A/N: The Collection Distance mechanic is looking pretty overbearing at the moment, and it kind of kills the expected benefits of drones. Giving it a flat -0.10 RP from the haul per km distance from nearest Hatchery. FYI, that comment on the lucky roll was the Trinium. Some of the rolls here...
not so much.
"You must organize yourself. It's not enough to know things, or to hand down orders. With the hive mind you have an impressive amount of control of your swarm and your people, but you have to learn how to use that control effectively and not just as a blunt instrument." Myrddin continues the lecture and during it you gain a certain amount of enlightenment.
So far you'd been organizing things based on many assumptions, things you hadn't even known you were making. Worried about that you started asking around, especially getting advice from Myrddin on how to really organize what you're doing. Between his sage advice, your continuing education and input from various other figures you manage to really get a better grasp on your time and activities.
Your first round of scouting goes pretty well. The drone sent south doesn't find anything, but it does discover that the jungle gets thinner down there and both rivers continue in that direction. To the east you discover a deposit of lead (
+5EP for discovering new resource type: Lead). It's nobody's favorite material and Myrrdin had you divert the drone to the river for a bit to make certain the led wasn't poisoning the water supply. Thankfully it wasn't. However as it came around the plateau to its south side it stumbled on what is almost certainly one of the Great Cat's dens. Sadly it missed noticing the Great Cat coming home at that moment and the drone was killed before it even truly realized it was under attack.
The drone sent to the Southwest however has discovered a rare and powerful material that Myrddin insists is called Trinium (
+5EP for new resource type: Trinium,
+5EP for finding advanced material (Naquadah, Trinium) vein). It's a bit too far to mine out at the moment, you'd be expending entire weeks on single loads if you sent the drones as is. Perhaps its time for another hatchery, you have the resources...
The design you've been working on for some time now, a building to properly house your people. The tenements aren't particularly beautiful, large fleshy spires really, but they house about a thousand people each, have running water and even a sort of indoor plumbing that simply sends the waste down to a creep filled chamber below to keep things sanitary and not create lots of waste problems. They have to be built on creep and will passively increase the rate of its growth, but don't act as a node generating creep of their own. Most importantly, they're relatively safe against monsters, though that doesn't preclude hungry monsters taking a bite out of them from time to time.
During the month you tried to keep an eye out for raw talent whenever possible with your busy schedule. Maybe you're looking in the wrong places though, because even after thoroughly checking all the camp leaders you haven't found anyone with the break-away charisma necessary actually make people listen to them without their constantly needing you to back them up.
Apparently the monster that ate your drone was satisfied with it for the month, sadly that only took care of one vector of attack. An attacking water creature killed 9 people in a harsh attack and a Great Cat took down 7 people as the militia tried to save the small family it was menacing. Needless to say they weren't entirely successful. The last attack was both the least damaging and the most terrifying. One of the camp leaders in a camp that hadn't been attacked yet was by the Great River doing some fishing when a great winged beast, both feathered and scaled swooped down from on high and ate him in a lightning attack. Only 1 dead, but a harsh loss nonetheless.
Last month must have been especially lucky, because this month the infant mortality and maternal mortality rates struck with a vengeance. Out of 24 births this month 18 died soon after birth. 8 of the mothers died of complications during child-birth. Myrddin assures you that you will soon have the knowledge and ability to make such numbers a thing of the past but you aren't as sure.
---
Updated Map of the Area. (On Dropbox.)
Important Updates.
Agile Quadruped Bodies +25, gain another 17 to unlock 'Evolution: Agile Quadruped Bodies Bio-morph'.
Lead Vein of Quality 6 is discovered.
Trinium Vein of Quality 7 is discovered.
Trinium Discovered, 'Evolution: Trinium Carapace' and 'Evolution: Trinium Bones' are now unlocked.
Hive Statistics:
Buildings: 1 Hatchery
Units: 11 Drones, 2 Militia, 5 scouts
Humans: 2980 (980 Recruitable Civilians, Approx. 400 children)
Creep: 1.89km Radius
Stockpiles:
RP: 11 -
EP: 30 -
VP: 20 -
Larvae: 18 - Actions: 3
---
Building Up Phase:
For this phase of the plan, you may take as many options as can be afforded as many times as possible, unless stated otherwise, before moving on to the next phase. Any bonuses, RP, VP, EP earned during this phase may be used in other phases.
Any units given a task during this phase cannot be given a task in later phases.
[ ] Buy Units
[ ] Morph: Drone
|
0.33 RP
|
1 Larvae
|
Limit: As many as can be afforded.
|
[ ] Morph: Queen
|
5 RP
|
1 Larvae
|
Limit: 1 per turn.
|
[ ] Hire: Militia
|
1 RP
|
100 Civilians
|
Limit: Recruitable Population cap at 1/3 populace
|
[ ] Hire: Scout
|
0.2 RP
|
20 Civilians
|
Limit: Recruitable Population cap at 1/3 populace
|
[ ] Hire: Worker
|
0 RP
|
100 Civilians
|
Limit: Recruitable Population cap at 1/3 populace
|
[ ] Hire: Dancers
|
0 RP
|
40 Civilians
|
Limit: Recruitable Population cap at 1/3 populace
|
Larvae ->
|
18
|
Civilians Recruitable ->
|
693
|
[ ] Drone: Gather Trees
(+0.5 RP) (Cost: Assign 1 Drone)
[ ] Drone: Gather Lead
(+0.6 RP, Limit 6) (Cost: Assign 1 Drone)
[ ] Drone: Collect Trinium
(Adds no RP but allows construction of Trinium enhanced units. Can only be taken once this turn.) (Cost: Assign 1 Drone)
[ ] Work Crew: Gathering
(+1 RP) (Cost: Assign 1 Work Crew)
[ ] Work Crews: Make Lead Mining Camp
(Uses human laborers haul the material the Drones mine. Removes collection distance penalty entirely from the Lead.) (Cost: 1 RP & Assign 4 (1/km distance) Work Crews)
[ ] 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.)
[ ] Militia: Pest Control
(Continue to gather 'Agile Quadruped Bodies' to unlock further evolution.) (Cost: Assign 1 Militia Unit)
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 its den is, 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 1 Action and may have other costs as well.
[ ] Action: Build Tenement Building near Hatchery.
(House 1000 Humans, more sanitary conditions give a -1 on illness fatalities, maternal mortality, and infant mortality rolls, per die.) (Cost: 1 Action, 1 RP, 1 Drone)
[ ] Action: Build Walls
(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.) (Cost: 1 action, 2 RP, Assign 2 Work Crews and 2 Drones)
[ ] Action: Build Hatchery near Trinium Vein
(Starts a second hive and gives it easy access to the Trinium for both improved resource gathering and as a centralized source of elite units.) (Cost: 1 Action, 10 RP, 1 Drone) (May send more units along as seed troops/workers.)
[ ] Action: Build Hatchery near Lead Vein
(Starts a second hive and gives it easy access to the Lead. It will soon connect back up with your own Hatchery to form part of the local Hive Cluster.) (Cost: 1 Action, 10 RP, 1 Drone) (May send more units along as seed troops/workers.)
[ ] Action: Build The Bridge
(A large and dangerous project. Set a dozen Work Crews and/or Drones to the massive undertaking of building a bridge across the Great River. Requires access to trinium to start.) (Cost: 1 Action, 12 Work Crews or Drones.)
[ ] 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.
(30% of success, 10% chance of producing specialist. Can be taken multiple times.) (Cost: 1 Action)
[ ] Action: 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: Distribute Basic Education Through the Hive Mind
(A nebulous advantage but a very real one. Unlocks some troop types and affects certain roll percentages. Can only be taken once.) (Cost: 1 Action)
[ ] Action: Attack Great Cat Den
(You know where it lives, it can't be that hard to track down. With you and five drones taking on the enemy yourselves there is actually a decent chance of your killing the beast.) (Cost: Assign at least 5 Drones, 1 Action)
[ ] 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.
Requirement (1 new Queen)
[ ] Decision: Delegate Primary Hive Cluster Resource Gathering.
Assuming you bought a Queen you may choose to delegate control of the local work force to them. You can set them limits on how many Drones they can make in a turn, or under what conditions they can organize more Work Crews, and from there they'll come up with and execute an optimally efficient plan to gather RP.
- OR -
[ ] Decision: Delegate Militia
Assuming you bought a Queen you may chose to delegate control of the militias to them. Overall efficiency increases, and with a dedicated micro-manger riding them there is a 20% per unit per turn that they'll evolve into proper soldiery.
Evolutions: Select an evolution to put points into.
[ ] 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.
[ ] 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:
Trinium Carapace (0/50)
Your zerg are much tougher in combat and don't die anywhere near as easily.
[ ] Evolution:
Trinium Bones (0/50)
Your zerg are not only a bit tougher, but their much meaner with weapons sporting Trinium blades and Trinium armored shells.
Projected Unmodified Income Next Turn:
EP: 20, RP: 15, VP: 0, Larvae: 12, Activities: 3
[ ] Meta: Keep new format.
[ ] Meta: Refine new format. (Please add thoughts to comments.)
[ ] Meta: Ditch new format.
Edited:
Unit purchasing table added. A couple activities added.