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<H1>Re: [MUD-Dev] The Virtual Ecology</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] The Virtual Ecology</LI>
<LI><em>From</em>: Chris Gray &lt;<A HREF="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</A>&gt;</LI>
<LI><em>Date</em>: Thu, 29 Jul 1999 14:34:47 -0600</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
[Marian Griffith:]

&gt; Unless you make the game so big  that it can accomodate such numbers  and
&gt; still allow the population appear sparse  there is simply no way the ani-
&gt; mals are going to outbreed their predators.

Unless you change some factor. For example, speed up everything in the
ecology. Rabbits breed a day after being born. Coyotes a week. Wolves
a week and a half. Not enough? Crank it down to hours. Of course, the
result might be far too many of the top predator, but if there are any
players around they might have to start killing off the cougars, just
to stay out of the food chain!

--
Don't design inefficiency in - it'll happen in the implementation.

Chris Gray     cg#ami-cg,GraySage.Edmonton.AB.CA
               <A  HREF="http://www.GraySage.Edmonton.AB.CA/cg/">http://www.GraySage.Edmonton.AB.CA/cg/</A>



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<ul><li>Thread context:
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<LI><STRONG>Re: [MUD-Dev] The Virtual Ecology</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00128" HREF="msg00128.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>, 
Felix A. Croes <a href="mailto:felix#dworkin,nl">felix#dworkin,nl</a>, Tue 24 Aug 1999, 02:38 GMT
<UL>
<LI><strong><A NAME="00134" HREF="msg00134.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>, 
Chris Turner <a href="mailto:christ#rd,bbc.co.uk">christ#rd,bbc.co.uk</a>, Wed 25 Aug 1999, 01:30 GMT
<UL>
<LI><strong><A NAME="00137" HREF="msg00137.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>, 
Ling Lo <a href="mailto:ling#frost,slimy.com">ling#frost,slimy.com</a>, Wed 25 Aug 1999, 20:21 GMT
<UL>
<LI><strong><A NAME="00141" HREF="msg00141.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Thu 26 Aug 1999, 00:05 GMT
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<LI><strong><A NAME="00073" HREF="msg00073.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 29 Jul 1999, 20:42 GMT
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<LI><strong><A NAME="00038" HREF="msg00038.html">[MUD-Dev] mud vs. mush membership</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Fri 23 Jul 1999, 18:03 GMT
<UL>
<LI><strong><A NAME="00040" HREF="msg00040.html">Re: [MUD-Dev] mud vs. mush membership</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Fri 23 Jul 1999, 20:56 GMT
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<LI><strong><A NAME="00043" HREF="msg00043.html">Re: [MUD-Dev] mud vs. mush membership</A></strong>, 
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Sat 24 Jul 1999, 00:51 GMT
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<LI><strong><A NAME="00064" HREF="msg00064.html">RE: [MUD-Dev] mud vs. mush membership</A></strong>, 
Jay Carlson <a href="mailto:nop#mitre,org">nop#mitre,org</a>, Tue 27 Jul 1999, 17:12 GMT
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</UL></BLOCKQUOTE>

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