After Bestinslot's latest video has started to garner some attention, I thought this would also be a good time to revisit venom (poison) in the Evolution games. The feature is often overlooked or forgotten about, but I think with some small tweaks it would actually be a lot more interesting and it wouldn't take much to implement. We have a trio of misfits in JWE2 that can deliver a poison status effect: Dilophosaurus, Troodon, & Scorpios Rex. To make venom more interesting, I think we can start with making different types of venoms for each of these three species then build on this foundation moving forward.
Each species now has a unique kind of venom that induces 2 negative traits on its victim. Rather than simply degrading an animals health until it wears off or dies, the venoms now no longer just kill like disease over time they instead require more species management or medical treatment.
Anti-Venom
To go along with these newly proposed venom revamps, we need some actual counterplay that doesn't currently exist. I propose new research items be created and added to the Research tree in the form of special anti-venoms. Similar to what JWE2 started with requiring certain conditions for treatment unlocks, anti-venoms are unique to each venom type and largely require identification when an animal is first inflicted with it. These would be situated towards the end of the medical research tree requiring several prerequisite researches and Scientists with high Welfare and Genetics skills among other miscellaneous conditions such as "Quarantine and monitor envenomed species on 3 separate occasions," etc.
Anti-venoms would clear the negative traits from the species allowing them to recover. The damage over time effect would either outright be removed or should be restricted to Atrophy as its quite potent and should be restricted to a very strong species such as Scorpios. Should an anti-venom be administered too late the condition becomes permanent or the species dies (if you keep the damage over time effect). The prime benefit is this seamlessly expands upon the management of the paleomedical system.
Dilophosaurus | Troodon | Scorpios Rex |
Blind
| Paralysis
| Atrophy
|
Each species now has a unique kind of venom that induces 2 negative traits on its victim. Rather than simply degrading an animals health until it wears off or dies, the venoms now no longer just kill like disease over time they instead require more species management or medical treatment.
Anti-Venom
To go along with these newly proposed venom revamps, we need some actual counterplay that doesn't currently exist. I propose new research items be created and added to the Research tree in the form of special anti-venoms. Similar to what JWE2 started with requiring certain conditions for treatment unlocks, anti-venoms are unique to each venom type and largely require identification when an animal is first inflicted with it. These would be situated towards the end of the medical research tree requiring several prerequisite researches and Scientists with high Welfare and Genetics skills among other miscellaneous conditions such as "Quarantine and monitor envenomed species on 3 separate occasions," etc.
Anti-venoms would clear the negative traits from the species allowing them to recover. The damage over time effect would either outright be removed or should be restricted to Atrophy as its quite potent and should be restricted to a very strong species such as Scorpios. Should an anti-venom be administered too late the condition becomes permanent or the species dies (if you keep the damage over time effect). The prime benefit is this seamlessly expands upon the management of the paleomedical system.
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