Bios: Genesis – The First Billion Years

Bios: Genesis – The First Billion Years

So, let’s begin. The exercise is to play through Phil Eklund’s games Bios: Genesis and Bios: Megafauna, and use the results to inspire the design of a solar system, world, flora and fauna, and possibly a sentient species, all for my Human Destiny setting.

We’ll begin with Bios: Genesis. Rather than use the solitaire version laid out in the rulebook, I’ll play a complete four-handed game, making decisions for each position in turn. As best I can, I’ll resist the temptation to manipulate random chance in any given direction – the point is to let the cards and dice fall as they may, and adjust to events as they occur.

At the beginning of the game, our alternate Earth has just condensed out of the proto-planetary nebula, orbiting a star that is likely still in the early T Tauri stage of development. Things have cooled off just enough for there to be a solid surface and the beginnings of liquid-water oceans. The atmosphere is probably composed mostly of methane, carbon dioxide, water vapor, and other simple volatiles. Complex chemistry is starting to take place on the planet’s surface.

The four positions are Red (representing amino-acid chemistry, and controlling metabolism), Yellow (lipid chemistry, giving rise to cell structures), Green (pigments, controlling energy generation and storage), and Blue (nucleic acids, controlling template replication). Bios: Genesis is a competitive game, but many of the moves are cooperative in nature, and indeed some moves that might appear competitive actually open the door to closer cooperation between players. A certain amount of cooperation is, in fact, essential – the game’s random events can be brutal in their hostility toward life, so players who spend all their time tearing one another down will almost certainly fail. In its essence, the game is a matter of acquiring shares in specific assets (types of self-replicating chemistry, later species of micro- or macro-organisms), then deciding how much to invest in those assets, how to maximize value, and when to abandon a bad position.

Turn One (0 – 200 million years)

Each turn in Bios: Genesis begins with a random event from the card deck. The (first) event this turn is Theia Big Whack. This is an “Aftershock” event, which requires us to draw the next event card in the deck and implement it as well in the same turn. The second event turns out to be Mars Paleo-Ocean.

This is an interesting combination. It implements the “giant impact” theory regarding the formation of the Moon: a Mars-sized proto-planet coming along and colliding with Earth in the first 100 million years or so of its existence. Consequences for any early life on Earth would have been dire: the entire crust of the planet would have been stripped off and hurled into space!

Meanwhile, the Mars Paleo-Ocean event activates two refugia, limited spaces which are unusually friendly to life, both of them off Earth entirely. Random selection produces the Interplanetary Dust refugium, and (appropriately) the Mars Paleo-Ocean refugium. These are two locations where life might get started, moving to Earth later aboard cometary bodies or meteorites. Worldbuilding Notes: This alternate Earth will have a Moon, and it will also have a smaller neighbor planet which had life-encouraging oceans very early in its history.

With two refugia in play, the four players decide where to make their first investments. Red and Blue choose to invest in the Martian seas, while Green and Yellow both invest in the Interplanetary Dust as a possible place to form life.

The next step in the turn is to perform autocatalysis, an essentially random dice-rolling process (although the players do have some ability to manipulate the outcome) in which the “manna” or pre-biotic chemistry can be organized into a self-replicating organism. Yellow gets an unusually productive roll, organizing all of the available manna in the Interplanetary Dust refugium. Yellow takes the opportunity to produce the first micro-organism in the game, proto-bacteria from space that drift down onto Earth as it cools off from the Big Whack. In the game, this organism has a long jaw-breaker of a name (Photocarboxylation) but I’m going to label it the Space Bug.

Since Green had invested in the Interplanetary Dust refugium as well, that investment carries over to the Space Bug: Green will have a stake in that organism’s success, and will be able to help Yellow to spend resources to improve and protect it.

The next step is to carry out Darwin rolls for each micro-organism, a test to see whether the organism can replicate itself without fatal errors while also developing beneficial mutations. The Space Bug struggles with this a little, losing some of its early genetic coding, but surviving the experience.

Finally, in each turn the players have the opportunity to “purchase” mutations for their micro-organisms, genetic quirks that code for useful bits of chemistry or structure. Only Yellow has anything to buy for, and he has none of the “catalyst” disks that serve as currency, so we skip this step.

This alternate Earth already has life, but it’s barely hanging on, and there’s a lot of hostile gigayears to get through.

Turn Two (200 – 400 million years)

The event this time is Bolide Water Delivery. Comets are dropping down from the system’s outer reaches, some of them hitting this alternate Earth and delivering lots of water and other volatiles. Worldbuilding Notes: This alternate Earth, like ours, will have extensive oceans.

The arrival of lots of comets causes two new Oceanic refugia to appear: the Clay Mound and the Hydrothermal Vent. The latter refugium is particularly attractive. It’s slow to develop, but it’s very stable, and immune to many of the events that might otherwise destroy refugia before they can come to flower. Red is stuck on Mars and can’t move its investment, but Blue and Green both invest in the Clay Mound, and Yellow uses a feature of its existing organism to invest in both of the new refugia.

Autocatalysis is not very productive, although several players get a disk each out of it. No new life forms appear. Yellow’s Space Bug gets a good Darwin roll, producing another disk.

Green and Yellow each have a stake in the Space Bug, so they cooperate to purchase new mutations for it: the organism acquires Mitochondria and Chemiosis Respiration.

Turn Three (400 – 600 million years)

The alternate Earth now moves out of the so-called Hadean period – the solar system is calming down into its more or less final configuration, and there’s no longer the same degree of threat from space as before. We’re now drawing cards from the events deck for the Archaean period instead. The event this turn is an interesting one: Tropical Waterworld. The idea here is that despite the presence of extensive oceans, the planet’s crust is too warm and soft to form tectonic plates. As a result, the formation of continental crust is going to be delayed, leaving the planet covered with a world-spanning ocean, broken up only by the occasional cluster of volcanic islands. This will last until something comes along to get plate tectonics started, if that ever happens.

One thing to be concerned about: with no plate tectonics, there isn’t any way for the planet to set up a robust carbon cycle. As a result, greenhouse gases will tend to build up in the atmosphere, and a runaway greenhouse leading to Venus-like conditions is somewhat more likely. We’ll have to watch for that. Meanwhile, the whole class of Continental refugia will stay locked up behind the Tropical Waterworld card for the foreseeable future.

Worldbuilding Notes: On our Earth, plate tectonics and the early proto-continents were in existence as far back as 3.5 billion years ago. If the Tropical Waterworld event stays in effect long enough, that may mean that this alternate Earth doesn’t get started with continent-building until later in its history. That would suggest smaller continents and more surface area covered by oceans. To be resolved later, once we see how long it takes for plate tectonics to get started (if it ever does).

As in the last turn, Red is still stuck on Mars, but the other players all invest in the Oceanic refugia that are available. The Oceanic refugia are not very productive, but Red gets a good roll for the Mars Paleo-Ocean. Although not all of the available manna have been organized, Red decides that standing fast is likely to mean that he loses ground on Mars. He therefore takes the opportunity to generate a second bacterium, which we (and, apparently, a lot of Bios: Genesis players) will call the “Mars Bug.” The Mars Bug hitches a ride to Earth aboard a series of meteorites, kicked out of the Martian seas by comet impact, and takes its place beside Yellow’s Space Bug.

Both organisms do okay with their Darwin Rolls, suffering no errors and generating a few catalyst disks for spending. Yellow’s one disk is used to promote the Chemiosmosis Respiration mutation to Hyphae – this signifies the invention of DNA, and gives the Space Bug some additional protection against replication errors. Red spends two disks to purchase Riboswitches.

Turn Four (600 – 800 million years)

The event this turn is Vaalbara Breakup. The event flavor text refers to the breakup of the first “supercontinent,” and with the world locked into a Tropical Waterworld state there probably aren’t any real continents in existence. Of course, looking up Vaalbara tells me that it wasn’t much of a “supercontinent” in the first place – the two cratons involved make up only very small portions of present-day Africa and Australia. So maybe there’s not much of an inconsistency here after all.

Two new refugia are activated. The Deep Hot Biosphere reflects the possibility that life could exist very deep in the Earth’s crust or even in the upper mantle, in tiny cracks and fault-lines in the hot rock. The Radioactive Beach refugium is more bizarre, a theoretical structure in which natural radioactives (notably uranium) are deposited on a coastline, forming a crude natural reactor and providing energy input for primitive life.

As far as natural hazards go, there’s an episode of UV irradiation, weak enough that the existing organisms have no trouble dealing with it. Earth is in a cooling period, and has been for the last few turns; if one more such turn happens, it may trigger the premature end of the game as the planet becomes permanently glaciated.

All four players mostly stick with their current choices of investment. Red places an investment in the unstable Radioactive Beach refugium, less in the hopes of a second organism, more in the hope of generating some catalysts for use elsewhere.

Blue is the first player to invest in a parasite, attaching a Virus to the Space Bug’s tableau and stealing some of the resources associated with its Mitochondria. In this game, parasitism can be a hostile move, seeking to hinder the victim organism from making progress. It can also be viewed as a bid for further investment, something like a hostile takeover of a corporation! The player who deploys a parasite may be hoping that his victim will use something called the Red Queen ability to first take back the stolen resources, and then take the parasite itself into its genetic makeup. This mimics the process in natural evolution in which a parasite sometimes becomes a symbiont, benefiting both parties. In game play, the process gives the parasite player a stake in the “victim” organism, permitting him to contribute to its success in exchange for a share of the rewards.

During the autocatalytic rolls, Green’s position in the Hydrothermal Vent is very productive, bringing all but one piece of the available Manna into organization. Rather than form life at this point, Green decides to stand pat and hope for that last item to fall into place. Rolls on the Clay Mound and the Radioactive Beach make no progress, but generate several disks for various players.

The Darwin Rolls are very mixed. Red’s Mars Bug does very well, generating a whole pile of Catalyst disks. In fact, from this point on, Red’s problem is never a lack of Catalysts to spend. Instead, Red is limited by the fact that it built the Mars Bug entirely on his own, with no other player holding a stake in the organism’s success. As a result, Red is only able to spend one disk per turn, barely enough to make progress against all the forces that tend to tear down an organism as the turns pass. There is a special ability that comes with some mutations – the “Fission” ability that indicates that an organism can reproduce very quickly, spending two disks per turn. Unfortunately, the Mars Bug never seems to get the opportunity to acquire Fission.

Meanwhile, the Space Bug has almost as bad a roll as the Mars Bug had good. Even with the extra fidelity that comes with its new DNA, it accumulates so many replication errors that it has to give up the Hyphae mutation and go back to an RNA-only scheme.

Fortunately for the Space Bug, it does have the Fission ability, associated with the Mitochondria it still retains. That mutation also gives it the Red Queen ability. The Space Bug therefore uses the Red Queen twice, recovering resources from the Virus parasite, and then absorbing the Virus directly into its genetic machinery. Which is what the Blue player had in mind all along, of course. In his turn, Blue then uses his new position to promote the Mitochondria, taking the Space Bug almost back to the level of progress it had before the Darwin Roll.

Red, meanwhile, promotes its own Riboswitches mutation, developing its own form of DNA.

Turn Five (800 million – 1.0 billion years)

Another event with a Cooling Period marker will threaten the end of the game, but the next event card is The Clathrate Gun. This event represents the release of deep methane clathrates in the sea bed, acidifying the oceans and pouring methane into the atmosphere. Since methane is a very effective greenhouse gas, this flips the Earth into a warming period, postponing the threat. Some of the existing refugia are damaged by the acid oceans, removing Manna entirely from play, but a new refugium (the Alkaline Seep) appears as well.

The players assign their spare investments around the board, all of them pursuing a mixed strategy that might generate more disks to spend. Some of the autocatalytic rolls are indifferent, but both Green and Yellow get very good results.

Green finishes organizing the last of the Manna at the Hydrothermal Vent, and produces an organism whose metabolic pathways rely on acetyl coenzyme A. Since this organism came from the Hydrothermal Vent, we’ll call it the Smoker Bug. Meanwhile, Yellow gets a surprisingly productive roll from the Radioactive Beach refugium, and decides to produce a second organism, which we’ll call the Gamma Bug.

Darwin Rolls are mixed, as expected. Red’s Mars Bug again generates a bunch of disks, more than Red can easily spend. The Smoker Bug suffers a few replication errors, but not enough to do mortal damage.

During the purchase phase, Red and Yellow get into a minor tit-for-tat conflict. Some mutations or promotions lead to “oxygen spikes,” cases in which the organism’s chemistry is actively polluting the environment for others. This often involves the release of oxygen into the environment – at this point, most of the organisms are still anaerobic and have a hard time dealing with the presence of free oxygen.

In this turn, Red purchases a tmRNA mutation, which causes a weak oxygen spike that Yellow’s Space Bug has no trouble with. However, Yellow purchases Bacteriorhodopsin for the Space Bug, which triggers a stronger oxygen spike that is too much for the Mars Bug to handle, leading to the immediate loss of the tmRNA. Red grumbles, and considers ways to avoid being out-polluted. Meanwhile, Green begins to buy new capabilities for the Smoker Bug.

Interim Comments

I am very impressed with the elegance of the design of Bios: Genesis. Players tend to joke that “you don’t need to be a molecular biologist to play this game, but it helps.” Some truth to that, but if you cut through the jargon and focus on the game’s mechanics, gameplay isn’t all that difficult and the thematic elements become transparent. The mechanics themselves do a superb job of simulating the processes of natural evolution: selection pressure from the environment, innovation, “arms races” between organisms, cooperation-competition cycles, it’s all here.

For the worldbuilder, then, this game can point toward useful research, provide inspiration for creativity, and still impose the constraint of plausibility on the results. More progress next time.

Bios: An Exercise in Worldbuilding through Gameplay

Bios: An Exercise in Worldbuilding through Gameplay

Shiny object alert!

A few days ago, I visited my local hobby shop, and a rare gem on the shelves caught my eye. A new copy of the board-game Bios: Megafauna, second edition, designed by Phil Eklund.

Eklund is something of a legend in the indie game design world. His designs are less games than they are deep simulative experiences, modeling some scientific or historical phenomenon with considerable depth and detail. You don’t sit down around a Phil Eklund design to play a simple competitive game, with a clear winner, as a light social occasion. You do it to immerse yourself in a system, generate a narrative, and marvel at the surprising results. Designating a winner is usually an afterthought.

Eklund is notorious for writing thick rulebooks in very fine print that look impenetrable, and yet permit the players to learn the game simply by sitting down, working through a flowchart, and playing a few rounds. Again, less a game, more an immersive simulation. He’s also known for his philosophical standpoints, which will become obvious if you read the extensive supporting material and essays attached to every design. Yet those personal biases don’t ruin the aesthetics or playability of his simulative models, and you don’t need to fall in line with them to enjoy the games.

Eklund is also a thoroughly independent designer, usually working through his own imprint (Sierra Madre Games). His business model (and a run of bad luck) means that some of his designs are very hard to find. So randomly spotting a copy of one of his new games at my local store was kind of a treat. I picked up Megafauna and took it home, and then managed to snag what may have been the last copy on Amazon of the prequel game Bios: Origins.

This is a good occasion for me to embark upon a line of discussion that I’ve been wanting to bring up here: the use of simulation games as drivers and inspiration for worldbuilding.

My philosophy with respect to worldbuilding is that I do it to provide plausible backgrounds for my creative work. I want the physical environment, historical narrative, social systems, and so on to make sense, providing the reader with the sense that the story is taking place in what could be a real world. Part of that is just craftsman’s pride on my part, but part of it is also the observation that if the setting for a story isn’t plausible, if it doesn’t make sense to the reader, than that robs the story itself of credibility. It’s hard to get involved in characters and plot if the story appears to be taking place in an arbitrary and chaotic environment – especially if that seems to be because the author couldn’t be bothered to do better.

Simulation games, carefully designed to model a real-world system or event, can be a great place to work on that plausibility. If a result is improbable or impossible in the simulation, that’s a sign that you’re really going to have to work to make it plausible in a related setting. If a result is at variance with the real world, but not at all unusual in the simulation, that’s evidence of a potentially interesting alternate world to explore. Naturally, the process of working through the simulation can give us plenty of back story for the world we end up designing.

To demonstrate what I’m talking about, I plan to work through both Bios: Genesis and Bios: Megafauna over the next couple of weeks, taking notes about the alternate Earth that results. I expect I’ll end up with a physical description of that Earth, an overview of its dominant life forms, and possibly even the design of a non-human sentient species that might appear in my Human Destiny stories. If this exercise actually inspires me to write a new story, we might see that appear here too. I’ll set aside this particular thread in the Worldbuilding by Simulation category, and tag it with the name of the game I’m currently working with. Work will continue on my other projects, and there may be a status report or two on those in the interim.

Status Report (3 June 2018)

Status Report (3 June 2018)

Some more work on the world map over the weekend, rather painstaking. I’m flipping back and forth between continuing to paint in elevation contours at lower and lower levels, and adding ocean currents. Neither of these is finished, but another day or two of effort should have me there. Then the fun part begins – actually mapping out climate zones.

Here’s the current map:

Status Report (31 May 2018)

Status Report (31 May 2018)

Not a lot of time over the past couple of days to work on this, but I’ve managed to tweak some of the landforms a little. The planet resembles a mirrored Earth a bit less now. I’ve also started painting altitude contours on the map. So far, just the very highest peaks, the Andes- or Himalayas-equivalents, but the next few layers should cover all of the land areas with colored zones to indicate altitude.

Status Report (28 May 2018)

Status Report (28 May 2018)

A few hours of work this evening, while I had Wonder Woman playing in the background, and I ended up with a decent set of land-masses for my world map.

I seem to have reinvented an Earth, although flipped east-to-west. That not-North-America stands out in particular, and all those island arcs in the far western not-Asia are kind of reminiscent too. It makes sense, I suppose, since plausible plate tectonics aren’t going to generate completely arbitrary shapes.

There are differences too, of course. The pseudo-Atlantic ocean is a bit wider, and the continents are in general separated by stretches of sea. There’s a narrow gap between the not-Americas, and instead of a Mediterranean Sea there’s an open ocean between the not-Africa and the not-Asia. That’s going to do some interesting things to ocean currents, I think.

No matter. The actual stories I intend to write are going to be on a much smaller scale, so if the layout of the continents looks a little derivative, that won’t be obvious to my eventual audience. What’s important right now is that I’m reasonably satisfied with this layout, so I can move on to the next steps again.

Status Report (27 May 2018)

Status Report (27 May 2018)

One of the major stumbling blocks with world-building, at least for me, is that even when I’m momentarily satisfied with the outcome of a task, it doesn’t take much to rob me of that satisfaction. In this case, while staring at my world map draft in progress, I began to compare it to both the real world and to other world-builders’ efforts, and found it lacking. Too crude.

So I’ve gone back to first principles and started over, this time rebuilding a map of tectonic plates without pre-designing any of the continental land masses. This time I strove to come up with something to resemble the general pattern of tectonic plates on the real Earth, at least as far as the number of major and minor plates was concerned. I also paid attention to the way plate boundaries are arranged – whether they tend to be convex or concave, and how they form seams and three-way intersections.

One thing I found useful was to simply mark off the polar regions and ignore those. One of the things that was giving me fits was the transformation from a flat projection to the globe and back, and that switch always introduces the most distortion close to the poles. By assuming there will be no major polar land masses, I can gloss over how any plate boundaries might be laid out in the arctic or antarctic regions.

The result (equirectangular projection only) is as follows. So far, so good. I haven’t marked continental plates yet, but there will be five major continents and a few minor land-masses and island arcs.

Next step will be mark out the relative movement of plates at each boundary, and then sketch land-forms to match.

 

 

Status Report (25 May 2018)

Status Report (25 May 2018)

Just a quick report today: progress on my world maps for the Curse of Steel project. After tinkering a bit and learning how to build and use layer masks in Photoshop, I managed to paint mountain belts in their own layer on my map, with the following results:

Here, the deep-red belts are “young” mountains, the result of recent orogeny at the site of plate collisions or subduction. Think the Andes, Rockies, or Himalayas. The narrow, golden-brown belts are “old” mountains, the eroded remains of ranges that formed many millions of years ago in previous orogenic periods. Think the Appalachians or Atlas range.

One thing strikes me: the big continents to the east are going to have really big rain-shadow deserts, since those young, high mountains are going to block any kind of monsoon climate from moving too far inland. I’ll have to figure out the air circulation patterns next to know for sure. It makes sense, though, since large continents tend to have big arid zones anyway.

Next, it will be time to work out those climate patterns. I’ve been reading up on techniques for that all week, and the long weekend coming up should be a good time to work out the details.

Status Report (22 May 2018)

Status Report (22 May 2018)

Had the day off sick today, so in between bouts of ick I got a bit more work done on the world map for The Curse of Steel. Mostly this involved refining the landforms, using a much finer pencil stroke to create crinkly coastlines and islands. I’m fairly happy with the results. Here’s the equirectangular base map:

Much better continental shapes, not so cartoonish now, and clear island arcs. Another view, in the Mollweide projection for variety:

Next step will be to lay out mountain ranges, in accordance with the underlying map of tectonic plates. Once that’s done, I’ll need to work out air and ocean circulation patterns, and then lay out climate zones. Then it will be time to drill down to the regional scale and build the maps I’ll need to support the story.

(Very) Rough Draft World Maps

(Very) Rough Draft World Maps

Okay, given my level of frustration over the weekend, I’m rather happy with today’s developments. I’ve managed to produce a very rough draft of my world map, using Photoshop, the GPlates software, and GProjector. By no means is this as detailed as a good map of Earth yet, but I’m reasonably satisfied with the realism of the planetary geology involved.

Here’s a flat map in equirectangular projection:

This planet is in the middle stages of the breakup of a supercontinent. An Atlantic-like ocean has opened up, breaking off the equatorial continent and sending it south and west, creating a nice long chain of island arcs along the edges of two subduction zones as well.

The big continent that covers the north polar region is actually made up of three major continental plates. The piece covering the polar region itself is one plate, then a second is in the process of breaking away and heading southward, with a rift valley and a newly opening ocean basin dividing them. The third piece, down in the southern hemisphere, is actually a separate plate that started out attached to “Equatoria” but found itself divided from it by the new mid-ocean ridge. It’s currently being driven east and north, and is probably forming a blocked-off sea basin or an impressive range of mountains (or both) along the point of contact with the larger land mass.

The blot of land in the middle of the pseudo-Atlantic is my equivalent of Atlantis (or Númenor), the home of the most advanced human culture on the planet, one which is just starting a period of sea-borne exploration. The land-form is basically a super-Iceland, an exposed piece of the mid-ocean ridge that has a magma plume under it. Lots of volcanism and hot springs, and the inhabitants are feeling crowded enough that they’re ready to sail away and find primitive lands to colonize.

For variety, here’s a two-hemisphere orthographic map, produced using GProjector:

I did mention that this is a very rough draft map, right? I think I may produce a somewhat more detailed version of this map with Photoshop first, so I can add mountains and other major land-forms, then work out ocean currents and climate zones. Then it will be time to drill down to the specific region(s) that will appear in the story, and use Photoshop or Campaign Cartographer to put together finely detailed maps for those.

How did I get through this in just a few hours, after struggling all weekend? As often happens in world-building, the secret is finding the right workflow.

For a couple of days, I was using the GPlates software to try to draw features on the sphere. Problem is, although GPlates is perfectly good for that, that’s not what the software is actually designed for: it’s a very sophisticated plate-tectonics simulator. So by using it just to sketch features, I’m ignoring 99% of the thing’s functionality – and some of that functionality very much gets in the way. I was spending most of my time juggling multiple raster files, and fighting the very elaborate system GPlates uses to save projects, and getting frustrated with the results.

So today I switched my workflow around. Rather than do any drawing in GPlates, I did all of it in a Photoshop document with three layers (one each for ocean, tectonic boundaries, and land-masses). I would draw a few features, then save the result as a PNG image and import that into GPlates, purely to see how it looked on the sphere. More often than not, I would spot absurdities on the sphere that weren’t obvious on the flat map – so I would go back to Photoshop, fiddle with a few lines, and then re-import the result back into GPlates. I never tried to save anything in GPlates, so I never had to deal with its weird file-management system. Fifteen or twenty iterations later, I finally had the planet divided into a reasonable set of major tectonic plates, I knew where the major mid-ocean ridges and subduction zones were, and I was ready to finish the sketch map here.

I’ll take my progress where I find it.

Status Report (20 May 2018)

Status Report (20 May 2018)

For the record, trying to develop a fictional planet’s geography from the plate tectonics up is a royal pain in the nether regions. I begin to see why most people just call up a noise-driven fractal map generator and call it a day.

I will persist. At the very least, I’m learning a great deal about how plate tectonics actually work. I think I may cave in and go see if anyone has developed a more detailed work-flow to make sense out of this.