Anyway, ironing out a plan, so a goal is hitting 9.5km of creep growth, sources are Creepers at 0.06, Tenements at 0.08, Queens at 0.33 and Hatcheries at 0.5. Base growth is 1.74km/0.5km/0.5km. This plan is assuming no omake or anything.
RP: 100.04 - EP: 30 - VP: 18 - Actions: 5 - Larvae: 36/24/12 - Queens: 4 - Drones: 24 - Hundlings: 6 - Work Crews: 3 - Soldiers: 1 - Scout: 4 - Creep Growth: 1.74/0.5/0.5
[X] Morph: Queen x5 (-25 RP, -3 primary hive larvae, -1 iron hive larva, -1 trinium hive larva)
[X] Morph: Creeper Swarm x9 (-13.5 RP, -30 primary hive larvae, -18 trinium hive larvae, -6 iron hive larvae)
[X] Morph: Hundling Swarm x4 (-6 RP, -2 primary hive larvae, -5 iron hive larvae, -5 trinium hive larvae)
The huge amount of creepers is to try to work to the 9.5km creep growth goal, as that is huge and they are the cheapest source of creep growth. The queens are there because they are great, and the hundlings because they seemed the best use of the remaining larvae, although I had to split the larvae costs up a bit but meh.
[X] Queen: Micromanage x4
Need the actions to get some non spreading stuff working.
[X] Queen: Increase Creep x5
[X] Creeper: Increase Creep x54 (Main Hive)
This is the first major creep boost, giving 4.89km of extra creep growth. This tries to be valid by using the new queens not for micromanaging, but rather for just laying down tumors.
[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.)
Got one to spare and more roads could help.
[X] Hundling Swarm: Hunt birds x2
We got 80 birds last time, hopefully throwing two hundling swarms will get us the last 120 birds. Maybe even get lucky and auto-unlock a new form like with agile quadropeds unlocking hundlings?
[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.
Meh, don't really care too much about dancers, although they should probably be investigated soon.
[X] Drone: Gather Trees
[X] Upgrade Milita to Soldiers
[X] Drone: Encourage Creep at Main Hive
Had four drones leftover after building actions so figured why not, half of a swarm is increasing creep and the other can gather enough extra RP to let us upgrade a militia to soldiers. That is, enough RP we could dissolve the militia and then promptly reform them as soldiers, so I figure just 2 RP to straight upgrade would be allowed.
RP: 56.54 - EP: 30 - VP: 18 - Actions: 9 - Larvae: 1/0/0 - Drones: 24 - Hundlings: 18 - Work Crews: 2 - Soldiers: 1 - Scout: 4 - Creep Growth: 6.66/0.5/0.5
[X] Scout: Stalk Great Cat
[X] Scout: Sarcosuchus
[X] Scout: Gather Herbs for study. x2
[X] Hundling Swarm: Explore west beyond the Great Bridge
[X] Hundling Swarm: Explore North x2
[X] Drone Swarm: Explore west beyond the Great Bridge x2
The scouts no longer need to be sent at distance in the hope of finding something, we've got zerg to spare. So a hundling swarm for their greater agility and mobility, scout the terrain and look for interesting features while the drones scout much less area but can detect resource nodes in the hope of finding something good. The two hundling swarms north is because I realise we've barely scouted to the north at all, to the point where our creep will actually grow past the currently known borders this turn so scouting to the north will be really, really useful.
[X] Build Support Hatchery x5 (Main Hive, -50 RP, -5 Drones)
Hatcheries are to get us the rest of the creep growth we need, and all the various extra resource bonuses they do contain.
[X] Build Tenement (-1 RP, -1 Drone)
We've just passed 3k people and it will only get worse, also these give creep growth which is nice.
[X] Train Soldiers
Since militia are basically soldiers this is valid, hopefully Artur will have a group of soldiers even better to work with than what we've currently got for them.
[X] Action: Build Walls Around Stargate (-2 RP, assign 2 drones, assign 2 work crews)
This is a solid start to being able to open the Stargate somewhat safely.
[X] Action: Scout New Talent.
Still hoping for a dancer specialist or something to investigate the use of culture more effectively, plus provides a solid start to where we might get diplomats from. I think it's more useful than the +10 EP from walking the forest anyway.
[X] Evolution: Amphibian Bio-morph (30/100)
Yep yep, more work for amphibious Zerg.
RP: 0.04 - VP: 18 - Larvae: 2/0/0 - Creep Growth: 9.24/0.5/0.5
There is a basic method of getting it working, each satellite hive grows by 0.5km, connecting their creep with the 9.24km growth of the main hive. Also, getting 5x the creep growth this turn will do stupid things to our RP levels, however it's changing next turn, otherwise the 600+ RP we'd be getting would certainly make keeping track of things more difficult.