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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 . . .

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.