Welcome to Seacosystem
Seacosystem is a simulation game in which you can experiment with your very own ecosystem, without hurting any real animals! In this game there are two species of fish: herring and cod. The herrings eat the plankton which spawn everywhere in the water, while the cods eat the herrings. Click on a fish in the simulation to learn more about it, and use the buttons in the upper right to add fishes.
Can you create an ecosystem in which both species of fish thrive? Play around with the fishes stats and the ecosystem settings, and have fun!
Can you create an ecosystem in which both species of fish thrive? Play around with the fishes stats and the ecosystem settings, and have fun!
Options
Plankton Spawn Rate | 5 |
---|---|
Mutation Amount | 40% |
Mutation Chance | 40% |
Color Randomness | 10% |
About Seacosystem
Seacosystem is a simulation game in which you can experiment with your very own ecosystem, without hurting any real animals! In this game there are two species of fish: herring and cod. The herrings eat the plankton which spawn everywhere in the water, while the cods eat the herrings. Click on a fish in the simulation to learn more about it, and use the buttons in the upper right to add fishes.
Each fish has 3 hereditary traits: Speed, Visual range and Reaction time. When a new fish is born it gets its own speed, vision, and reaction time, based on its parents traits. There is also a chance a mutation occurs, and a random amount is added or subtracted from one of these values. The probability of a mutation and its severeness can be changed in the Ecosystem Settings menu.
The Speed trait defines how fast a fish can swim. A high speed value will allow it to reach food quicker, but swimming faster also costs more food!
The Visual Range trait defines at which distance a fish can detect food, a possible mate, or a threat. When you select a fish you will also see the circle in which it can see things – the higher the visual range gets, the further it will be able to see.
Reaction Time tells how fast a fish can make decisions about its next action. A fish with a low reaction time will respond quicker when it sees food or a threat, and will thus have an advantage over its peers.
Plankton Spawn Rate: Higher values mean more plankton. Setting this to a maximum may slow down the simulation due to big population sizes
Mutation Chance: Determines the chance a mutation to one of the three stats occurs when a baby is born
Mutation Amount: Determines how big a mutation can be (note that even when this is set to 100%, small mutations can also happen – this just determines the maximum amount)
Color Randomness: The color of a baby fish is always somewhere between the color of its parents. This option decides how much randomness is added to that color.
Food when full: when a fish has this amount of food, it will start looking for a mate.
Food when hungry: when a fish has less than this amount of food, it will start looking for food again.
Baby cost: Making a baby costs both of the parents this much food. Watch out – if this is close to or higher than Food when hungry, the fishes will often die when mating
Each fish has 3 hereditary traits: Speed, Visual range and Reaction time. When a new fish is born it gets its own speed, vision, and reaction time, based on its parents traits. There is also a chance a mutation occurs, and a random amount is added or subtracted from one of these values. The probability of a mutation and its severeness can be changed in the Ecosystem Settings menu.
The Speed trait defines how fast a fish can swim. A high speed value will allow it to reach food quicker, but swimming faster also costs more food!
The Visual Range trait defines at which distance a fish can detect food, a possible mate, or a threat. When you select a fish you will also see the circle in which it can see things – the higher the visual range gets, the further it will be able to see.
Reaction Time tells how fast a fish can make decisions about its next action. A fish with a low reaction time will respond quicker when it sees food or a threat, and will thus have an advantage over its peers.
Ecosystem settings:
Plankton Spawn Rate: Higher values mean more plankton. Setting this to a maximum may slow down the simulation due to big population sizes
Mutation Chance: Determines the chance a mutation to one of the three stats occurs when a baby is born
Mutation Amount: Determines how big a mutation can be (note that even when this is set to 100%, small mutations can also happen – this just determines the maximum amount)
Color Randomness: The color of a baby fish is always somewhere between the color of its parents. This option decides how much randomness is added to that color.
Food when full: when a fish has this amount of food, it will start looking for a mate.
Food when hungry: when a fish has less than this amount of food, it will start looking for food again.
Baby cost: Making a baby costs both of the parents this much food. Watch out – if this is close to or higher than Food when hungry, the fishes will often die when mating