- 1 Overview
- 2 Neuronal Branches
- 2.1 Communication
- 2.2 Intelligence
- 2.3 Metabolism
- 2.4 Motricity
- 2.5 Orrorin Tugenensis
- 2.6 Senses
Neuronal is a unique skill tree system found in the Evolution menu. This skill tree consists of three important concepts:
- Neurons - Skills that can be acquired. Reveals new abilities.
- Neuronal Energy - The central large circular zone represents the quantity of neuronal energy you have available.
- Reinforcements - The ability to make learned skills permanent.
It should be noted that while the reinforcements system is not found on the neuronal menu, but is instead accessed through the Generation menu, reinforcements is listed here for reference as it is a key part of making neurons permanent.
At the start of the game, your neuronal skill tree will be empty, except for the central zone that represents the quantity of neuronal energy you have available.
Neurons are initially hidden. To make them appear, you need to experiment. You will reveal your neurons by performing actions multiple times while gaining neuronal energy when you discover new functionalities and possibilities.
Once a neuron is revealed, the neuron will have to be learned. To learn the neuron, you need to perform multiple steps:
- Growing Neuron - Initially, neurons are black and have no name, but you can guess the actions to perform to mature the neuron by hovering over the darkened neuron and it will show a vague description.
- Matured Neuron - Repeatedly perform actions linked to that vague description of the neuron you want and this will cause it to mature. When you have completed enough actions to cause the neuron to mature, there will be a "Matured Neuron" pop-up on your screen. Go to the Neuronal menu and the newly matured neuron will now be glowing white. Hovering over the now glowing white circle will give the name of the neuron as well as a more detailed description of what the neuron does.
- Neuron Initiated - As long as you have enough neuronal energy showing in the large central circle, you can use up a small amount of neuronal energy to initiate the newly matured neuron. This will place a small white circle around the glowing white neuron.
- Learn - By selecting the glowing white neuron with the initiated white circle and pressing the appropriate button, you will grow a neuronal connection. Neuronal connections will be created between your already acquired neurons and the new one you are learning. If there are additional neurons that connect forwards from newly leanred neuron, these new neurons will be revealed. However, sometimes several neurons will need to be learned before a hidden neuron will be revealed.
At the end of the learning process, you can hover over the now larger white neuron circle and you will be notified about the specific effects of the newly acquired neuron.
Neurons are arranged into neuronal branches of similar skills that interconnect but are still distinct in nature. To learn advanced skills, you must build upon the basic neurons and branch your neurons out. All normal neurons must connect outwards before they can be learned.
In addition to the neurons acquired by experimentation, repetition, and spending neuronal energy, there are some special neurons known as Genetic Mutations. These neurons are a golden yellow color instead of a white color. These neurons don't require being connected to the main neuronal branches to be revealed but will interconnect with the main neuronal branches.
Acquiring genetic mutations is different than normal white neurons. Rather than learning these special neurons, they are only acquired at birth.
- Each time a baby is born, there is a 50% chance that it has a genetic mutation.
- If the baby has a genetic mutation, the genetic mutation neuron will be appear. Similar to the revealed normal white neurons that haven't been matured yet, genetic neurons will be dull gold color in color and have a vague description.
- When the baby grows up into an adult, there will be an onscreen pop-up similar to normal white neurons and the genetic mutation will be revealed. The small neuron circle will begin glowing bright gold. You will be able to read a more detailed description similar to other matured neurons.
- When an evolution takes place, the revealed genetic mutation neuron will grow to the larger size of a white neuron, glow bright gold, and the full description will be shown if you hover over it. The genetic mutation is now permanent for all of your hominids.
It is important to note that mutations are not hereditary and will not be transmitted to the children of your character. Genetic mutations can't be reinforced like normal neurons and the only way to conserve these mutations is by evolving (you must have already done one Evolution Feat).
The easiest way to understand acquiring and passing on genetic mutations is this:
- A baby is born with a genetic mutation. It isn't activated until they are an adult. (Dull gold small circle neuron)
- You pass a generation and the baby grows up. The genetic mutation is revealed but is not yet in effect, not even for the adult that "has" it. (Bright gold small circle neuron)
- You can pass one more generation and your adult grows up into an elder. Your elder hominid still "has" the mutation but it is still not active. (Bright gold small circle neuron)
- You complete an evolution and jump forward into time. As long as your Adult or Elder hominid was alive when you completed the evolution, your genetic mutation is now permanent and activated. (Bright gold large circle neuron)
- If your baby/adult/elder with a genetic mutation dies before you complete an evolution, the mutation is lost. You will have toGive Birth to a new baby to get the mutation back, pass a generation to get them to grow into an adult, and then complete an evolution to make it permanent for all future hominids.
Some normal white neurons require that a genetic mutation be acquired before you are able to mature them. The vague description when hovering over a neuron will indicate if a genetic mutation needs to be acquired. The easy rule of thumb is that if a neuron connects backwards to a genetic mutation, it will require that genetic mutation be acquired.
Performing actions trains your body and your brain. This training also provides neuronal energy which can be accumulated. This neuronal energy pool is indicated in two places - the Clan HUD and the Neuronal menu. This central circle will begin to fill with white indicating the amount of neuronal energy you have acquired.
To acquire neuronal energy, you need to experiment. You develop your neurons by performing actions multiple times while at the same time gaining neuronal energy when you discover new functionalities and possibilities.
This neuronal energy can then be spent to learn revealed neurons. Learning new neurons costs neuronal energy but permits you to perform more actions or to perform the already available ones more efficiently.
Neuronal energy is a finite pool and only so many neurons can be learned before it is depleted. The longer the connection, and the more connections, the more neuronal energy required to complete a successful connection. If you attempt a connection but run out of energy, it will stop the connection and return the energy.
Try to make connections even if it appears that the neuronal energy reserve is small. Sometimes when it appears that there isn't enough energy, a connection can still be made.
Evolution is no walk in the park and even if you have personally acquired a neuron, it does not mean the children will have it. As a consequence, before skipping a generation, it is necessary to reinforce certain neurons. If you reinforce one neuron, it will be acquired by the future generation with any neurons required to learn the reinforced one.
Neurons that can be reinforced will glow a bright white color. Genetic mutations and prior reinforced neurons will not be available to reinforce. Instead a dull bluish circle will appear in that place instead.
Selecting a neuron for reinforcement will add a light blue circle around the glowing white neuron. It is also possible to deselect and choose different neurons at this time.
Reinforcing the final neuron on a branch of unreinforced neurons automatically selects all of the required neurons for reinforcement. It isn't possible to only reinforce the advanced final neuron without reinforcing all of the neurons that connect to the final neuron.
It is normal to not have enough reinforcements for all of your unreinforced neurons, but it is worth noting that the new generation will have that neuron already matured and so you will only have to spend neuronal energy to learn it again, extremely speeding up the neuron acquirement process for those neurons already learned with a previous hominid.
There are eighteen distinct neuronal branches. These neuronal branches are broken down into six primary neuronal branches and twelve sub-branches.
The Communication neuronal branch deals with fear in combat, intimidation, and mimicking behavior. Neurons in this branch reduce detriments or improve abilities related to communication with your clan. It is also possible to upgrade neurons to automate the bonding and giving birth mechanisms with this neuronal branch.
The Communication branch has twenty total neurons: fifteen regular neurons and five genetic mutations.
The Intelligence neuronal branch deals with intelligence, focusing, identifying, and memorizing. Neurons in this branch reduce detriments or improve abilities related to intelligence and intelligence based actions.
The Intelligence branch has fourteen total neurons: eight regular neurons and six genetic mutations.
The Metabolism neuronal branch deals with food and energy. Neurons in this branch reduce detriments or improve abilities related to food. This is a limited neuronal branch but opens up multiple specialized branches.
The Metabolism branch has four total neurons: two regular neurons and two genetic mutations.
The Omnivore neuronal branch deals with specific foods, energy, and reducing and finally eliminating Non-Omnivore. Neurons in this branch reduce detriments or improve abilities related to specific foods that cause non-omnivore.
The Omnivore branch has eleven total neurons: nine regular neurons and two genetic mutations.
The Preventive Medication neuronal branch deals with the protective benefits from medicines and the reduction of harmful effects to your hominid. Neurons in this branch reduce detriments or improve abilities related to all status effects.
The Preventive Medication branch has thirty total neurons: twenty-two regular neurons and eight genetic mutations.
The Therapeutic Medication neuronal branch deals with the curative benefits from medicines, improving self-healing, and the reduction of harmful effects to your hominid. Neurons in this branch reduce detriments or improve abilities related to all status effects.
The Therapeutic Medication branch has twenty-four total neurons: sixteen regular neurons and eight genetic mutations.
The Motricity neuronal branch deals with movement speed, standing up, swinging, switching hands, and walking on two legs. Neurons in this branch reduce detriments or improve abilities related to movement.
The Motricity branch has twenty total neurons: eleven regular neurons and nine genetic mutations.
The Ambulation neuronal branch deals with carrying, climbing, jumping, and movement speed. Neurons in this branch reduce detriments or improve abilities related to specialized movements.
The Ambulation branch has twenty-six total neurons: twelve regular neurons and fourteen genetic mutations.
The Attack branch has eight total neurons: six regular neurons and two genetic mutations.
The Dexterity neuronal branch deals with altering, carrying, counterattacking, dodging, dropping, striking, and tools. Neurons in this branch reduce detriments or improve abilities related to these actions.
The Dexterity branch has thirty-three total neurons: twenty-four regular neurons and nine genetic mutations.
The Dodge neuronal branch deals with dodging and the effects of dodging. Neurons in this branch reduce detriments or improve abilities related to dodging.
The Dodge branch has ten total neurons: seven regular neurons and three genetic mutations.
The Self-Control neuronal branch deals with dopamine and reaction times during combat. Neurons in this branch reduce detriments or improve abilities related to dangerous situations.
The Self-Control branch has twelve total neurons: eight regular neurons and four genetic mutations.
The Settlement branch has ten total neurons: seven regular neurons and three genetic mutations.
The Swim neuronal branch deals with swimming and the effects of swimming. Neurons in this branch reduce detriments or improve abilities related to swimming.
The Swim branch has five total neurons: three regular neurons and two genetic mutations.
The Orrorin Tugenensis neuronal branch deals with dopamine levels, life expectancy, neuronal energy, and reducing the effects of fear. Neurons in this branch are the first overall upgrade to your hominid.
The Orrorin Tugenensis branch has eight total neurons: eight regular neurons and zero genetic mutations.
The Ardipithecus Ramidus neuronal branch deals with dopamine levels, energy usage, life expectancy, neuronal energy, and reducing the effects of fear. Neurons in this branch are a continued overall upgrade to your hominid.
The Ardipithecus Ramidus branch has thirteen total neurons: ten regular neurons and three genetic mutations.
The Australopithecus Afarensis neuronal branch deals with dopamine levels, life expectancy, neuronal energy, reducing the effects of fear, and vitality. Neurons in this branch are the final overall upgrade to your hominid.
The Australopithecus Afarensis branch has twelve total neurons: nine regular neurons and three genetic mutations.
The Senses neuronal branch deals with senses, hearing, smelling, focusing, identifying, and memorizing. Neurons in this branch reduce detriments or improve abilities related to senses and senses based actions.
The Senses branch has thirty-seven total neurons: thirty-one regular neurons and six genetic mutations.