Winged One
Not the Simurgh
- Joined
- Jul 16, 2013
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Everyone vote for my plan! It actually uses the humans instead of ignoring them, or leaving some to die in the case of the forum roller's plan.
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Man what?
That was the normal Zerg, we are a hybrid of human/zerg as a civ and I mean skill wise. Skill wise every member of our civ is essentially a master of everything, and we will be using humanoids to interact so the whole needing to learn for years to become good at just one thing really wouldn't make sense culturally by that point due to the Zerg's widespread knowledge propagation.
[] Winged One
Also, that ability to distribute knowledge is stupid good in the long run, what one learn they all do? What is this "specialist" you speak of other civs? In the Zerg everyone is a master of everything.
And humans will do human stuff. The fact that "human stuff" is a tad broad is something that the education distribution is the first step on the path to dealing with. We can take a walk in the jungle on a later turn.Man what?
Unique Zerg like Abathur aside, units are heavily specialized in actual game play.
Drones do drone stuff, Overlords do Overlord stuff, casters do caster stuff, and Zerglings rush in their own special way.
That's why it's in the evildice vote, which is the best vote.And humans will do human stuff. The fact that "human stuff" is a tad broad is something that the education distribution is the first step on the path to dealing with. We can take a walk in the jungle on a later turn.
That's why it's in the evildice vote, which is the best vote.
In fact, both are in the best vote -- scour the jungle for Zergling biomass, and educate the Humans.
Humans are unlike Zerg, and educating every Human is a great idea -- for reasons which have nothing to do with their Zerg qualities, and everything to do with their Human aspects.
They didn't all get eated [sic] last turn.Sure, but you vote leaves a bunch of them outside the buildings, where they will get eated. I'm also worried about the social implications of having to prioritize some of the humans' housing over that of others.
Lack of available actions or points, I think?please elaborate on why you feel getting the human populace to do more work is a horrible thing that should be avoided for now.
The Hire action doesn't have any action cost now. The only cost for employing the 680 recruitable civilians my plan recruits is the RP cost of the Militia units' equipment.Lack of available actions or points, I think?
If you can find a way to fit more human activity into my plan, I'd be cool with that, so long as it cost nothing which is already there.
PS: If you could also phrase things in a less confrontational way, that'd be super. Thanks.
There we go. Militia, scouts, and work crews hired in Plan Evil.The Hire action doesn't have any action cost now. The only cost for employing the 680 recruitable civilians my plan recruits is the RP cost of the Militia units' equipment.
I still think my plan will be better even if you take the phase 1 aspects from it (which you may), though.
There we go. Militia, scouts, and work crews hired in Plan Evil.
I'm picking up ONE militia and FIVE scouts, though -- I think that good scouts and good troops are both going to be long-term important as we expand across the planet, but right now it's information that will get us more and better options.
Is that a vote for me? :3I still prefer my plan, avoiding Tritium and the dancers, but if it really comes down to it I'd prefer we build 3 tenements, NOT 2.
[ ] 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: Soldiers | 2 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 |
Hunger | Harmony | Concord | Independence | |
1 | 50% increase in RP production from drones. All Drones take one wound of damage this turn. | All activities with success percentages gain a +10% chance of success. | If you have regular contact with other neutral or better powers, some people from one of them will immigrate. Amount and Quality depend on the source. Else you will be contacted by an advanced and benevolent power interested in what you've apparently got going for you. | All human units gain +1 wounds and +1d4 defense this turn. |
2 | Choose any unit you own, it will be killed and fed to the Hive Cluster returning its full cost in RP. | When the first unit enters combat this turn, two drones are randomly selected from the resource gatherers. The wounds of the unit equals its normal wounds plus the wounds of the two drones. If the unit still dies, all three die. | Your next diplomatic check gains +10% chance of success even if it's not this turn. | Gain 1d8 EP per 1000 Humans in your Swarm |
3 | Swarmers gain a 50% combat bonus to all stats. 50% penalty to all tactical rolls. | Have one EP bonus worth 2d20 points. All other EP bonuses that turn are doubled. | Despite your general lack of pallet, the humans of your hive worked creep into some rather impressive specialities. So impressive that this turn's production of creep is rendered into a trade good instead. | Gain a +30% chance of success to any Talent checks this turn, and to the specialist ceiling. |
4 | Creep production stops entirely, but all buildings cost -1 action to build. | Your unemployed civilians take note of all the work being done and decide to do a little bit of their own. +.25 RP per 100 unemployed civilians. | Your one of the nicest people around but even you know that sometimes people just need to leave well enough alone. For this turn the Ancient Platform will 'get a bug' and only allow known friends to successfully dial in. |
+2 Actions |
What's wrong with trading? Not everyone we run into is going to be a goa'ould. And honestly, if it wasn't for Myrrdin wanting us to fuck with them, I'd be willing to buy some slaves from them once we can integrate people into the hive mind.Please change this.
I would prefer if the drone and scout were used to gather more resources, my problem is not the herbs but that the effort with be sitting there until we can trade, which I don't really want to do.
Eh. The zerg members of this Swarm are more like tools, really. I mean, we'll probably do a bit of war and conquest against the goa'ould (and whenever we've got a Hunger fad), since that's why Myrridin N-ROBed us, but I feel there's a place for peaceful interactions with other societies in this game.I generally prefer the modus operandi of war and conquest when playing the Zerg.
So? It'll add up.Also with the trading supplies will sit there until we find someone to trade(EAT) with.
but I feel there's a place for peaceful interactions with other societies in this game.