still in a Warming period.

Most players leave their existing investments in place, although Green places an investment in the Alkaline Seep refugium that appeared last turn. None of the autocatalytic rolls generate significant results.

During Darwin rolls, every organism generates at least one or two Catalysts. Red’s Mars Bug generates a pile of red disks, so many that Red maxes out on how many he can hold. He takes several yellow disks instead. The Gamma Bug suffers the loss of one cube for the lack of enough genetic code to prevent replication errors.

During purchases, Yellow’s Space Bug makes great progress. Since three players all have a stake in the organism, each of them can spend some of Yellow’s disks to improve it, and they do. At the end of the turn, the Space Bug is so advanced that it’s ready to make the jump to multicellular status. In the process, the Space Bug releases another oxygen spike that’s strong enough to wear away some of Mars Bug’s progress. Grumbling some more, Red spends disks to purchase Chloroplast Symbionts for the Mars Bug, giving it more ability to deal with oxygen in its environment.

Turn Seven (1.2 – 1.4 billion years)

The event is Huronian Snowball. With photosynthesis slowly filling the atmosphere with free oxygen, any methane and carbon dioxide is being drawn down, plunging the planet into a deep freeze. The oceans are freezing over, almost down to the equator. The Cosmic landform is active. The Continental landform would also be active, but the planet (still) has no continents. No new refugia turn up. A weak global oxygen spike occurs, but all existing organisms have enough protection to avoid taking harm. Earth is now (obviously) in a Cooling period.

Most players leave their investments in place. Blue takes another try at the parasitic gambit, this time attaching a Viroid parasite to the Gamma Bug and stealing one of its green cubes.

Autocatalytic rolls are mostly unproductive, but Blue gets a little luck and manages to finish organizing all the available manna at the Clay Mound refugium. He takes the opportunity to create a new organism, based on glycol nucleic acid or GNA. We’ll call this one the Mud Bug.

Darwin rolls are a mixed bag, although they produce plenty of Catalysts for everyone to spend. The Smoker Bug takes a lot of errors, losing all of its Mutations and even one of its basal cubes. Blue continues to have a run of bad luck with his parasites, as the Viroid loses its stolen green cube to a replication error.

Yellow begins purchases by spending a green disk and promoting the Space Bug to multicellular status, producing Flatworms. The new macro-organism is fairly robust, with two endosymbionts (including an algal symbiont that gives it some photosynthetic ability) and a functioning blood network driven by a primitive heart. The flatworms are at the bottom trophic level in the early marine ecology.

Photo by Stephen Childs via Flickr, Creative Commons License

According to the rules, the appearance of the first multicellular organism means an “oxygen crisis” that brings the Archaean Era to a premature close. The last two event cards for that era are discarded, immediately sending this planet into its equivalent of the Proterozoic Era.

Notably, one of the events thus passed over was the Late Heavy Bombardment (LHB), a late episode of frequent asteroid impacts on the inner planets. This would have been difficult for our organisms to survive, but would also have broken up the Tropical Waterworld condition.

Worldbuilding Notes: Astronomers are actually in debate over what caused the LHB, or even if the LHB really happened in the first place. It’s possible that the LHB is nothing more than an illusion, a statistical artifact created by the very small sample size of our Lunar rock collection. If the LHB did occur, the leading theory is that our solar system went through a period of orbital instability among the gas giant planets. This “unpacked” their orbits, badly disrupting the Kuiper Belt of leftover comets and planetesimals. Let’s run with this, and assume this alternate Earth’s solar system underwent no such event. Any gas giant planets are in closely packed orbits, probably in a 1:2:4 Laplace resonance, and the Kuiper Belt is very dense compared to Sol’s.

Yellow also spends a blue disk to purchase mRNA for the Gamma Bug, acquiring the “Red Queen” ability that might enable it to absorb its viroid parasite. Other players make small investments in their organisms. Blue is unable to purchase anything for the Mud Bug, having only one blue Catalyst disk and no blue cards currently available.

Turn Eight (1.4 – 1.6 billion years)

This turn’s event is the Cryogenian Snowball. Even more extreme weather conditions than last time – the dramatic draw-down of greenhouse gases in the atmosphere is causing the oceans to freeze over. No landforms are active, and no new refugia appear. The deep freeze is causing enormous drought conditions on what few land-masses exist, but there are no terrestrial organisms yet to suffer harm from it. Another global oxygen spike occurs, this one stronger, enough to destroy Mutations carried by the Smoker Bug and the Mud Bug. The Viroid parasite attached to the Gamma Bug is also wiped out by the oxygen spike. Earth remains in a Cooling period.

Blue is the only player with a free investment to make. He tries one more time to attach his Viroid parasite to the Gamma Bug, stealing yet another green cube from it. Yellow is beginning to get annoyed – if he has to put up with parasites, it would be nice if they would last long enough to become symbionts and actually contribute something! Blue and Green each invest spare Catalysts in their existing organisms, placing them as antioxidants that might defend against any further oxygen spikes.

The autocatalytic rolls are uneventful. Darwin Rolls produce a few disks, and no errors that can’t be covered by anyone’s blue chromosomes. Nobody but Red has a lot of disks to spend, and of course Red has no symbiont partners to help his spend his disks, so the purchase phase is slow too. Yellow gives Blue a mild glare and activates his Gamma Bug’s Red Queen ability, stealing the green cube back.

Turn Nine (1.6 – 1.8 billion years)

The first event is Oceans Rust Out, which is an Aftershock event – the Tropical Waterworld condition is finally broken, and plate tectonics are under way again. The follow-up event is Medea’s Revenge. Lots of oddness taking place here. The increasing load of oxygen in the oceans has reached a tipping point, in which a great deal of dissolved iron precipitates out and forms banded iron deposits on the sea-bed. Meanwhile, the anaerobic ecology’s last hurrah belches lots of methane, carbon monoxide, and other nastiness into the atmosphere, possibly messing up those organisms that were just getting used to free oxygen in their environment.

Oceanic, Coastal, and Continental landforms are active, and the last Oceanic refugium comes into play (the Green Rust Fumarole). Yet another strong global oxygen spike takes place, damaging the Mud Bug and driving the Viroid parasite into extinction (again). The surge of carbon monoxide in the atmosphere damages all of the active refugia, although none of them are destroyed. The Flatworms are forced to make their first Cancer roll and come through with flying colors, generating several Catalysts for Yellow and taking no errors they can’t deflect with blue chromosomes.

Blue is still the only player with a free investment. He doesn’t like his chances in any of the existing refugia, so he tries the parasite gambit one more time. Deciding that pestering Yellow would be a good way to get hit over the head with the rule-book, he attaches the Viroid to Red’s Mars Bug instead, stealing a green cube.

Autocatalysis rolls are uneventful. Darwin rolls likewise, except that the Mars Bug takes an error that it can’t cover with blue cubes, and is forced to give up the Quorum Sensing mutation it purchased last turn.

This purchase phase is notable for the fact that Yellow’s Flatworms acquire the last of their organs, automatically promoting them to Earthworms. The first precocious animal life has crawled onto the land, strikingly early in the planet’s history. Notably, no other families of land animals will appear for over a billion years.

Worldbuilding Notes: Here we have a water world, just beginning to generate continental landforms for the first time. There’s nothing but simple plant life and the equivalent of earthworms to form a simple ecology on land . . . and that’s how the situation remains for whole geological eons. It’s as if the planet is stuck in evolutionary stasis for a very long time, all the further progress taking place underwater.

Otherwise, the players make routine progress on their existing organisms. Red activates the Mars Bug’s Red Queen ability to steal back the green cube from the Viroid. Red is really hoping that the Viroid will last long enough to be absorbed as an endosymbiont in the Mars Bug – he would like some help spending all those Catalysts he’s accumulated.

Turn Ten (1.8 – 2.0 billion years)

This turn’s event is the Nitrogen Famine. This is a major development, a hypothetical period in which most of Earth’s nitrogen budget is lost, becoming nearly-useless molecular nitrogen in the atmosphere. This leaves almost no nitrogen for organisms to use in their metabolic pathways, until life develops the ability to “fix” nitrogen on its own.

This card triggers a massive “Smite” event, destroying all of the existing refugia except for the Deep Hot Biosphere. Generally, after the Nitrogen Famine, Earth is a lot less likely to produce new micro-organisms. Fortunately, an associated extremophile event and oxygen spike are both too weak to harm any existing organisms. Oceanic and Coastal landforms are active, and Earth remains in a Warming period.

With no refugia to invest in (aside from the Deep Hot Biosphere, which is unattractive since Red has a dominant position there), the temptation to indulge in parasitism becomes irresistible. Green gets into the game by attaching his Cyanobacteria parasite to the Mars Bug, displacing the weak Viroid parasite there and stealing a blue cube. Blue responds by flipping to the Virus version of his parasite card, attaching it to Green’s Smoker Bug, and stealing a green cube.

The autocatalytic roll in the Deep Hot Biosphere makes incremental progress. Darwin Rolls produce plenty of disks for everyone but Yellow, who instead loses one Mutation from the Gamma Bug.

At this point, Yellow is actually starting to feel the converse problem of Red’s. He has plenty of symbiont partners to help him spend Catalysts, but the Gamma Bug just isn’t generating any income for lack of an active metabolism. Yellow has attempted to correct this, but the cost of dealing with Blue’s parasites has held the Gamma Bug back, and now his stock of disks is depleted. Unless Yellow finds a way out of this bind, his further progress is likely to be stalled.

Purchases are uneventful. Both Red and Green activate their organisms’ Red Queen genes to steal back cubes from the parasites. Blue and Green make progress advancing their micro-organisms.

Interim Comments

We seem to be moving into a period that’s sometimes called the “boring billion,” a time in Earth’s history where geology, climate, and ecology were all remarkably stable. With the Nitrogen Famine in the past, and almost no refugia available for investment, every player is in a position of just trying to stay ahead of chaos. Who else is going to be able to produce multi-cellular life, and follow those earthworms onto the land? And will anyone be able to get something out of the exercise of parasitism? Find out next time . . .