I didn't want evolution to reset to 0, this is something I really didn't like in the original warptorio because after some warp, you just don't care anymore about biters as they need at least 1hour to get back to big biters.
First part of this formula use exponent function. Yes, this is ridiculous from my point of view, but that is the vision of author.
I don't know what's ridiculous for you, but if you mean the formula, if you have a better idea and solution to make something that doesn't increase "fast" in the beginning but faster later, feel free to share it. I'm open to any constructive suggestion :)
I see the vision that the author wants to limit the warps and wants to push you into a more aggressive and fast gameplay.
No, I just want to make sure that after a given amount of warp, when you are well developed, you don't encounter small biters that get one shot by lasers. I want biters to be meaningful and not just "let's warp, they'll get low level again"
Behemoths biters are not that hard to defend, just some flamethrowers are able to do the job alone.
So i believe that after 135 warps, either playing slow or not, you should be able to put a solid defense with turrets and flamethrowers at least, maybe lasers as well.
If you play with Space Age, a single row of Tesla with the first 2 damage upgrade is enough to kill any biters.
Maybe have an option to switch to complete evolution clearing (setting to 0) on warp?
This won't happen, for all the above reasons.
I may review how the evolution is calculated after each warp if somebody have cool ideas (I don't care if the 100% evolution is then delayed to warp 200 for example, as long as the increase makes sense)
I will review the fact evolution is shared between biters and pentapods (because 100% biter evolution is far easier than 100% pentapod evolution, and pentapods are a PITA)