Genetic Mutations

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## Overview

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.

* Spontaneous mutation baby
* Spontaneous mutation adult

## Mechanics

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).

It is important to note that mutations are conserved when the adults become elders, allowing you to pass one more generation before evolving to conserve the mutation.

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.

## Meteorites and Genetic Mutations

Meteorite sites induce random genetic mutations in  babies that don't already have a mutation. There is a specific set of actions that is required to get these mutations to appear.

* Trigger meteorites to fall from the sky through in game events related to location discoveries.
* Piggyback any babies you want to acquire mutations on you or following clan members' backs.
* Travel to and inspect an undiscovered  meteorite site.
* The next time you use the Drop Child action at a Sleep Spot, any babies present when you inspected the meteorite site will gain a random mutation.

It should be noted that babies can only acquire mutations once per meteorite site upon discovery. Only babies that were present upon the inspection of a meteorite site will acquire mutations and you can't go back later with additional babies having already inspected the site.

Through carefully managing when you discover meteorite sites, it is possible to induce the maximum amount of genetic mutations possible.

* Induce mutations in a full generation of six babies using a meteorite site.
* Change a generation and the babies with mutations will grow into adults with mutations.
* Induce mutations into another set of six babies.
* Change a generation and this time the adults will grow into elders with mutations and the babies will turn into adults with mutations.
* Twelve clan members (six adults, six elders) with genetic mutations is the maximum amount of genetic mutations that can be locked in via an evolutionary leap.

Due to the finite nature of meteorite sites, this process of twelve genetic mutations from meteorites can only be performed a limited amount of times per lineage.