1. It only took me one try to create a species that would survive for 1000000 years. It probably took this long because I got pretty lucky the first time. It would normally probably take several attempts to get the right mutations and conditions for them to survive that long.
2. The first three initial phenotypes I chose were tall and green, short and furry, and short and striped. The starting initial combinations that helped the population were any combinations which contained a lot of diversity between phenotypes. They had a higher chance of adapting quickly to new situations.
3. Genetic drift could create a new phenotype, which may help the species to adapt to changing conditions. It could also get rid of a phenotype completely which may or may not be beneficial. Evidence of genetic drift in the game include the sudden addition of a new phenotype that was not one of the initial three, or a certain phenotype suddenly disappearing. This was sometimes harmful, and sometimes beneficial.
4. Traits that were dominant over other traits included colors. If a red or green individual was included as one of the initial phenotypes, the color would quickly overtake the rest of the population. Things like fur or stripes often seemed to be more recessive, and would generally overtake the population only if there were 2 or more with those traits in the initial phenotypes.
5. Cold conditions favored furry creatures. Hot conditions favored creatures with no fur. New predators were less likely to kill creatures with longer legs or stripes, which either let them camouflage or run faster. A new tall food source favored creatures with either long legs or long necks who could reach it.
6. I would improve this simulation to better mimic evolution by giving it a longer time span, adding more obstacles such as flooding. I would also add other species, which could be used to demonstrate coevolution, as well as competition.
2. The first three initial phenotypes I chose were tall and green, short and furry, and short and striped. The starting initial combinations that helped the population were any combinations which contained a lot of diversity between phenotypes. They had a higher chance of adapting quickly to new situations.
3. Genetic drift could create a new phenotype, which may help the species to adapt to changing conditions. It could also get rid of a phenotype completely which may or may not be beneficial. Evidence of genetic drift in the game include the sudden addition of a new phenotype that was not one of the initial three, or a certain phenotype suddenly disappearing. This was sometimes harmful, and sometimes beneficial.
4. Traits that were dominant over other traits included colors. If a red or green individual was included as one of the initial phenotypes, the color would quickly overtake the rest of the population. Things like fur or stripes often seemed to be more recessive, and would generally overtake the population only if there were 2 or more with those traits in the initial phenotypes.
5. Cold conditions favored furry creatures. Hot conditions favored creatures with no fur. New predators were less likely to kill creatures with longer legs or stripes, which either let them camouflage or run faster. A new tall food source favored creatures with either long legs or long necks who could reach it.
6. I would improve this simulation to better mimic evolution by giving it a longer time span, adding more obstacles such as flooding. I would also add other species, which could be used to demonstrate coevolution, as well as competition.
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