Quote:3. A well opperating genetics engine, and a solid MMO economy are very hard to come by. Maybe I'm invisioning the genetics more complicated then need be, but if it's to have implicative ingrowth defects, I'd think it would take more then just an inter-mingling of stats, and perhaps more then a straight up dominant/dormant 'gene' splicing deal... forgive me, it's been a long time sense I've been in biology of any kind!
But more the economy then a genetics engine. It sounds like you want to take actual, physical presence of items after 'gathering' to be taken into account. This can lead to a drastically more complicated economic model then if it was simply a statistical trade. Although I've always looked at it like this: It works in the real world, give the players the tools and resources and they'll manage their own damn economy (with proper adjustments)! But then I'm no econ major. ~.^
I'm no economist or geneticists, but I have though a bout a game very much like yours (see the thread on busting out an RTS http://www.gamedev.net/community/forums/topic.asp?topic_id=418404&whichpage=1�
In this concept, I had an economy that is based soly on what players would be willing to trade for (a barter economy), and I suppose it could be backed up by threat of force too, but that would be up to the players. I chose not to design a hard coded economy into it and let the players develop it themselves.
As for the gemtics, I thought a paired chromosome system would work best. In this each "character" would have 2 coppies of each chromosome, one from each parent. The parents would randomly provide 1 of their chromosomes from each pair that they had. The child would then (upon getting these chromosomes from its parents) select which one of each pair would be the dominant one and use that to determine its genome (what amounts to the pheno type).
The chromosome would be a sequance of codes that stood for one of the character's abilities. The chromosome is just a string (1 dimentional array) of characters, or integers. To determine the character's ability level all you need to do is count the number of sequances that matched the code for that ability.
For instance, you might choose the character "S" to stand for strength. Each time this letter code appeared in the genome, this would add 1 to the strength of that character. So a sequance like "ASBSCSSBBACCASSB" would give a strength score of 6.
Using this you could also have spacers, or some other code that is needed for the count to go properly. This might be contained on the non-dominant chromosome. As a further example, this might be that an "S" is only counted if the non-dominant chromosome does not have an "S" in that same position (the requierments could be as complex as you like, but this should be fairly simple). This would mean that as inbreeding occures, less and less codes will be validated properly and you will have "genetic" desease effects caused by the inbreeding.
Variations on this basic theme was to allow each chromosome to have a sequance that weights its chances of being selected as the dominant chromosome. This weighting value should be in competition with teh ability codes on the chromosome. So the greater the weighting value, the less positions available for codeing the abilities. The reason for this is that to get an effective genetic algorithm, you need to have competition within the genetic code (which is then translated into the resultant "creature".
Some posible mutations are
Point mutation: These are single mutations in a code. These change the code from one code to a different code.
Swap: Exchange the places of two codes on the same chromosome. If you are using some form of code translation that relies on specific sequances of codes to determine the effect it has (like I described above), then this is a good mutation to include.
Deleation: Remove a code completely, which will shorten the chromosome.
Addition: Add a code to the cromosome, which will lengthen the chromosome.
Breakage: This chances that this occures should be based on the length of a chromosome to stop it becomeing too large. With this mutation, the cromosome is cut and one section is discarded.
Cut and Paste: This should be done before a chromosome is pased onto the "child" from a parent. With this mutation you cut the two chromosomes from one parent in to four pieces and then past the ends onto the other chromosome. The cust on each chromosome do not have to be in the same postions either.
eg: If you had 2 chromosomes the first of which was AB and the otehr CD, then you would cut and paste them so that they were AD and CB (you could do others as well like: AC, BA, CA, DA, BC, BD, DB, DC, etc).