MeoMix

MeoMix OP t1_j6uwk9h wrote

This was great, thank you. It'll take me a bit to give you a strong response. I have done some reading (Atomic Habits, The Power of Habit, Thinking Fast & Slow), but I agree there's more to be done to get a handle on it.

You're right that I didn't touch, at all, on sources of motivation and intrinsic/extrinsic motivators and it's pretty clear that extrinsic motivation would lead to more cyclic behavior. I suppose Atomic Habits touches on it a bit by encouraging less goal-oriented behavior and more identity-driven behavior.

I'll probably update my response here a bit in the morning. Thanks again for taking the time to thoughtfully respond, really appreciate it.

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MeoMix OP t1_j6uvopv wrote

:) Hahaha. Thanks for your response. Yeah, I agree it's overly analytical. It's the challenging part of software development... you can't just handwave around an idea and have it materialize - the idea has to be so clear as to express with logic. It does feel like it borders on insanity in attempting to articulate the underlying processes, though. Hopefully the game itself comes off less intimidating and more insightful.

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MeoMix t1_iw7kxfj wrote

The first offspring of a new ant queen are called nanitics and are special. They exhibit a lack of curiosity, and display more defensive characteristics, in an effort to balance the risk/reward of exploration for an early colony. If a nantic dies then 50%+ of the workforce dies which would be a dire scenario, but later one death is a drop in the bucket so exploration is prioritized.

It's not exactly what you were asking, but there is some variance in breeding strategies :)

EDIT: fixed typo, nantics -> nanitics

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