• The site has now migrated to Xenforo 2. If you see any issues with the forum operation, please post them in the feedback thread.
  • Due to issues with external spam filters, QQ is currently unable to send any mail to Microsoft E-mail addresses. This includes any account at live.com, hotmail.com or msn.com. Signing up to the forum with one of these addresses will result in your verification E-mail never arriving. For best results, please use a different E-mail provider for your QQ address.
  • For prospective new members, a word of warning: don't use common names like Dennis, Simon, or Kenny if you decide to create an account. Spammers have used them all before you and gotten those names flagged in the anti-spam databases. Your account registration will be rejected because of it.
  • Since it has happened MULTIPLE times now, I want to be very clear about this. You do not get to abandon an account and create a new one. You do not get to pass an account to someone else and create a new one. If you do so anyway, you will be banned for creating sockpuppets.
  • Due to the actions of particularly persistent spammers and trolls, we will be banning disposable email addresses from today onward.
  • The rules regarding NSFW links have been updated. See here for details.

The Fifth Race Quest

So, the numbers for Increase Creep have it be worth 4RP/Turn this time round, but we'll have 12RP/Turn anyway and right now we can't even use the 7RP/Turn we've got so we probably don't need increase creep, better to focus on other things like scouting and building up so we can get the ability to use the RP we do have. As before Work Crews are basically useless for RP gen compared to Creep.

The top goal is getting some evolution points, as if we can get another of those bonus 5EP we'll only need one more turn for Tenements instead of two. So in that vein my choices, includes a write in based off an assumption I think should be allowed.

[X] Organise Scouting Parties
[X] Organise Militia
[X] Organize Work Crew

[X] Scouting (East)
[X] Scouting (South)
[X] Scouting (South)

[X] Experiment with Monster Fighting
[X] Assign new Militia recruits to pest control

[X] Have the work crews bring back stuff like interesting plants, wood is secondary.

[X] Evolution Zerg Tenaments

So the specific goals for everything, scouting parties are for more info, they should head to the west and north as they are the safer forested areas from what I've been getting. The Zerg can scout the more dangerous hilly region to the east and cover the south, the main area we know nothing about and that doesn't have a river to protect us. The second militia is specifically for the purposes of protecting from local issues, notably they handle pest control while our more seasoned militia trains to better fight monsters, that's the write in but I figure directing the new militia to a specific goal should be allowed, put the best into the monster division and the worse from the monster division into the pest division, Tenaments is because we should get those. The potential sources for EP though and the reason I took work crews, scouting provides the potential for new samples, probable EP gain, pest control provides a decent chance of EP gain, and I figure scouting + work crew to bring back interesting and unusual plants could get some, we have enough biomass, have the work crew focus on the plants they think are interesting or weird, not just fallen wood.

Tell me if anything is up OP, but I figure directing the forming groups to specific focuses should make sense in-world.
 
Xilph
Two things. This turn you have only 1 RP, Militia and Scouting parties both cost 1 RP each, ergo making your plan cost 2. And without additional leaders to share the load trying to split the militia's priorities is going to give them a penalty to all outcomes (not the 1%, sheer luck is always going to be sheer luck). Might want to scout some Talent or Evolve a Queen next turn.
 
I would vote for any plan that have more drones in it.
 
General Orders
[X] Evolve 3 Drones (Costs 1 RP and 3 Larvae)
[X] Organize Scouting Parties (Costs 1 RP)
[X] Increase Creep

EDIT: Ooo, our Resource Points got corrected to 2 instead of 1! We can make drones and create scouting parties, too!

Militia
[X] Pest Control

Agile quadruped zerglings, here we come!

Drones
[X] Scouting (South-East)
[X] Scouting (Eastern Plateau)
[X] Scouting (South, past the Stargate)

Evolution Points
[X] Evolution Zerg Tenaments (50/100)

Affordable housing in our time!
 
Last edited:
[X] Organize Scouting Parties (Costs 1 RP)
[X] Organize Dancing Troupe
[X] Search Populace for Talented Individuals

[X] Scouting (North, around the villages)
[X] Scouting (South, past the stargate)
[X] Scouting (Around the hatchery)

[X] Pest Control

[X] Evolution Zerg Tenaments (50/100)

I think it's best that we get the human stuff that doesn't cost much resources out of the way now, while we don't have much resources. Scouting with drones will help our new scouting party find stuff. Pest control should give us corpses without dicking over our militia for minor gain, and also help lessen deaths during the transitional period into zerg housing. And getting zerg housing more quickly will also lessen the deaths.
 
Last edited:
Two things. This turn you have only 1 RP, Militia and Scouting parties both cost 1 RP each, ergo making your plan cost 2. And without additional leaders to share the load trying to split the militia's priorities is going to give them a penalty to all outcomes (not the 1%, sheer luck is always going to be sheer luck). Might want to scout some Talent or Evolve a Queen next turn.
Ok, I misinterpreted something and didn't realise that the RP/turn boost doesn't count the turn after you get it, and changing then. Why would creating a second militia and calling it Pest Control come with a penalty? Eh, whatever. Also, what's this about Evolve a Queen? The only related thing I can find is Increase Larvae Production, nothing else even mentions queens.

[X] Organize Scouting Parties (Costs 1 RP)
[X] Organize Dancing Troupe
[X] Search Populace for Talented Individuals
[X] Scouting (South-East)
[X] Scouting (Eastern Plateau)
[X] Scouting (South, past the Stargate)
[X] Pest Control
[X] Evolution Zerg Tenaments (50/100)
 
Ok, I misinterpreted something and didn't realise that the RP/turn boost doesn't count the turn after you get it, and changing then. Why would creating a second militia and calling it Pest Control come with a penalty? Eh, whatever. Also, what's this about Evolve a Queen? The only related thing I can find is Increase Larvae Production, nothing else even mentions queens.
I think our resource-costing options are going to scale with our resources. Queens are noted as costing 5 resources. This is why I want to get the cheap stuff out of the way quickly.

Oh, we can be more specific about the scouting than a direction. I'll edit that, then.
 
Xilph
The Queen and the Hatchery have costs noted back in the second post. I just didn't add them as options because you didn't have the resources to even consider them.
 
Ok, also the taking a turn to get RP from something, is there an in-world explanation for that? Just wondering why it would take something like a group gathering wood a month to train in picking up wood off the ground before they can do it?, at least with the creep you can argue the really flimsy excuse that it takes a month or so to stabilize or something.

On that thought, is it possible to build multiple hatcheries to produce creep faster? or would we need to produce them at a distance to just start spreading creep there as we'd be unable to stack them?
 
Ok, also the taking a turn to get RP from something, is there an in-world explanation for that? Just wondering why it would take something like a group gathering wood a month to train in picking up wood off the ground before they can do it?, at least with the creep you can argue the really flimsy excuse that it takes a month or so to stabilize or something.

Zerg biology and logic don't always get along. :V
 
[X] Organize Scouting Parties (Costs 1 RP)
[X] Organize Dancing Troupe
[X] Search Populace for Talented Individuals
[X] Scouting (North, around the villages)
[X] Scouting (South, past the stargate)
[X] Scouting (Around the hatchery)
[X] Pest Control
[X] Evolution Zerg Tenaments (50/100)
 
Maybe our protagonist doesn't want to make plans for resources that she doesn't yet have?

Anyway, I decided to reread the update.

I'm glad that our humans' descendants inherit the connection to the hive mind. Lacking that would be... awkward.

It's apparently taking serious effort to stop people from panicking about all the monster attacks. Maybe the dancers would help with that. ...okay, I just think we'll never get around to it if we don't do it now, and while dancing is pretty generic as cultural traditions go, lacking it seems kind of sad.

30 of 31 surviving babbys is probably pretty amazing children survival rates by our character's standards, yes. Did Myrddin teach some things that were helpful for midwives or something?
 
Last edited:
Ah, just worked it all out in my head and noticed the error, sorry there Xilph, it should be 4 RP this turn. I'm giving voting at least another 24 hours so people can change their votes.

CORRECTION: Purchased bonuses are supposed to be applied before turn ends and units should fulfill their 'default' orders on the first turn. This wasn't happening. This means 4RP was gathered last turn (1 for existing creep, 1.5 for bonus creep, 1.5 from drones gathering), not one. And the extra 5 EP is automatically applied to the active project. Time until I close the vote extended at least one day.
 
Ah, just worked it all out in my head and noticed the error, sorry there Xilph, it should be 4 RP this turn. I'm giving voting at least another 24 hours so people can change their votes.
Er, does that mean we have the 2 RP visible in the post at this time, or do we have 4 RP somehow?

If we have 4 RP, can we make more than just 3 Drones at a time?
 
Er, does that mean we have the 2 RP visible in the post at this time, or do we have 4 RP somehow?

If we have 4 RP, can we make more than just 3 Drones at a time?

Edit fail has been fixed. Changed option to Evolve Larvae, you can spend as much RP as you need, but only 12 larvae can be morphed at a time. Quest text will soon be updated to give in character explanation.
 
[X] Evolve Larvae
-[X] 12 Drones (4 RP, 12 larvae)
[X] Organize Dancing Troupe
[X] Search Populace for Talented Individuals

[X] Scouting (North, around the camps)
[X] Scouting (South, past the stargate)
[X] Scouting (Around the hatchery)

[X] Pest Control

[X] Evolution Zerg Tenaments (55/100)

12 drones can do more than 5 scouting parties can, and we have a much better income for the resources it uses.
 
Last edited:
[X] Evolve Larvae
-[X]12 Drones (Costs 4 RP and 12 Larvae)
[X] Increase Creep
[X] Organize Work Crews.

[X] Scouting (South-East)
[X] Scouting (Eastern Plateau)
[X] Scouting (South, past the Stargate)

[X] Pest Control

[X] Evolution Zerg Tenaments (50/100)

Zerglings will be better than a militia at defending out humans, and drone will be better at resource gathering. The Humans will be best for creative endeavors and research. I don't think we can really exploit them until we have a secure environment for them. So for the moment I think we should try to build RP,EP and Agile Quadruped forms for Zergling research. I don't think we have enough income yet to look at building more Hatcheries/Queens.
I chose Work Crews because Scouting Parties and more Militia cost RP and I think that would be better spent on Drone Production at the moment.

Dance Troupes really should be done when our humans are not living quite so hand to mouth.

Search For Talented Individuals could be useful but again I think it should wait until we are a bit more comfortable.

Edit: Ninja!!
 
Hmm, so now we're more limited by actions than points. That's a welcome change.

Some notes:
- We are currently action-limited. More action is a win.
- Picking Militia last time gave us a new batch of actions. It's my hope that building Scouting Parties will likewise give us a new batch of parallel actions.
- I don't think Dance Troupes gives any new actions.
- Having a specialist probably would give us more actions, so Talent Scouting seems interesting, but 10% chance is too low for my taste. Let's do Scouting Parties first, since that's very likely to give us a new batch of actions.
- It's also my hope that the expanding Creep will give us some early warning on ground-based monster attacks, which we will need to survive for at least one more turn before tenaments come on line.

- - -

SamPardi - how about using a prefix for action types? For example:
[_] General: Build more Overlords (10 larvae).
[_] General: Infest the Suborbital Platform (12 RP, 12 larvae).
[_] Militia: Riverdance Spear Formation.
[_] Evolution: Nydus Dragon MK3.

- - - Anyway, back to this vote - - -

General Orders
[X] Evolve 9 Drones (Costs 1 RP and 3 Larvae) x 3 = (3 RP and 9 Larvae) total
[X] Organize Scouting Parties (Costs 1 RP)
[X] Increase Creep

Ooo, our Resource Points got corrected to 4 instead of 1! We can make LOTS of Drones, and create scouting parties, too!

Militia
[X] Pest Control

Agile quadruped zerglings, come to papa! (Or mama. Whatever it is that I am.)

Drones
[X] Scouting (South-East)
[X] Scouting (Eastern Plateau)
[X] Scouting (South, past the Stargate)

Evolution Points
[X] Evolution Zerg Tenaments (50/100)

Affordable housing in our time!
 
Hmm, so now we're more limited by actions than points. That's a welcome change.

Some notes:
- We are currently action-limited. More action is a win.
- Picking Militia last time gave us a new batch of actions. It's my hope that building Scouting Parties will likewise give us a new batch of parallel actions.
- I don't think Dance Troupes gives any new actions.
- Having a specialist probably would give us more actions, so Talent Scouting seems interesting, but 10% chance is too low for my taste. Let's do Scouting Parties first, since that's very likely to give us a new batch of actions.
- It's also my hope that the expanding Creep will give us some early warning on ground-based monster attacks, which we will need to survive for at least one more turn before tenaments come on line.
I think it's 30% that we get an extra action, and the 10% is that we get a hero unit who can give us more things to spend actions on. Additionally, I don't see why dance troupes would be less likely to give additional actions than scouting parties. In fact, I suspect that SamPardi is having us direct every unit individually (which is going to get extremely unwieldy very fast, but there's probably a plan for when we hit that point).
 
Additionally, I don't see why dance troupes would be less likely to give additional actions than scouting parties.
Well, let me say this instead, then:

I suspect that Dance Troupes will not give us actions which are more relevant to our current problems than the actions which I suspect we can get from Scouting Parties.

You're probably right about getting separate actions from each type of actors. But that's a bit of a technicality, isn't it? The relevance of the information we'll get by scouting our deathworld seems rather high. Dance troupes are more of a luxury. We'll probably want them eventually, but survival and production seem most important right now.
 
Well, let me say this instead, then:

I suspect that Dance Troupes will not give us actions which are more relevant to our current problems than the actions which I suspect we can get from Scouting Parties.

You're probably right about getting separate actions from each type of actors. But that's a bit of a technicality, isn't it? The relevance of the information we'll get by scouting our deathworld seems rather high. Dance troupes are more of a luxury. We'll probably want them eventually, but survival and production seem most important right now.
Yeah, that's fair. I think the drones are better scouts than the human scouting parties, though. Unless they can't recognize a monster den or something?
 

Users who are viewing this thread

Back
Top