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The Fifth Race Quest

Discussion in 'Questing' started by SamPardi, Oct 19, 2015.

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  1. Xilph

    Xilph Well worn.

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    I was going off the wiki there to check, and you really think they care much about physics in Stargate? Naquadah going radioactive does exist in canon as well, however that's naquadria that does it, a form of naquadah that is radioactive and decays back into naquadah given time, naquadah itself seems to not actually be used for any conventional energy generation method but as a method of making stuff like nuclear reactors more efficient. However it also seems to act as a super battery which is why it would work in so many things that clearly don't have nuclear reactors in them such as staves and Goa'uld.

    Anyway, just look at ZPMs if you want an example of almost certainly violating conservation of energy, they basically create a pocket universe and then harvest it for energy until it undergoes heat death. Which either means it produces energy, making producing universes require less energy than they contain, or it doesn't and they've generated enough energy from naquadah/naquadria to be able to create universes, which should almost certainly make them violate it anyway.
     
  2. SamPardi

    SamPardi Versed in the lewd.

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    Unless their methodology is merely to 'spark' the creation of a pocket universe where the energy required is pulled from sources beyond our current understanding.
     
  3. Xilph

    Xilph Well worn.

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    They pull from Zero Point Energy, which is something we actually know about and possibly exists in infinite quantities, the catch being we have no idea how to utilize it or even if it can really be used as an energy source.

    They're still creating a pocket universe though, which nothing in our understanding of physics suggests as possible afaik. So still pretty massively screwing with physics.
     
  4. Threadmarks: Turn 5
    SamPardi

    SamPardi Versed in the lewd.

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    You and Artur circle around each other for what feels like the thousandth time this month, though was probably closer the hundredth. He's gotten much more used to moving in the basic lamellar, small iron plates laced together to form a larger protective surface, armor your blacksmiths had worked out to equip your troops with. Likewise, being forced to face your superior bulk and greater selection of striking angles has really made him faster and sharper. Enough so that you're not eager to take the fight in close despite the range advantage he gains from his spear.

    Then again, you think as he rushes in to end the spar, its not as though you haven't grown as well. You smoothly evade his spear thrusts despite your size and strike back with your longer claws just missing his armor by millimeters as he dances around your attack. For several seconds you keep the exchange going but soon natural talent shines through as usual and you wind up nursing a hard bump to the head.

    "You're much better than when you started," he acknowledges to soften the loss. (You gained Skilled)

    "Asss are you," you compliment him in an annoyingly hissing tone. (Artur gained Skilled) Frankly you prefer talking through the hive mind, but Myrddin made a good point about relying overly much on something that future allies may not have access to. Like it or not, you are the face of the swarm and getting to the point where you can pronounce words correctly will be a long hard road.

    "I heard the scouts only lost one person to the Great Cats this month," he observes.

    "Yesss. Having Rashe take over the invesstigation of the Ssarcosssuchuss has sssaved many livess. Sssadly we have discovered no new weaknessssess," you reply. (Scout Talent: Success, Rashe the Falconer (Scout) discovered.)

    The both of you fall silent as you look towards the brand new bridge over the Great River. It had been your people's greatest feat of engineering thus far and had claimed over a dozen lives in the process of construction, including a couple drones.

    "I've heard there's been increased pressure to expand the hives, he stated."

    You shrug. "It iss ssomething of a fad. Perhapss we will get lucky and it will die down sssoon."

    "After that fiasco at the victory celebration? I kind of doubt it." Artur chuckled at the memory. You remembered it less fondly.

    The intention had been to respect the fallen enemies and their sacrifice. You couldn't entirely blame the dancers when it went right off the rails into glorifying the kill. Something in the audience just hadn't been ready to forgive or respect the creatures and as the hive mind grew closer their antagonism bled over. You'd been able to keep it from going completely to pot, but the goal had still been a dismal failure. Rather than providing Myrrdin with some proof he made a good decision he instead walked away mildly disappointed with your people. (Natural 99, Critical Failure, +1 CP, Fad has changed to Hunger)

    A follow up performance meant to promote harmony did nothing to change the cultural pressures, despite being a rather good performance all around.

    "Hey, I had an idea!" He tells you and then sends you something through the swarm. You have to admit it's actually rather impressive for its supposed simplicity. After all its really just a saddle, or perhaps a saddle chair hybrid... In any case, the concept was simply a creature that ferried people around in covered comfort. Kind of like a covered land-boat that steered itself, you thought. (Ability: Ferry 2 Passengers req. Warrior or greater quality. Stackable.)

    "It'll be consssidered like all the others. I make no promissses, but truly a ingenious idea." You tell him. And it would make it easier to get out to that nice lake and waterfall over to the South-East. It was apparently quite the sight and despite seeing it through the swarm you couldn't help wanting to see it a bit better with your own eyes. They'd even discovered a heard of herbivorous pachyderms in the area. Much too defensive to get close too, unlike the 'Big Softy' but equally as harmless so long as you gave them their space.

    The first roads had been paved within the hive though they only connected one of the tenements to the hive at the moment. Still it was progress of a sorts and supposedly as you'd get more trade goods their lives would become somewhat more cosmopolitan.

    A/N: The map doesn't go all the way South because you hit the edge of the map I had ready and kept going. A Continent-Map is in the works, though.
    Map

    Important Updates:
    80/200 Birds gathered towards unlocking, 'Thin-boned Avian Bio-morph'
    Hive Upgrade Discovered - Steel Carapace, all wounds +1
    Hive Upgrade Discovered - Steel Bones, +2 wounds if the creature has the armored perk, all bone weapons (claws, spikes, horns, etc…) gain +2 to all rolls.
    Ability Discovered - Ferry 2 Passengers req. Warrior or greater quality. Stackable.


    Talent: Rashe the Falconer discovered.
    Unit Creeper is now available.



    • Name: Rashe the Falconer
      Wounds: 2
      Race: Human
      Quality: Soldier
      Defense: Leather Armor with Iron Inserts 1d4+1
      Weapon: Iron Spear 1d6+2
      Traits: Loner (-10 chance of success on all diplomacy rolls, must lead a 20% smaller unit), Falconer (Can scout creatures from a distance and is less likely to lose any of her team while finding or tracking monsters.) Sneak Attack (Gets one free attack at the start of combat if she wins initiative.)\
      [​IMG]

    • Name: Artur
      Wounds: 4
      Race: Human
      Quality: Soldier
      Defense: Llemelar Iron Armor 1d6+8
      Weapon: Iron Spear 1d6+8
      Traits: Charismatic (+10% chance of success for all diplomacy rolls, can lead a 20% larger unit), Talented (+4 to all combat rolls from sheer natural talent), Leadership (Units they lead are resistant to morale shocks, -20 to morale shock rolls), Destined (Hard to define, but some people… They’re just destined for great things.) Skilled (+2 Attack/Defense)
      [​IMG]

    • Name: You (Queen)
      Wounds: 5
      Race: Zerg
      Quality: Specialist
      Defense: Hide 1d4+2
      Weapons: Work Claws 1d4+3 x4
      Support: Large Sack (3 Abilities) - Larvae Inject, Creep Tumors, Micromanage
      Traits: Overmind (You are the founder and leader of Zerg society and you are the one ultimately in charge of everything. +3 Actions/turn) Steel Carapace (+1 Wound), Steel Bones (+2 to all claw attack rolls), Skilled (+2 Attack/Defense)
      [​IMG]

    • Name: Creeper
      Quality: Swarmer
      Cost: 0.25 RP, 1 Larva
      Wounds: 1
      Locomotion: Crawlers
      Defense: Hide 1d4
      Weapons: Attack Claws, Climbing Claws
      Support Sack Small: Creep Tumors
      [​IMG]



    Primary Hive Statistics:
    Buildings: 3 Hatcheries, 3 tenements, 1 Forge, 1 Loom
    Larvae: 36
    Units: 3 Queens (not counting You, 2 available, 1 dedicated(Micromanagement)), 6 Drone Swarms (4 Swarms Available, 2 Swarms Dedicated (Lead, Iron)), 2 Hundling Swarms (1 Available, 1 Dedicated (Scouting Next Map Southward)), 4 Work Crews (2 available, 2 Dedicated (Gathering)), 2 Militia (2 Dedicated), 1 Soldier, 5 scouts (1 Dedicated)
    Humans: 3032 (0 Recruitable Civilians, Approx. 510 children) (Ten Children come of age and are used to fill holes in various units.)
    Creep: 5.2305km Radius (85.95 RP)


    Trinium Satellite Hive Statistics:
    Buildings: 1 Hatchery
    Larvae: 24
    Units: 5 Drones (5 available)
    Humans: 0
    Creep: 1.06km Radius (3.53 RP)

    Iron Satellite Hive Statistics:
    Buildings: 1 Hatchery
    Larvae: 12
    Units: 0 Drones (0 available)
    Humans: 0
    Creep: 0.56 km Radius (1 RP)


    Stockpiles:
    RP: 100.04 - EP: 30 - VP: 18 - Actions: 5 (Counts dedicated Micromanagement)


    [ ] Morph: Drone Swarm (6)2 RP6 LarvaeLimit: As many as can be afforded.
    [ ] Morph: Creeper Swarm (6)1.5 RP6 LarvaeLimit: As many as can be afforded
    [ ] Morph: Hundling Swarm (6)1.5 RP3 LarvaeLimit: As many as can be afforded.
    [ ] Morph: Queen5 RP1 LarvaeLimit: 1 per turn/per hatchery.
    [ ] Drone Swarm: Gather Trees
    (+3 RP) (Cost: Assign 1 Drone Swarm, or fewer at appropriate penalty)
    [ ] Drone Swarm: Encourage Creep Growth
    - [ ] Select a Hatchery
    (+0.06 creep growth radius around selected Hatchery.)

    [ ] Work Crew: Gathering (Work at Lead hatchery to avoid creep distance penalties.
    (+1 RP) (Cost: Assign 1 Work Crew)
    [ ] Work Crew: Build Road Network (finds and hauls paving stones back to the tenements to create a route between them and the primary hatchery, then on to the Stargate for ease of deployment.)
    (+1km of road) (Cost: 1RP, Assign 1 Work Crew)


    [ ] Queen: Increase Creep
    (+0.33 Creep = +4 RP, Queens may use only 1 ability per turn.)
    [ ] Queen: Increase Larvae
    (+12 Larvae, Queens may use only 1 ability per turn.)
    [ ] Queen: Micromanage
    (+1 Action, Queens may use only 1 ability per turn.)

    [ ] Gather: Trade Goods
    If you're going to be dealing with other cultures soon you might want to start picking up some things to trade with them. (Cost: Assign 1 Work Crew to gather 1 Lumber, 1 Drone to gather 2 Lumber, or 1 Scout to gather 1 Bundle of Herbs, automatic +1 bundle of medicine)


    [ ] Culture: Spend Culture Points (Up to 2 Hunger)

    Phase II: Add up all your gains and losses from the last phase and add that to your stockpile for the rest of the turn.

    Scouting: Pick one for each scout.
    [ ] Scout/Drone: Explore [Direction.]
    (Write-in the direction. Multiples going the same way increase chances of finding something.)
    [ ] Scout: Stalk Great Cat
    (We know where another den is, now we just need to follow it around a bit form a distance and maybe we can learn of its weaknesses.)
    [ ] Scout: Sarcosuchus
    (We know where likes to sun itself on the shore, now we just need to follow it around a bit form a distance and maybe we can learn of its weaknesses.)
    [ ] Scout: Gather Herbs for study.
    (You can fairly easily figure out whether a plant is safe or not or how it can be used as a medicine. Get them gathering some up and it may decrease overall mortality rates.)

    Activities: Each Activity costs at least 1 Action and may have other costs as well.
    [ ] Action: Build Walls Around Stargate
    Not the most traditional Zerg action, but needs must as they say. This will combine simple wooden log walls with creep tumors to build strong fortifications forcing the enemy through a check-point you control before they can assault the Hive. (Cost: 1 action, 2 RP, Assign 2 Work Crews and 2 Drones)

    [ ] Action: Build Support Hatchery
    Does nothing but expand creep and pump out more Larva for a given Hive. Limit 1 per Queen.
    - [ ] Select Hive
    (Cost: 1 Action, 10 RP, 1 Drone)

    [ ] Action: Train Militia
    (Can be taken multiple times, expend an effort on sharpening a militia unit into real, if not quite so well armed, soldiers. 70% chance of Militia advancing in troop quality.) (Cost: 1 Action, Assign 1 Militia Unit)

    [ ] Action: Scout New Talent.
    (40% of success, 11% chance of producing specialist. Can be taken multiple times.) (Cost: 1 Action)

    [ ] Action: Appreciate Local Jungle
    (Sure it's easy to see how a giant beast that thus far casually destroys everything in its path can help the swarm, but it's hardly the only way things can be helpful. Take a walk in the jungle with Myrddin and observe the small creatures, perhaps one may have something that stands out to you. +10 EP) (Cost: 1 Action)

    [ ] Action: Ponder A New Unit Design
    While Vespene is great for quickly accomplishing things, you can still manually put in the time and research to get it done. (-1 VP on next Design Purchase.)
    (Cost: 1 Action, 5 EP)


    [ ] Action: Upgrade Yourself
    Now that you have some obvious improvements to your equipped morphs you can sacrifice doing anything this turn and apply those morphs to yourself. (Attack Claws, Retractable Claws, Tough Hide) (Changing design costs double the Design Cost of the given design, must be Specialist or Big Guy) (Cost: 3 Actions - Does not grow with number of upgrades)

    [ ] Action: Attack Northern Great Cat Den (Medium-Easy depending on force sent.)
    (You know where it lives, it can't be that hard to track down. It won't give you much, but there should be some EP from its relatively unique genetic make-up. Select any combination of units, Drones/Militia/Soldiers to this action. Each Hero assigned increases cost by one action.) (Cost:1 Action, Assign N Units)

    [ ] Action: Attack Southern Rex (Medium)
    (You know where it hunts, it can't be that hard to track down. Select any combination of units, Drones/Militia/Soldiers to this action. Each Hero assigned increases cost by one action.) (Cost:1 Action, Assign N Units)

    [ ] Action: Attack Sarcosuchus (Hard)
    Well, you now know of something that might be called a weakness by an optimistic sort and your basic zerg units are literally steely now. So there may be some hope... Yeah, you'd better send a lot of units and expect to lose many of them. (Cost: 1 Action, Assign N Units)

    [ ] Write-in.
    (Cost of write-ins in user posts are suggestions, last word is mine

    Decisions. Some possibilities have come up moving forwards. If you meet the requirements you may select one thing from the following list.
    [ ] Ask Myrddin to Reactivate the Gate.
    Next turn you'll have the option to start exploring the Galaxy/Universe. This is a big decision, so be sure you feel ready for it.

    Evolutions: Select an evolution to put points into.
    [ ] Evolution: Amphibian Bio-morph (30/100)
    Being able to cross water and interact with it can be a huge boon. After all, many interesting bio-morphs occur only in water. You're still going to be limited to the shallows and will be fairly small to start with.

    [ ] Evolution: Hominid Bio-morph (0/250)
    Allows you to build a relatively short but decently powerful two legged unit. Think Infested Gorilla not Dwarf though.

    [ ] Evolution: Zerg Tentacles (0/150)
    Meant to go on buildings and some units, these use the concept of a tail to create a strong, prehensile construct that can be used for grabbing or for whipping. Add claws to it and it becomes a basic defense mechanism. Excellent for chasing animals away from structures.

    [ ] Evolution: Improved Drones (0/50)
    Your drones are good, but they could be better. How you're not entirely certain, but that's why you're spending the time researching it. 100% chance to improve one trait/attribute, 50% chance to improve two, 5% chance to produce entirely new and favorable mutation. 5% chance of developing unfavorable mutation, can be fixed through later research.

    [ ] Evolution: Improved Hundlings (0/40)
    Your Hundlings are good, but they could be better. How you're not entirely certain, but that's why you're spending the time researching it. 100% chance to improve one trait/attribute, 50% chance to improve two, 5% chance to produce entirely new and favorable mutation. 5% chance of developing unfavorable mutation, can be fixed through later research.

    [ ] Evolution: Lair (0/500)
    Now that you have multiple hatcheries you've become aware of a possible path for building them into something... More. Better creep spread, more larvae, a tougher building, and an underground cavern network that makes moving things easier near the Lair, reducing any distance penalties by one km. Also gives something else, but you aren't quite certain what just yet.

    [ ] Evolution: Trinium Carapace (0/50)
    Your zerg are much tougher in combat and don't die anywhere near so easily.

    [ ] Evolution: Trinium Bones (0/50)
    Your zerg are not only a bit tougher, but their much meaner with weapons sporting Trinium blades and protected by Trinium armored shells... assuming they had a shell to begin with.

    Designs:
    [ ] Schwerhundlisk: 12 VP (22 if not first Big Guy)
    [ ] Zerg Bloodcat: 13 VP (4 Wounds unlike in the link.)
    [ ] Barnacle: 2 VP
    [ ] Houndling: 2 VP
    [ ] Hundling 2.0: 2 VP
    [ ] Carpet: 2 VP
    [ ] Kilemdedar: 12 VP (22 if not first Big Guy)

    [ ] Wagenling: 8 VP


    • Name: Wagenling
      Quality: Warrior
      Cost: 1 RP, 0.25 VP, 1 Larvae
      Locomotion: Crawler - Fast
      Wounds: 2
      Defense: Tough Hide 1d6+2
      Attack: Climbing Claws 1d6+2 x4
      Support Sack Medium: Ferry 2 Passengers x2
      Upgrade: Leg Muscle Overbuilding
     
    Last edited: Nov 5, 2015
    Tamahori, jamie96969, ijnt and 3 others like this.
  5. Winged One

    Winged One Not the Simurgh

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    NOT AS PLANNED. Still, we need to move forward. As there's a Hunger fad, we'll probably get morale bonuses for expanding or morale penalties for not expanding. I have a medium-sized project in mind anyway. I'm getting a 404 from the map, SamPardi, so how many new Hatcheries would we need to build for their creep to form a bridge between the Trinium hive's creep and the Stargate hive's creep, once the new hives' creep radii is a hex each?
     
  6. Walkir

    Walkir Super Happy Awesome Fun Time On Vacation

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    Rache or Rashe?
     
  7. SamPardi

    SamPardi Versed in the lewd.

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    Walkir
    Rashe is what I had in my notes, sorry for the confusion.

    Winged One
    If you build a new satellite hive 5Km from the edge of the Primary Hive's creep and build a support hatchery a the trinium hive, the three hives will combine into a single hive in 4 turns at those levels of creep development. If you build a support hatchery at both locations and the new hive 6km from the edge of the primary hive cluster then it'll be 3 turns.
     
  8. Walkir

    Walkir Super Happy Awesome Fun Time On Vacation

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    I was starting to wonder if you're German at your heavy use of the language here. Although calling a scout "revenge"...


    Edit: Anyway. While we are only at ~101% tenement capacity, this is going to get worse. How about building a new tenement over at the trinium hive and move some people there so we have both room to grow and work crews?
     
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  9. SamPardi

    SamPardi Versed in the lewd.

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    Ah no, I just prefer to use words from various languages so long as I feel I reasonably understand their meanings or to create a theme. I don't exactly find English confining, but I find incorporating those words more fun and interesting than not.
     
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  10. Walkir

    Walkir Super Happy Awesome Fun Time On Vacation

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    Feel free to ask if you need a good word.
     
  11. Winged One

    Winged One Not the Simurgh

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    Hm... how about if we build a support hive at both locations, 6 satellite hives between them, and put some Queens (no more than 4; I think that's the most we can get on it and still have the actions needed for this) onto creep tumor duty to help the new satellite hives along? If it's one turn, can any hives or queens be shaved off to make the cost less insane while still being done by next turn? Culture is so unpredictable, and I'm most comfortable with ambitious expansion projects with a Hunger fad going.
     
  12. Walkir

    Walkir Super Happy Awesome Fun Time On Vacation

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    So... did we build roads and what's the effect?

    I'll try my hand at a plan.
     
  13. SamPardi

    SamPardi Versed in the lewd.

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    Winged One
    Thanks to Xilph you guys can morph Creepers now. That's 80 RP for the hatcheries, 4 Creeper swarms at either existent hive and you've got 2.88km of extra growth to distribute around. All without breaking the 100RP starting point or dedicating more Queens.

    Edit: Walkir
    For the moment, it makes getting from tenement 1 to the primary hive faster and essentially allows trade goods to be easily exchanged between the two. So if you guys start to get more trade goods of different kinds the inhabitants will become more... cosmopolitan.
     
  14. Walkir

    Walkir Super Happy Awesome Fun Time On Vacation

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    Is this still valid due to the dedicated work crew stationed there?
     
  15. SamPardi

    SamPardi Versed in the lewd.

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    Walkir
    Sure. The dedicated is just doing it every turn without question, but it can support throwing all of the crews we currently have at it.
     
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  16. Winged One

    Winged One Not the Simurgh

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    [X] Morph: Queen x5 (-25 RP, -3 primary hive larvae, -1 iron hive larva, -1 trinium hive larva)
    [X] Queen: Micromanage x5
    [X] Queen: Increase Creep x2 (+8 RP due to creep increase)
    [X] Morph: Creeper Swarm x4 (-6 RP, -24 primary hive larvae)
    [X] Morph: Drone Swarm x5 (-10 RP, -12 primary hive larvae, -18 trinium hive larvae)
    [X] Morph: Hundling Swarm x2 (-1.5 RP, -6 iron hive larvae)
    [X] Drone Swarm: Gather Trees x6 (+18 RP)
    [X] Hundling Swarm: Hunt birds
    [X] Hundling Swarm(dedicated): Protect the primary hive cluster
    [X] Hundling Swarm: rapid reaction force to save any scouts or gatherers who might get eaten
    [X] Soldiers: rapid reaction force to save any scouts or gatherers who might get eaten
    [X] Work Crew: Build Road Network (finds and hauls paving stones back to the tenements to create a route between them and the primary hatchery, then on to the Stargate for ease of deployment.)
    [X] Dancer: Tell a story about a civilization that began in barbarism, but grew past their savagery to become great and enlightened. Preferably one rooted in actual history. Don't even try to hide our intentions from Myrrdin. (Suggested effect: Placate Myrrdin)
    [X] Dancer: Grand opening of the new Hatcheries.


    RP: 82.04 - EP: 30 - VP: 18 - Actions: 10
    Primary hive larvae: 0
    Iron hive larvae: 5
    Trinium hive larvae: 5

    [X] Scout: Stalk Great Cat
    [X] Scout: Sarcosuchus
    [X} Scout: Explore west beyond the Great Bridge x2
    [X] Steel Drone Swarm: Explore west beyond the Great Bridge
    [X] Drone Swarm: Explore around the newly-expanded primary hive cluster

    [X] Action: Connect the primary hive cluster and the trinium hive cluster (-8 actions, -80 RP, -8 drones, assign 4 Creeper Swarms)
    [X] Action: Build Walls Around Stargate (-2 RP, assign 2 drones, assign 2 work crews)
    [X] Action: Appreciate Local Jungle (+10 EP)

    [X] Evolution: Amphibian Bio-morph (30/100)

    This plan is built around my scheme to connect the primary hive to our trinium vein. As we are in a Hunger fad, promoting expansion at all costs, I believe our transhuman citizens are likely to approve of this megaproject.

    As much as I would rather get to immediately exploiting our trinium, leaving an evolution partly researched is just inefficient.
     
    Last edited: Nov 4, 2015
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  17. Walkir

    Walkir Super Happy Awesome Fun Time On Vacation

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    No bridge to connect the two clusters? I'd also throw in a tenement at the Trinium.

    I tried my own plan, but wasn't in the mood for heavy number crunching and figuring out what I needed exactly. So I'll just adapt Winged's:

    [X] Plan Support Upgrade

    Stockpiles:
    RP: 100.04 - EP: 30 - VP: 18 - Actions: 5 (Counts dedicated Micromanagement)
    Larvae 36 main / 24 Trinium / 12 Iron


    [X] Morph: Queen x5 (-25 RP, -3 primary hive larvae, -1 iron hive larva, -1 trinium hive larva)
    [X] Queen: Micromanage x5
    [X] Queen: Increase Creep x2 (+8 RP due to creep increase)
    [X] Morph: Creeper Swarm x4 (-6 RP, -24 primary hive larvae)
    [X] Morph: Drone Swarm x5 (-10 RP, -12 primary hive larvae, -18 trinium hive larvae)
    [X] Morph: Hundling Swarm x2 (-1.5 RP, -6 iron hive larvae)
    [X] Drone Swarm: Gather Trees x6 (+18 RP)
    [X] Hundling Swarm: Hunt birds
    [X] Hundling Swarm(dedicated): Protect the primary hive cluster
    [X] Hundling Swarm: rapid reaction force to save any scouts or gatherers who might get eaten
    [X] Soldiers: rapid reaction force to save any scouts or gatherers who might get eaten
    [X] Dancer: Tell a story about a civilization that began in barbarism, but grew past their savagery to become great and enlightened. Preferably one rooted in actual history. Don't even try to hide our intentions from Myrrdin. (Suggested effect: Placate Myrrdin)
    [X] Dancer: Grand opening of the new Hatcheries.


    RP: 82.04 - EP: 30 - VP: 18 - Actions: 10
    Primary hive larvae: 0
    Iron hive larvae: 5
    Trinium hive larvae: 5
    [X] Scout: Stalk Great Cat
    [X] Scout: Sarcosuchus
    [X} Scout: Explore west beyond the Great Bridge x2
    [X] Steel Drone Swarm: Explore west beyond the Great Bridge
    [X] Drone Swarm: Explore around the newly-expanded primary hive cluster
    [X] Action: Connect the primary hive cluster and the trinium hive cluster (-5 actions, -50 RP, -5 drones, assign 4 Creeper Swarms)
    [X] Action: Build Walls Around Stargate (-2 RP, assign 2 drones, assign 2 work crews)
    [X] Action: Build Bridge over the eastern river in between main and Trinium hive where our Creep will grow over it. (cost?)
    [X] Action: Build Support Hatchery (1 Action, 10 RP, 1 Drone)
    - [X] Main hive
    [X] Action: Build Support Hatchery (1 Action, 10 RP, 1 Drone)
    - [X] Trinium hive


    [X] Action: Appreciate Local Jungle (+10 EP)
    [X] Evolution: Amphibian Bio-morph (30/100)


    …okay, no room for the tenement. But the support hatcheries should boost the creep growth better than the three actions sacrificed for it. A support hatchery down at the iron node would have been good as well, but well, ran out of actions.


    Edit: And the plan didn't work. Redacted.
     
    Last edited: Nov 6, 2015
  18. Xilph

    Xilph Well worn.

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    So first things first, SamPardi I made a dedicated lead gathering crew last turn, which should mean we have one dedicated iron and one lead, why is only one listed this turn? and could you add the mention of how Tumors/Increase Larvae scale to the errata please? As for other bits, Winged One and Walkir, we only have four available queens, one is already micromanaging so shouldn't be listed. It also means we have 9 max actions, not 10 as you both used, also you can't use units in pre-build phase the same turn you morph them right? Because you both morph and use two hundling swarms in it. Feel free to grab my first condensed total line and use that for your calculations by the way, makes keeping track of things easier.

    One question too since I didn't really know what to do with it, are Soldiers the same as Militia in terms of what they do? Just better? Mainly wanting to know whether we can train them as an action.

    Competing plan 3 go!

    First things first is figuring out how to connect them, it requires about 9km of creep growth between them to do so. Now each Hatchery is worth 1.12km, 0.12km per creeper, and we get a base 2km from the hatcheries we've already built. Unfortunately we can't use creeper swarms until next turn right SamPardi? Which means we need 7 hatcheries to connect them, plus another action to build a bridge if we want it finished by next turn leaving us with only a single other action for this turn. SamPardi can you confirm this to be true? or is there some way to partially utilise units in the same phase they are created or create tumors in a phase other than Phase I? and do we need a bridge or can the creep cross rivers somehow? Actually that changes things up so much if any is true I won't even do a plan for now.

    RP: 100.04 - EP: 30 - VP: 18 - Actions: 5 - Larvae: 36/24/12 - Queens: 4 - Drone Swarms: 4 - Hundling Swarms: 1 - Work Crews: 3 - Soldiers: 1 - Scout: 4
     
  19. SamPardi

    SamPardi Versed in the lewd.

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    Xilph
    First: My bad, knew I was missing something there but couldn't figure out what.
    Soldiers and militia are the same. This would change if you were a large human civilization without a hive-mind... But Zerg. So in essence they're exactly the same except effort in training and equipping. An action set aside specifically to train them up will upgrade them.

    Creatures can't be used in both phases. They can be created and then used in either phase this turn. Queens may have been an unintentional exception to that... But I'm sticking with it for my own sanity.

    Creep naturally grows underwater along river beds/lake beds etc. I don't see any reason for it not to do so, its not like its allergic or anything. Buildings can't be built underwater just yet, they require some prep work for the different material stresses created by water, river currents, etc... But you can feel free to write that in as an evolution once you have amphibious research out of the way.

    Edit: I'm also coming up with 'package deals' for starting distant hives. Given the numbers they're giving me and looking at your current situation and plans... Honestly this will probably be the final turn for the system as is.
     
    Last edited: Nov 5, 2015
    Ame and Walkir like this.
  20. Xilph

    Xilph Well worn.

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    So we can create creepers and use them this turn? Well I'm definitely accounting for that, and yes, figuring out to expand to a system better capable of dealing with broad things and more empire management than tribe management would probably be useful really soon. I mean, I'm looking at the numbers myself and with the buff from creepers we're going to hit the point where exponential growth becomes possible very soon, specifically, being able to produce one hatchery for every queen and one queen for every hatchery in a turn, which will make them become equal in one if unequal and double their values if they are equal. So yeah, exponential larvae, queen, and creep growth, particularly RP as that would actually scale with 4tas opposed to the 2t that hatcheries/queens would even before accounting for creepers.

    I'll work on a plan tonight though, got to figure out how much creep we can leverage and if we can connect the three hives. As a question, is the figure of 9km distance between the creeps accurate? For both hives in relation to the main one too, they both seem about 9km off but given this is going to stretch things a fair bit knowing if I'm off by half a kilometer either way could be handy.
     
  21. SamPardi

    SamPardi Versed in the lewd.

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    Looking at it... I'd say consider 9.5 your point of guaranteed connection. 9 is extremely close and probably would connect, but I can't quite guarantee it.
     
  22. Walkir

    Walkir Super Happy Awesome Fun Time On Vacation

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    ...and that's why I didn't try a plan without letting the experts go first. Seems I didn't wait long enough.

    The bridge wasn't for the creep, it was for our humans and non-amphibious biomorphs.
     
  23. Xilph

    Xilph Well worn.

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    Except they can already travel back and forth, remember the 3km long bridge we built used trinium in its design which meant we had to transport presumably significant amounts of trinium through all the jungle and more importantly across the river so clearly we've already got ways of transporting stuff back and forth across the river relatively easily.
     
  24. Winged One

    Winged One Not the Simurgh

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    I think you forgot the extra action Artur gives us.
    Pretty sure I can. SamPardi?
     
  25. SamPardi

    SamPardi Versed in the lewd.

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  26. Xilph

    Xilph Well worn.

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    Nope, 3 base actions + 1 from Artur + 1 from the dedicated Queen + 4 from the non-dedicated queens gives 9 potential actions, you use the dedicated queen to micromanage, essentially making them count twice.
     
  27. Winged One

    Winged One Not the Simurgh

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    No, it's 3 from base actions, 1 from Artur, 1 from the dedicated Queen, then 5 from the new queens I spawn with my plan, 1 at each Hatchery.
     
  28. Xilph

    Xilph Well worn.

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    Queens are an exception to the use on the turn you create them rule, so you can't spawn 5 queens and use them gain extra actions on the same turn. This quote, at least I'm assuming that's the bit they mean they're an exception for.
    Anyway even assuming you are correct about your method, what are you doing with the four queens we already have then? Since you don't seem to be using them in that case.
     
  29. Winged One

    Winged One Not the Simurgh

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    I interpreted that as the Micromanage power having effects on the second phase that are easiest to fluff as the Queens doing Phase 2 things.

    Mostly having them make creep. My plan is really expensive.
     
  30. Xilph

    Xilph Well worn.

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    That's a thought though, SamPardi, does the immediate RP bonus from creep tumors scale the same as the creep boost or what? 1/2/4/3?
     
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