'What is it!' Cried a panicked recruit at the sight of the giant menacing them. The great reptilian beast opened its long maw and in a single, seemingly impossible with its short stubby legs, lunge snapped up a man and woman that had only been trying to catch some fish in the river shallows.
'I don't know, and I don't care! Get those fishers out, we'll hold it off!' Ordered the older man that had been awarded the head of their small militia. In truth their sharpened poles were no match for the monster and they knew it, but at least they could annoy the creature and drive it off.
Of course the monster violently disagreed and snapped up one of his recruits right off the bat. Still they were a hardy and brave lot, they wouldn't let a few of their deaths get in the way of protecting the workers and the innocents. For several minutes they tried to exchange blows with the creature and came up short. Finally someone plucked up the courage and skill to chuck their spear straight into the creatures eye.
It screeched in pain and thrashed out, crushing another recruit in its ire. Nonetheless it had finally had enough and quickly disappeared back into the water of the Great River from which it came.
It's been a hard month as you try your best to absorb the skills that Myrddin is trying to teach you and juggle keeping people calm in the face of further monster attacks. There had been four separate instances of monster attack, the worst costing nine lives when an aquatic reptile attacked some fishermen by the Great River. Still the other attacks had cost sixteen lives, all to the damn great cats from the hill-lands, making it twenty-five for the month. Over four times those lost to illness and random injuries, six if you were curious.
There was a bit of a light in the darkness so to speak when thirty-one small minds entered the world and their minds connected to the hive for the first time. Only one died of complications, and thankfully it was late enough after birth that the mother was unaffected. You can only hope the numbers remain so good in the future.
Myrddin has been drilling you in numbers, addition and subtraction. Which is not to say that you could not count before, but what he teaches is so... formalized and theoretical. It's easy for you to understand one pepper, and adding two more peppers is more than either group alone, but making the logical leap to there being simply a one, and a two and together they make 3 even if it's not really 3 of anything at all is a bit hard to wrap your head around.
Early on you'd decided that your people needed protectors against the fauna of this new land and decided to train what Myrddin called a militia. You cut down the sticks they'd need and sharpened the sharp half yourself with your claws. Then each camp had contributed a small group and together they made up a hundred individuals. Well ninety-two with the recent monster attacks, but close enough. So far their grasp of discipline and fighting as a unit has come leaps and bounds, though they still tend to fall into a bit of a disorganized mess when the fight really gets going. That's okay, they're mostly fairly young, and they'll learn. It did cost a bit of your resources to make some light armored plates for them to sew into their shirts that help against the less than monstrous threats, but it was worth well worth it when they quickly drove the more annoying opportunistic animals out of the camps.
After that you focused on growing your creep. You're not entirely certain what it does or even
is but it gets you the resources you need in your hatchery so making more of it would be a priority. Along the same veins you set your first three drones to evolving. It makes you almost giddy with anticipation to know that they'll soon be ready to go out and take on the world, so to speak.
Your understanding of the process of evolving a larvae also increases. Where as before you fumbled a bit in setting up the evolution order and spent a lot of time making certain everything was actually proceeding correctly, now you have better experience and confidence with the process. This means you can handle the logistics of more simultaneous evolutions.
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Map of the Area. (On Dropbox.)
Important Status Updates:
Your drones are idle.
Due to improvements in animal pest control you've gained 18 'Agile Quadruped' bodies. This has given you +5 EP and started you on the road to understanding 'Agile Quadruped' bodies. Gather another forty-two bodies to unlock 'Evolution Agile Quadruped Bio-morph'.
Production:
Creep: 1.39 km Radius. (+0.5km Creep radius per turn.)
Resource Points - 4 (+7 per turn.)
Evolution Points - 20 (+20 per turn.)
Vespene Points - 20 (+0 per turn.)
Larvae - 15 (+12 per turn)
Activities: You have one month before the next turn.
Pick 3 activities to engage in. (The same activity may be selected multiple times unless otherwise specified or lacking resources.)
[ ] Evolve
Larvae (Costs Depend on Unit. Max 12 Larvae in a single action.)
Start building your army.
[ ] Increase
Larvae Production
Using your Queen abilities you force the Hatchery to produce 6 more larvae this turn.
[ ] Increase
Creep
You lay down creep tumors at strategic points around the hatchery, increasing creep growth by a .33km radius.
[ ] Organize
Scouting Parties (Costs 1 RP)
Turn 100 villagers into five parties of twenty scouts. They can increase your understanding of the surroundings and mark important locations like Monster Dens. However they lack a drone's sensitivity for resource veins.
[ ] Organize
Militia (Costs 1 RP)
It's simple right, cut off some sticks, sharpen half of them, and convince them to use the other half to beat each other senseless several hours a day in 'training' right? Can't be too hard to figure out.
[ ] Organize
Work Crews
Turn 100 villagers into basic manual laborers. Can't exceed 1/3 of the populace due to their increased food needs. Crews will scour the nearby jungle for fallen wood and bring it back to the hatchery to convert into biomass. +1 Resource per turn per work crew.
[ ] Organize
Dancing Troupe
Turn 40 villagers into professional dancers. They will increase morale in the village and give you a feather in your cap to show off to prospective allies. Helps to add to your overall culture, an indefinable thing that may be to your advantage or detriment in the long run, but is uniquely
you.
[ ] Search Populace for
Talented Individuals
They may unlock new options, or just handle being delegated to well and therefore open up more activities per turn. Has 70% chance of failure and 10% chance of producing a specialist.
Drone Orders: Pick 1 for each drone. To assign the drone in perpetuity to an action simply add the keyword 'Dedicated' to the vote.
Drones - 3
[ ]
Scouting (Pick a direction.)
With your drone's advanced senses they can easily identify and avoid most dangers and discover mineral deposits or other interesting things. While minerals can be just about anywhere, they're more accessible in certain terrain types. 30-90% chance of success in finding a vein, 1% chance of immense success (+4 on quality roll up to max quality), vein quality (max supported miners) determined by 1d8. 10-50% chance of fighting monsters.
[ ]
Gathering
Drones are capable of felling entire trees and dragging them back to the Hatchery. They aren't worth a hundred dedicated gatherers on their own, but they're a lot closer than you'd think. +0.5 Resources.
Militia Priorities: Pick 1 focus for the militia forces. This focus will remain the same in perpetuity unless changed.
[ ] Experiment with
Monster Fighting.
The militia encourages its members to try new activities and techniques against monsters. Militia losses in monster attacks increase, but increased chance of discovering a monster's weakness and 1% chance of actually killing a monster every engagement.
[ ]
Pest Control
Pests cause disease to spread and lower overall sanitation. Killing vermin and running canines out of camps may not be glorious but it's incredibly useful. Random number of 'Agile Quadruped' bodies added each turn.
[ ]
Sentry Duty
So there really isn't any unlawful behavior or outside forces showing up at your metaphorical doorstep... But there
could be. Might as well have the Militia get some practice at their role of watchful protectors.
Evolution Options: Spend your points however you desire. These are the projects currently open to you.
Evolution Points - 20
[ ] Evolution
Zerg Tenaments (55/100)
Consolidates your human populace, protects them much better, and only costs one resource per thousand individuals to construct.
[ ] Evolution
Amphibian Bio-morph (0/100)
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
Attack Claws (0/50)
Right now your claws are made for digging and working and so forth. These claws are made for ripping your enemy to shreds in the heat of combat.
[ ] 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.
[ ] 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.