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That's true, however, I do believe the new food upkeep system has made nests almost redundant as you don't want to increase population size to a great extent.
Example: If your island or territory can only feed a population of 20, once you go over that number, the animals that aren't prioritized by you or the game starve to death within roughly 5 or 6 turns(For very young adults, fewer turns for older, not sure about newborns). So in this case the nests not only limit how many kids you can have, but how far you can go for more food if a new one doesn't pop up near those new food sources.
I'm honestly one of the people who never use the mutation menu unless I'm getting a bunch of no paws and blind kids born, and even then I don't like using it too often, so it doesn't effect me an aweful too much (though I can see how it'd be an annoyance when you want something specific), but the way mutations are handled are also being looked at so it's a little more realistic anyway, and I honestly have no idea where the game will be by the end of its developement so I just feel like telling the developers what we want is the best way to make the game something people will love.
I do think there should be different modes for different kinds of players; the breeders, biologists, and survivalists want different things from the same kind of game, after all.
And I love the being able to make nests idea, too. Yes, the overpopulation is curbed thanks to the new food system, we should be able to get chances to build nests. Though the details I'm not sure... They all sound pretty good to me :) I'm sure the devs would be able to pick a good strategy for us.
If the way the mutations are handled change, giving birth outside of the nest wouldn't be a big deal to me at that point. I use the mutation menu for every birth to cultivate certain lines when I'm breeding them to add/keep traits I want in my creatures. I'd still want control over the menu and the birth if they contuine to stay linked.
I agree that different modes would be really fun. A foodless sandbox type that focused on breeding would really interest me. I'm a varied player in the game. I love the breeding new creatures but the surival/genetic fitness is what made me interested in the game.
If we build nests, I think it should come at a cost like chopping down the berry bushes with your clawed creature for materials and then have a creature that has collecting ability gather the material for a nest. It limits your food but you get the nest (and the bushes grow back). I think it'd be a somewhat realistic way to gather the wood/brush you'd need to build the nest.