The first era of the "Proterozoic Eon·Neoproterozoic Era" is the "Stretch Era", which was spent in the intrigues of players. In this process, the phenomenon of species shuffling became more and more common, and the winner-take-all situation became more and more common. serious.
According to the "Species Situation Report" provided by Ghost Hunting Company in "Stretch Era", due to the impact of the emergence of multi-cellular organisms, the creatures created by just the first 100 players account for 10% of the number of existing creatures in the game today. 6%.
Creatures created by players from 100 to 500 years ago account for 16% of the existing creatures in the game during the Stretch Era, and 10% from 500 to 1,000 players before.
So it means that the number of creatures created by the first thousand players accounts for a mere 13% of the number of existing creatures in the game during the "Consolidation Era", and increased to a shocking 32% during the "Stretch Era".
One-third of all species are from the top 1,000 species. This is a very alarming situation, but it can be seen that as time continues to develop, this phenomenon will only become more extreme.
Creatures created by players after one thousand to two thousand account for 30% of the number of existing creatures in the game. From two thousand to five thousand, this order of magnitude is 36%. After five thousand, the total number of creatures created by players is only down 2%.
Therefore, the number of creatures created by the first 5,000 players accounted for 58% of the existing number of creatures in the Condensation Epoch. By the Stretch Epoch, it soared to 98%, squeezing the number of creatures created by players after 5,000 to the point where there is no trace. situation.
When the time enters late October, we usher in the last era of this month in "The Epic of Life", which is the second era of the "Proterozoic Eon·Neoproterozoic Era", the "Cryogenic Era".
Players don't need to read the game announcement in detail. Regarding what changes have happened in this era, just by looking at the name, you know that nothing good will happen.
The beautiful "Second Paradise Era" has finally come to an end. The dispute between the grassland overlords and the righteous is getting further and further away. What follows is another game version with an extremely harsh living environment.
In fact, as the players imagined, after the world entered the "Ice Age", it ushered in a large-scale cooling, as if it had returned to the snowball world of the past.
The reason for this cooling is the same as before. It is also because the increasingly prosperous plants consume a large amount of greenhouse gases during the reproduction process, which leads to the weakening of the greenhouse effect and plunges the world into an ice age again.
It can only be said that in terms of causing drastic changes in climate, if humans are excluded from the equation, animals really cannot compare to the horrific impact caused by plants.
The world's temperature dropped sharply during the "Ice Age". This phenomenon seriously affected the normal growth of grassland. Compared with the past "Second Paradise Era", both the recovery rate and total amount of grassland resources have dropped off a cliff. .
However, while pasture resources are declining, the number of species on the player's side is still growing rapidly, which has further intensified food pressure and competition for food has become increasingly fierce.
In the past, the main mentality of those righteous people and overlords fighting for pasture was to make the game more interesting, because even outside the pasture, there were still abundant food resources to feed themselves.
However, the situation is very different in the "Ice Age". Only players who control a piece of grassland can allow their creatures to develop and evolve normally.
If a player is unable to control a piece of grassland, he or she will be able to barely eat enough to keep his tribe from being completely wiped out. As for dividing the tribe to gain evolution points, it can be said to be quite difficult.
Basically the only way is to encounter a multi-player fight, and you are not only here but also killing everyone in order to get enough points and food for evolution.
The result of all these changes was that the grassland order that had just stabilized in the middle of the "Stretch Era" was once again completely disrupted not long after the "Ice Era" version was updated.
After all, the recovery speed and total volume of the pasture are decreasing. The contiguous pastures like the "Extension Epoch" will no longer be seen, so we can only clean up the people who eat.
So the overlord began to clean up the loyalists again, this time it was a truly thorough cleanup. With the food intake and pasture conditions of today's "multicellular organisms", there is no longer a need for an overlord to lead a group of loyalists.
The situation during this period changed to this, that is, several overlords jointly controlled a pasture, and each of them cleared out their original loyalists.
How could loyalists accept such an outcome? So when a chaotic war started, some overlords successfully eliminated all their former loyalists, while some overlords unfortunately fell over.
In order to better adapt to this era, and with the opening of new options in the evolutionary tree, players can start to consider a new reproduction model in addition to mitosis.
After species underwent mitosis in the past, the original old species disappeared and were replaced by two brand-new species. This will inevitably lead to a reduction in the combat effectiveness of the player group within a certain period of time.
Of course, there are some exceptions in species that split off, and benign genetic mutations happen to occur, but obviously the probability of such occurrences is very small, and normal divisions account for the majority.
In the "Ice Age" era, larval reproduction was newly opened for various species in the evolutionary tree. Players can let the mother reproduce to produce larvae.
The biggest advantage of this design is that species are divided into juvenile and adult stages, and the two stages occupy different ecological niches, which can reduce the survival pressure on players.
For example, take Xue Xunyu's species as an example. When his creatures were in their infancy, they hid in the mud at the bottom of the sea and swallowed biological eggs, or even smaller single-celled organisms.
After the juvenile stage is fully developed and it enters the mature stage, it will turn to feed on other "multicellular organisms" and become a character controlled by Xue Xunyu.
A mature creature can lay more than one egg, but only one or two of them will join the group and become a combat force that the player can control, while the rest will be automatically divided and become wild monsters.
Therefore, when the players who were completely wiped out at this time were reincarnated, they were directly reincarnated into the new creatures developed from these wild eggs.
As the players completed adjustments to their own status, they also discovered that although this game version was marked with the "Ice Age", perhaps because of the existence of grassland, the impact power was not as terrifying as the Huron Ice Age.
This caused some players to say on the forum that they were deceived by the name of the version. They thought it was such a terrifying era, but this is the result?
Of course, the early days of the game were indeed torturous and led to a major reshuffle among the player base, but this did not last long.
As the world's average temperature began to rise again, and a large number of creatures starved to death, the grassland finally stabilized the pace of decline and remained within a range that players could bear.