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The Fifth Race Quest

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?
Yeah, from the notes before, the drones can detect minerals & such (scouts can't), but the scouts are much better at finding & avoiding monsters.

Having both is very likely to save us drones, which seems really important because an economic snowball gives exponential returns for every early unit we keep alive & productive.
 
Yeah, from the notes before, the drones can detect minerals & such (scouts can't), but the scouts are much better at finding & avoiding monsters.

Having both is very likely to save us drones, which seems really important because an economic snowball gives exponential returns for every early unit we keep alive & productive.
Oh, if human scouts are better at finding monsters...

[X] Evolve Larvae
-[X] 9 Drones (Costs 9 larvae, 3 RP)
[X] Organize Scouting Parties (Costs 1 RP)
[X] Search Populace for Talented Individuals

[X] Scouting (With a scouting party)
[X] Scouting (South, past the stargate)
[X] Scouting (Around the hatchery)

[X] Pest Control

[X] Evolution Zerg Tenaments (55/100)
 
[X] Winged One

I've mentioned now we've got a good supply of RP that is increasing well so creep is less useful given the base growth is still more than increase boost, talent is good because we've already been told that skilled humans can increase ability by things like leading groups for more complexity.
 
So this is my 4-5 hour warning. So if anyone is fence sitting out there or wants to change your vote at the last, now's the time to do it.
 
Winged One
Do I understand you request correctly in that you wish to only use human scouting parties this turn?
 
Winged One
Do I understand you request correctly in that you wish to only use human scouting parties this turn?
Scouting (direction) was one of the Drone actions.

By the way, this is why I recommend that, going forward, you use a prefix for every action type:

[_] General: Build more Overlords (5 RP, 10 larvae)
[_] General: Infest the Suborbital Platform (12 RP, 12 larvae)

[_] Drone: Scout (direction)
[_] Drone: Gather Minerals
[_] Drone: Mutate Into Zerg Hot Springs

[_] Militia: Drunken Party Chaperons
[_] Militia: Riverdance Spear Formation Practice

[_] Evolution: Nydus Dragon MK3
[_] Evolution: Biological Stiletto Heels for Queen Units

(etc.)
 
Voting Closed:
Winning Votes:

[X] Evolve Larvae (9)
-[X] 9 Drones (Costs 9 larvae, 3 RP) (8)
[X] Organize Scouting Parties (Costs 1 RP) (9)
[X] Search Populace for Talented Individuals (5, Tie Broken by dint of being most supported after the major correction.)

[X] Scouting (South/South Past the Stargate) (10) (30% chance of finding vein, 10% chance of monster attack.)
[X] Scouting (Eastern Plateau) (5)
[X] Scouting (South-East) (5)
[X] Scouting (North Around the Villages) (5)
[X] Scouting (Around the Hatchery) (5)

After some time pondering the problem I've decided to roll a d100 to determine whether to go with the older plan, (East/South-East 1-50), or the newer plan, (North/Nearby 51-100). The reason for this is that each 'plan' has significant differences, some advantageous others far less so, but actually result in about the same overall chance of monster attack.

And the roll is...
13


[X] Scouting (Eastern Plateau) (5) (80% chance of finding vein, 50% chance of monster attack)
[X] Scouting (South-East) (5) (50% chance of finding vein. 10% chance of monster attack)

Edit: You lucky bastards...

Also I forgot about Pest Control and Zerg Tenements winning but they were damn near universal so no surprise there.
 
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Turn 2
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.
 
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I think that I understand the system so here is a plan. I'm going to try to organize this, but there is one action that needs to be up front.

Make Units:

[X] Drones x12 (-4RP & -12 larva)
[X] Queen (-5RP & -1 larva)
[X] Work Crews x4 (-400 civies)

Total Drones: 23
Total Larva: 5

Build Up:

[X] Drone: Gather Trees x12 (+6RP)

[X] Drone: Gather Lead x6 (+6RP)

[X] Work Crews: Make Lead Mining Camp (-1RP and -4 Work Crews)

[X] Militia: Pest Control

[X] Special Ability: Micromanage

Scout:

[X] Scout: Gather Herbs for study. x3

[X] Drone: Explore [North]

[X] Scout: Explore [Local area] x2

Actions:

[X] Construction: Build Tenement Buildings near Hatchery. x3 (-3 RP & -3 drone & -3 actions)

[X] Expanding: Build Hatchery near Trinium Vein (-10 RP & -1 drone & -1 action)

Evolutions

[X] Evolution: Attack Claws (0/50)

At the end of the turn we look like this:

Hive Statistics:
Buildings: 2 Hatchery
Units: 1 Queen, 19 Drones, 2 Militia, 5 Scouts, 4 Work Crews
Humans: 2980 (1880 Unassigned Civilians, Approx. 400 children)
Creep: 1.89km Radius
Stockpiles:
RP: 0 - EP: 0 - VP: 20 - Larvae: 5 - Actions: 0

Plus whatever income we get next turn

[X] Meta: Refine new format.
-[X] Include other possible actions and limits for civilians. I know that you said that some civilians were needed to collect food, but I don't know how many. Maybe have a unit creation section separate from the building section.

Edit: Thanks for the table. I am restructuring my turn so I have my units created separated from the actions I choose. I am voting to delegate the militia since I do not mind making up plans for drone allocation. Improving the quality of militia however is important. Since this option has a chance to improve militia quality without costing an action, I will take it.

[X] Decision: Delegate Primary Hive Cluster Resource Gathering.
 
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Hmm, how many new drones are we getting this turn? Or do we just have the 11 that are available?
 
(Only 1 New Queen may be created per turn. (5 RP, 1 Larvae))

SECRET HIDDEN ACTION DETECTED!!!

Having 2 Queens sounds significantly better than just having one.

Question: can we use the same drones for gathering stuff in Phase 1 and performing actions in Phase 2? Or must we use each drone for only one thing per turn, rather than one thing per phase?

--- EDIT --- See my other post, below this one.

-- Phase 1 --

[X] Morph new Queen (-5 RP, -1 larva)
[X] Morph new Drone x17 (-5.66 RP, -17 larva)


Drones: 11 +17 = 28
[X] Drone: Collect Trinium
[X] Drone: Collect Wood x21 (+10.5 RP)
[X] Drone: Collect Lead x6 (+3.6 RP)


[X] Special Ability: Micromanage
Mommy is helping!


[X] Militia: Pest Control

Costs: -11 RP, -18 larva
Gains: +14 RP, +17 drones, +1 queen, +1 action
Total: 14 RP, 0 larva, 28 drones, 2 queens, 4 actions


-- Phase 2 --

[X] Drone: Explore [North]
[X] Drone: Explore [North-East]
[X] Scout + Drone: Explore [West]
[X] Scout + Drone: Explore [North-West]
[X] Scout + Drone: Explore [South-West]
[X] Scout: Stalk Great Cat
[X] Scout: Gather Herbs for study.


[X] Construction: Build Tenement Building near Hatchery x3 (-3 RP, -3 drones)
My people! Live free and stop dying! Also start taking showers!


[X] Education: Distribute Basic Education Through the Hive Mind
Hopefully this will open up better Talent options.


[X] Evolution: Trinium Bones (0/50)
The queen claws were appealing, but I think these Trinium Bones will apply to both us (the Queen units) and the Agile Quadrupeds, thus having a multiplicative effect on swarm effectiveness. The Carapace is also a really interesting option -- unsure if not dying is better than winning fights, though. Clearly we want both, not sure if the order matters.



-- Meta --

Make it clear if units can participate in both phases.
Group all the actions with an Action prefix.
Put Morph as a subtype.
Use "Queen: " for queen actions instead of Special Ability.

Otherwise, good stuff.
 
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Smyter evildice
Turn post updated for clarity. Each unit may only be 'used' once per turn total. Essentially the build up phase is supposed to be something of a plan that you then micromanage into coming together across the entirety of the turn's timeline.

Edit: Also please remember that the 'West' is cut off by a river 3km wide. It should be easily visible on the map.
 
SamPardi, will newly created Queens ever act against the player character's interests or screw over the human denizens of the hive? Also, can we dedicate units to tasks?
 
Winged One, no, while intelligent they aren't truly sapient. In other words they have the intelligence to manage things and make their own decisions within parameters, they don't have much creativity, self-identity, or freedom of thought. Only special characters like Kerrigan, and Brood Mothers/Cerebrates can develop enough sapience to rebel. And yes, please do. It'll make managing things in future turns much easier.

Edit: Also with the expanded system I'm giving the whole weekend over to this turn, and may continue that pace in the future. So don't be afraid to get into nitty gritty discussions and arguments, there's plenty of time to figure out the final plan.
 
[X] Morph: Queen (-5 RP, -1 larva)
[X] Morph: Drone x17 (-5.66 RP, -17 larva)

[X] Hire: Dancers X2 (-80 civilians)
[X] Hire: Work Crew x4 (-400 civilians)
[X] Hire: Militia x2 (-200 civilians, -2 RP)
Drones: 11 +17 = 28
Dancers: 0+2=2
Militia: 1+2=3
Scouts: 5+0=5
[X] Work Crews: Make Lead Mining Camp (-1RP and -4 Work Crews)
[X] Militia: Pest Control
[X] Militia(dedicated): Guard hive cluster
[X] Militia(dedicated): Protect humans leaving the hive cluster on business
[X] Dancers: Entice humans to live in Zerg Tenements
[X] Dancers: Celebrate the completed evolution of Zerg Tenements
[X] Drone(dedicated): Collect Trinium
[X] Drone: Collect Wood x15 (+7.5 RP)
[X] Drone(dedicated): Collect Lead x6 (+6 RP)
[X] Queen: Micromanage (+1 action)

RP held: 11 stockpile+6 lead+7.5 wood=24.5
RP spent this phase: -5 queen-5.66 drones-2 militia-1 lead mining camp=13.66
RP remaining: 24.5-13.66=10.84
Larvae remaining: 0
Civilians idle: 0
VP: 20

[X] Drone: Explore [Local area] x3
[X] Scout: Explore [Local area] x3
[X] Scout: Stalk Great Cat
[X] Scout: Gather Herbs for study.

[X] Construction: Build Tenement Building near Hatchery x3 (-3 RP, -3 drones)
[X] Education: Distribute Basic Education Through the Hive Mind

[X] Decision: Delegate Militia

[X] Evolution: Attack Claws

RP remaining: 7.84

Okay, here's my plan: Get everyone inside so they stop getting fucking eaten all the time. Raise and dedicate two more units militia to stopping our people from getting eaten as much as they can. We have 80 civvies left over, so 2 dancer troupes to make sure people go into the place where they will stop getting eaten. Scouts look around our place some more for things that want to eat us, pick herbs to help people who survive monsters trying to eat them but get hurt, and get ready to fuck up one of the things that's been eating our people. We assign the queen to help with the militia so they will get good at stopping our people from getting eaten. On the work front, we build that lead camp as a temporary measure until we can afford to replace it with a hatchery, and hatch all the drones because we can. Drones are assigned to scout the local area with the scouts so we don't have as far to go. Our evolution will be attack claws for now, because the tritium is over in the middle of fucking nowhere and the tenements are really action-heavy. Also, attack claws are probably necessary for a dedicated combat zerg anyway.
 
Time to make some zerglings to start patroling the area. Much better than any militia.
 
Time to make some zerglings to start patroling the area. Much better than any militia.
My plan uses militia as a stopgap until we can get some proper combat zerg. It also starts on upgrading them to soldiers, so that they'll stop sucking and dying eventually (though their role in my plans will be different from that of combat zerg, I expect).
 
Ooo, updated rules! Okay, gonna re-work my post soon...

Time to make some zerglings to start patroling the area. Much better than any militia.
We are probably one or two turns from "agile quadrupeds" which might be zerglings.

I reeeeeeally hope they are zerglings.

I super want zerglings.
 
I don't think that we need to hire Dancers to encourage our people to live in the tenements.
Also that Trinium is really far away. If we are going to evolve Trinium based biology we really should have a hatchery next to it.
Since we are likely to have Agile Quadruped Bodies next turn I think we should evolve Attack claws to use on them.

So:
[X] Morph new Queen (-5 RP, -1 larva)
[X] Morph new Drone x17 (-5.66 RP, -17 larva)

Drone:
[X] Drone: Collect Wood x16 (+8 RP)
[X] Drone: Collect Lead x6 (+3.6 RP)

Queen:
[X] Special Ability: Micromanage

Militia:
[X] Militia: Pest Control

-- Phase 2 --
[X] Drone: Explore [Local area] x3
[X] Scout: Explore [Local area] x3
[X] Scout: Stalk Great Cat
[X] Scout: Gather Herbs for study.

Actions:
[X] Construction: Build Tenement Building near Hatchery x3 (-3 RP, -3 drones)
[X] Education: Distribute Basic Education Through the Hive Mind

[X] Decision: Delegate Militia

[X] Attack Claws (0/50)
 
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SamPardi - are Attack Claws for all units, or just for Queens (i.e. our personal unit)?

It looked like it was just Queens but if I'm wrong then it's a lot better than I thought.
 
-- Phase 1 --
[X] Morph new Queen (-5 RP, -1 larva)
[X] Morph new Drone x17 (-5.66 RP, -17 larva)
Drones: 11 +17 = 28

[X] Hire: Work Crew x4 (-400 civilians)
[X] Hire: Militia (-100 civilians, -1 RP)
[X] Hire: Scouts x5 (-100 civilians, -1 RP)
[X] Work Crews: Make Lead Mining Camp (-1RP and -4 Work Crews)

[X] Drone: Collect Trinium
[X] Drone: Collect Wood x16 (+8 RP)
[X] Drone: Collect Lead x6 (+3.6 RP)

[X] Queen: Micromanage

[X] Militia: Pest Control

Costs: -11.6 RP, -18 larva
Gains: +11.6 RP, +17 drones, +1 queen, +1 action
Total: 11 RP, 0 larva, 28 drones (23 occupied / 5 free), 2 queens, 4 actions

-- Phase 2 --
[X] Scout + Drone: Explore [North]
[X] Scout + Drone: Explore [North-East]
[X] Scout + Drone: Explore [Around the River]
[X] Scout: Stalk Great Cat
[X] Scout: Gather Herbs for study.
[X] Scout: (write-in) See if we can get some kind of watch areas on the eastern highland for early monster warning. Scout out the highlands extensively.
[X] Scout: (write-in) x4 Patrol the area around the camps. Focus on safety and detection, learning monster warning signs, tracks and trails, etc.

[X] Decision: Delegate Militia

4 Actions:
[X] Action: Local Jungle
[X] Action: Build Tenement Building near Hatchery x2 (-2 RP, -2 drones)
[X] Action: Distribute Basic Education Through the Hive Mind

[X] Evolution: Attack Claws (0/50)

- - -

Whew! Hope I got all the math right.

The big difference here is that the Local Jungle action seems too good to pass up, so I'm actually only building 2 tenaments. That's still enough for MOST of our people, but not all. We'll want to build another one next turn.

With the Local Jungle action, though, we really ought to have enough EP to get our Claws next turn. If so, we can go hunting for delicious cats.

Mmm, cats.
 
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So on my phone so more in depth stuff later but my question, you mention in the text that tenements passively increase creep growth. How much? is my question as I can't find it anywhere.
 

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