A little. But I learned by tinkering, not code diving per se.
First, evolution is determined by a few factors:
-Season Length
-‘Half-life’
-‘Evolution path/probability’
-Cost
Season Length: The longer the seasons, the slower evolution appears to be. Or at least thats the theory Im running with atm.
I do know that 14 days is approximately ‘7’ half life. Or long enough to allow critter with 7-14 half lives and no limitations to appear.
Half Life: The number set for each individual critter that determines when half of them should try to update, or when they try to update half the time. Makes sense.
This number is a multiplier, so far as I can tell. Like I said, 7 appears to be a season or so. 14 two seasons.
Evolution path: Critters can interestingly enough fail to update, or upgrade into themselves, slowing down the total evolution time since most evos have a ‘cost multiplier’ similar to how spawns work.
Cost Multiplier: The evolution groups can have cost multipliers that eat up the pool of resources used to spawn monsters into the game. This will prevent some evolutions from happening until later, when more points are available.
Theres probably a lot involved in the process, but you should give it your own go or at the least not ask for alltheinfos and instead select specific things you want.