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The Fifth Race Quest

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.
 
[X] 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.
 
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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.
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.
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.
 
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.
 
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.

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.
 
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.
They didn't all get eated [sic] last turn.

They'll live until we can build a tenament -- which we'll probably grow elsewhere, near the next hatchery, which will be near the Trinium mine site.

Plus, most importantly, we'll probably have Zerglings. That means scouts, workers, militia, and people who are not in their homes will also not get eated [sic]. Your plan has people sleeping safely, then dying like flies as soon as they try to actually do anything. Mine has them armed and dangerous, day and night -- plus mostly sleeping safely, too. (Though honestly IMHO the tenaments are going to help child mortality rates more than get eated [sic] rates.)
 
Child Mortality is a huge concern remember, like if we could hit modern levels population growth could easily get +50% instantly, just because the rates of around 1 in 3 dying were typical a few centuries back. However remember as well that tenements don't just buff population, they also provide a permanent buff to creep growth, making it worth +2RP? It varies a bit due to rounding and what else matters whether it's 1 or 2 RP this turn. So you want the EP though right? Because grabbing some possible new morphs shouldn't be so world changing like you say, and you're not giving them the ability to be armed and dangerous at all times so no need to misrepresent that, the primary differences between the two plans are as follows.

  1. EvilDice's goes for a walk in the jungle to observe small creatures in hope of decent results instead of getting a third tenement that Winged One's calls for.
  2. EvilDice's plan does nothing as far as recruiting humans for work goes, Winged One's recruits several squads of humans increasing lead/RP gain with work crews, protection and survival rates with militia, and some cultural related stuff with dancers.
  3. EvilDice's plan isn't researching anything, choosing to accumulate EP for later? Winged One's is researching Attack Claws.
So yeah evildice, please elaborate on why you feel getting the human populace to do more work is a horrible thing that should be avoided for now. That is by far the biggest difference between the two plans, you make no effort to start training people this turn whereas Winged One grabs several groups giving significantly higher returns and benefit in basically every single area compared to your plan, because they have like twice as many people working on things. They scout nearly twice as much area for example, gather nearly twice as much lead, and start in on the mystery box option of culture.
 
please elaborate on why you feel getting the human populace to do more work is a horrible thing that should be avoided for now.
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.
 
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.
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.
 
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.
 
Eh, still prefer starting on culture and all three tenements. Really the more tenements the better, if we ever have someone to construct them without actions or spare actions I say go for tenements due to the passive long term power boost. Although if we could just assign like three drones instead of 1 drone + 1 action that'd possibly be too good, what with the quadratic positive feedback loop they'd generate. Possibly worth investigating though, whether throwing more drones at a construction allows us to forgo the action cost as actions are by far our most critical limited resource as is, followed by humans but they're much less important.

We will want some dancers at some point though so why not grab them now? Since avoiding them for too long is kinda bleh and they can be snagged basically for free right now.
 
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.

Fair. My plan's use of humans is mostly due to short-term issues (we should at least have murderdrones soon, even if they won't be proper zerglings) anyway.
 
I 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.
 
Voting closed.
While plans Evildice and Winged One were tied, the fact that literally everyone else who voted did so for having 3 tenements gives the win to Winged One's plan.

EDIT: Update delayed by need to sleep, will be up sometime tomorrow, though hopefully in just a few hours after a short nap.
 
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Turn 3
"My friend, Destiny is not something I'd recommend placing your bets by, but at times... Well there are times it hits you in the face like a freight train and you'd damn well better pay attention," Myrddin told you. You aren't entirely certain you understand but then Myrddin has been a little odd since your camp gained its newest celebrity.

You'd mostly set the new Queen in charge of the Militia to clean things up a bit, and perhaps train some of them to a slightly more dedicated force. Militia were mostly armed citizens keeping the peace, not professional warriors constantly prepared for battle. Now that everyone was living in closer quarters and they wouldn't be spread across twelve different encampments it seemed like an ideal time to give them a bit of training in the discipline and professional attitude of soldiers.

Both the existing militia group and the first one you raised showed no real sign of improvement after the Queen took them through some basic training (75, 45). Oh they slept less on dull shifts and moved just a bit better in an engagement, but fundamentally they thought and acted like peacekeepers first and soldiers second. Only your last group, but oh damn this last group, caught the image. But they didn't just catch it, they ran with it like they'd been born to it (100). Of course this made you curious and you couldn't help looking further in to find what so readily set them apart. Then you found the so to speak 'top-student' and unofficial leader of that century. His green eyes, pale skin and blond hair certainly set him apart from your, but he was able to look even your intimidating form in the eye without fear which impressed you. Even more so when you drew him into conversation and found him an intelligent, charismatic young man.

Impressed by his potential you brought him to meet Myrddin who suddenly gasped, "Arthur?"


  • Name: Artur - The People's Prince
    Wounds: 4
    Race: Human
    Quality: Soldier
    Defense: 1d6+4
    Weapon: Wooden Spear 1d6+4
    Traits: Charismatic (+10% chance of success for all diplomacy rolls, can lead a 20% larger unit), Talented (+4 to all combat rolls from sheer natural talent), Leadership (+1 Action/turn, Units they lead are resistant to morale shocks, -20 to morale shock rolls), Destined (Hard to define, but some people… They're just destined for great things.) Willpower (This man has amazing willpower, experiences that would break others or leave them dominated will only add to his strength.)
    MinitokyoFatePrototype576435-1.jpg

    Unlocks Build-Up: [ ] Hire: Soldiers (2 RP, 100civ)
    Artur just knows in his bones what it takes to be a soldier and how to instill that in others. By involving him in the recruiting process, those chosen seem to naturally pick up the discipline required for a life of soldiery. Of course give it a month or two and the swarm will have figured out the rough criteria, so he won't be personally needed after the next turn to retain this option.


"Umm, close. It's pronounced Artur," The young man replied somewhat awkwardly. Myrddin got through the conversation okay, though a bit stilted, but as soon as it was over wandered off muttering about destiny. And now he's speaking about it some more, but seems to be more at peace with it. Good, you think the two really could be good friends but that'll be hard if Myrdding freaks out every time he sees Artur.

The drones snooping around the Hatchery found some Iron (+5 EP for new resource type: Iron.) just on the edge of the creep. In fact the creep has actually grown over it during the intervening month. It doesn't really make it hard for your drones to get to, but it does mean a certain amount of Iron will always make it back to the hatchery. Of course you can easily fuse it into steel during a morph, but you don't have much knowledge of how to make it otherwise. Until your education level gets higher the humans will have to settle for simple iron weapons and armor, of course they can't just build a traditional forge on the creep so you'll need to build one for them.

Between education, the gathered herbs and just good sanitation you had a bit of a banner month for the day in and day out concerns. While 25 isn't exactly a lot of babies to have in one month, only seven passed within the month, and only two of their mothers died. It also helps that everyone being together meant the few that knew the ways of the midwife could actually get to all of the births.

The opening of the tenements was a surprisingly grand affair, since you'd taken the time to start your settlements very first purely artistic endeavor. The dancers had worn costumes that seemed quite grand to you, possibly because they were the first clothes your settlement ever made without intending them to be worn all the time, and acted out Myrddin's tale of the fall of Atlantis. It was a bit exaggerated, but it seemed to hit all the basic points. A peaceful and advanced society brought low by unintentional consequences and their own hubris. Perhaps one day they won't even need a narrator to explain what's happening, but dance really isn't refined enough to express all of that on its own just yet. (+1 Culture Point)

The really impressive part was how they played with the Hive Mind during the performance. As they each performed their part in the dance, many very different, their thoughts slowly synched together with the rythm and the music, and as the audience began to sway to the music and achieve physical synchronicity so too did their thoughts. For a long and exhilarating moment the entire populace was both individual and connected, doing their own thing which was important while being part of a larger and utterly harmonious whole. It was simply beyond anything you'd expected and you could see this had deeply touched much of the audience. (Harmony has become a Fad.)

"I think," Myrddin adds interrupting your thoughts, "That after this month you will very likely be ready to at least start your journeys in the greater universe. Of course I won't push you towards it either. Simply let me know when you feel you're ready and I'll give you back the Control Crystal for the Stargate's Dialing Device."

"Sirs," One of the scouts comes up to you, looking slightly out of breath. "The Great Cat at the hills! She's going into labor with cubs, if we strike now we can take her out while she's helpless!"

Well you did just get a bunch of new soldiers... On the other hand with all you've done and getting everyone out of the jungles has caused attacks to drop to the point where there was only two fatalities that month and one was one of the scouts who'd gotten a bit too close to the Great Cat Den.

---
Decision:
[ ] Attack the Great Cat to the East. 1 unit of Soldiers, Artur and You will be risked in the attack (You personally can only driven off at this point not killed), in that order. (Costs 1 Action.)
- What do you do with the Cubs if you win?
[ ] Raise them. - Risky, they are wild animals after all.
[ ] Kill them. - No risk, and gain EP, but you get the feeling not everyone would approve.
[ ] Release them near the other Great Cat Den. Sure they'll still probably get killed, but at least you won't be responsible for it. And there is some chance they'll be taken in by the other animal.

---
Updated Area Map.

Important Updates:
'Evolution: Agile Quadruped Bodies Bio-morph' is now unlocked.
Iron Vein of Quality 7 is discovered. 'Evolution: Steel Bones' and 'Evolution: Steel Carapace' unlocked.
Education has risen to Elementary. Increases EP income by 10, will not effect last turns EP expenditure. +10% Chance of success on Talent scouting.
New Buildings, 'Zerg Forge' and 'Zerg Loom' are now available.
The Culture System has been unlocked.

Hive Statistics:
Buildings: 1 Hatchery
Units: 24 Drones (17 Available, 7 Dedicated), 4 Work Crews (3 available, 1 Dedicated (Lead Work Camp)), 2 Militia (2 Dedicated), 1 Soldier, 5 scouts
Humans: 2998 (0 Recruitable Civilians, Approx. 418 children)
Creep: 2.63km Radius


Stockpiles:
RP: 30.27
- EP: 30 - VP: 20 - Larvae: 12 - Actions: 4


Build-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.

[ ] 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

[ ] Drone: Gather Trees
(+0.5 RP) (Cost: Assign 1 Drone)
[ ] Drone: Gather Iron
(+0.8 RP, Limit 7) (Cost: Assign 1 Drone)

[ ] Work Crew: Gathering (Expanding Creep has caused the wood take longer to return to the Hatchery, -0.1 per turn.)
(+0.9 RP) (Cost: Assign 1 Work Crew)
[ ] Work Crews: Make Iron Mining Camp
Uses human laborers haul the material the Drones mine. Removes collection distance penalty entirely from the Iron. (Cost: 1 RP & Assign 2 (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.)

[ ] Gather: Trade Goods
If you're going to be dealing with other cultures soon you might want to start picking up some things to trade with them. (Cost: Assign 1 Work Crew to gather 1 Lumber, 1 Drone to gather 2 Lumber, or 1 Scout to gather 1 Bundle of Herbs)

[ ] Culture: Spend Culture Point
See explanation and table at the end of the turn.

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 another den is, now we just need to follow it around a bit form a distance and maybe we can learn of its weaknesses.)
[ ] Scout: Sarcosuchus
(We know where likes to sun itself on the shore, 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 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 Zerg Forge
Not the most traditional Zerg action, but needs must as they say. This will create a forge-like building by the hatchery with all the tools and supplies a blacksmith needs to ply his trade. (Cost: 1 action, 3 RP, 1 Drone)

[ ] Action: Build Zerg Loom
Not the most traditional Zerg action, but needs must as they say. This will create a large loom in a building by the hatchery which will contain everything necessary to make clothes for your citizens. With access to Trinium it can also make armor increasing the wounds of all human units.) (Cost: 1 action, 2 RP, 1 Drone)

[ ] 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.
(40% of success, 11% chance of producing specialist. Can be taken multiple times.) (Cost: 1 Action)

[ ] Action: Appreciate 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: Attack Northern Great Cat Den
(You know where it lives, it can't be that hard to track down. Select any combination of units, Drones/Militia/Soldiers to this action. Each Hero assigned increases cost by one action.) (Cost: At least 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.
[ ] Ask Myrddin to Reactivate the Gate.
Next turn you'll have the option to start exploring the Galaxy/Universe. This is a big decision, so be sure you feel ready for it.

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: Agile Quadruped Bio-morph (0/40)
Allows you to create fast and agile units, though they currently lack any limbs with manipulators.

[ ] Evolution: Attack Claws (35/50)
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 so easily.

[ ] Evolution: Trinium Bones (0/50)
Your zerg are not only a bit tougher, but their much meaner with weapons sporting Trinium blades and protected by Trinium armored shells... assuming they had a shell to begin with.

[ ] Evolution: Steel Carapace (0/10)
Your zerg are a bit tougher in combat and don't die quite so easily.

[ ] Evolution: Steel Bones (0/10)
Your zerg may be a bit tougher, but their definitely a bit meaner with weapons sporting Steel blades and protected by Steel armored shells.... assuming they had a shell to begin with.

Culture!
At various times throughout the quest you might achieve certain cultural milestones where you will start a fad and gain CP. How these can be spent is determined by the current fad.

A fad lasts until a new fad is started. There are four major cultural fads within the Swarm, Hunger, Harmony, Concord, Independence. At any particular time the populace may find themselves more fascinated or appeased by any one of them. Each fad has four bonuses with a rising price point per bonus, taking the spend CP option allows you to spend your cp to acquire the bonus you want from the current fad. Fads also suggest at how the populace may respond to different decisions. Concord makes war unpopular, Hunger makes expansion worth any cost, Independence doesn't take kindly to expanding the hive mind, Harmony finds greater connection with their fellow Swarm members exhilarating.

  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
 
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Huh, this looks very interesting. Watched.
 
Right I think we should not open the gate this turn, I don't think we are ready.
The Forge and Loom sound like great ideas and we should definitely build them.
With Culture points I think it might be a good idea to save it up for the EP reward, but if we attack the Great Cat den we might want the 10% bonus instead.
 
I'm guessing that we can't have both steel and tritium upgrades in the same zerg without evolving an alloy equivalent separately?

[X] Attack the Great Cat to the East. 1 unit of Soldiers, Artur and You will be risked in the attack (You personally can only driven off at this point not killed), in that order. (Costs 1 Action.)
-[X] Bring as many drones as possible for swarm tactics. Spend 1 culture point to increase chances of success and survival if possible.
[X] Raise them. - Risky, they are wild animals after all.
-[X] You thought about just killing them, but if some of the human members of your Swarm want pets, you won't deny them. You might even find a way to connect them to the hive mind.

[X] Morph: Queen (-1 larva, -5 RP)
[X] Morph: Drone x11 (-11 larvae, -3.66 RP)
[X] Work Crew: disband (+100 civilians)
[X] Hire: Soldiers (-100 civilians, -2 RP, Artur must survive)

[X] Work Crews: Make Iron Mining Camp (-1 RP)
[X] Drone (dedicated): Harvest Iron x7 (+7 RP)
[X] Drone: Gather Trees x10 (+5 RP)
[X] Dancer: Tell stories (chance of +1 CP)
[X] Dancer: celebrate the lack of monster attacks lately (suggested effect: increased morale)
[X] Gather (dedicated): Trade Goods (1 drone, 1 scout)
[X] Soldier: Defend the hive cluster.
[X] Queen: Micromanage (+1 action)
[X] Queen (dedicated): Micromanage (+1 action)
[X] Culture: spend 1 CP for +10 success action if it affects the mother cat fight.


Gains: +.34 RP, Chance of +1 CP, +1 action, +1 bundle of herbs, +2 lumber, -12 larvae
New total: 30.61, between 0 and 2 CP, 5 actions, 1 bundle of herbs, 2 lumber, 0 larvae, 0 unemployed civilians, 30 EP, 20 VP

[X] Scout(dedicated until finished): gather herbs for study
[X] Scout: explore east, around the tritium
[X] Drone: explore south, beyond the Stargate
[X] Scout: explore south, beyond the Stargate

[X] Action: Appreciate Local Jungle (+10 EP, -1 action)
[X] Action: Scout new Talent. (-1 action)
[X] Action: Build Hatchery near Trinium Vein (-10 RP, -1 drone, 6 drones assigned as seed workers)
[X] Action: Build Zerg Loom (-2 RP, -1 action -1 drone)
[X] Action: Build Zerg Forge (-3 RP, -1 action -1 drone)

[X] Complete Evolution: Attack Claws (-15 EP)
[X] Evolution: Agile Quadruped Bio-morph (0/40)
 
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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.
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.
 
I generally prefer the modus operandi of war and conquest when playing the Zerg. Also with the trading supplies will sit there until we find someone to trade(EAT) with.
 
My plan is very similar to Winged One's plan. There are a few differences. The most important is that we do not spend the culture point! We can get much better use out of the culture points than an increased chance at killing the cats. We can likely do it with our own resources and the benefits of improving our odds of success is marginal. We can get a much better bonus if we save the points.

Another small difference is that I did not make an Iron Work camp. We get more RP from having them gather lumber than dragging iron to the base.

I also chose to expand creep over scouting out talent. Creep is the amount of territory we control. Especially at this early stage, getting more creep out is important. Not only do we get more resources, but we also get a bigger buffer between us and predators. Getting more hero units is helpful, but less so than getting more resources. I thought about cutting the appreciate jungle action, but it lets us get more evolutions faster.

I generally agree with Winged One's plan, but I think that a few changes were necessary. An suggestions would be accepted. ;)

********************************

[X] Attack the Great Cat to the East. 1 unit of Soldiers, Artur and You will be risked in the attack (You personally can only driven off at this point not killed), in that order. (Costs 1 Action.)
[X] Raise them. - Risky, they are wild animals after all.
-[X] You thought about just killing them, but if some of the human members of your Swarm want pets, you won't deny them. You might even find a way to connect them to the hive mind.

[X] Morph: Queen (-1 larva, -5 RP)
[X] Morph: Drone x11 (-11 larvae, -3.66 RP)
[X] Work Crew: disband (+100 civilians)
[X] Hire: Soldiers (-100 civilians, -2 RP, Artur must survive)

[X] Work Crews: Gathering (+1.8 RP)
[X] Drone (dedicated): Harvest Iron x7 (+5.6 RP)
[X] Drone: Gather Trees x11 (+5.5 RP)
[X] Dancer (dedicated): Tell more stories (suggested effect: +1 CP)
[X] Dancer: celebrate the lack of monster attacks lately (suggested effect: increased morale)
[X] Gather (dedicated): Trade Goods (1 drone, 1 scout)
[X] Queen: Increase Creep (+4 RP)
[X] Queen: Micromanage (+1 action)
[X] Culture: Save CP

Gains: +5.24 RP, +1 CP, +1 action, +1 bundle of herbs, +2 lumber, -12 larvae
New total: 35.51, 1(or 2) CP, 4 actions, 1 bundle of herbs, 2 lumber, 0 larvae, 0 unemployed civilians, 30 EP, 20 VP

[X] Scout(dedicated until finished): gather herbs for study
[X] Scout: explore east, around the tritium
[X] Drone: explore south, beyond the Stargate
[X] Scout: explore south, beyond the Stargate

[X] Action: Appreciate Local Jungle
[X] Action: Build Hatchery near Trinium Vein (-10 RP, -1 drone, 6 drones assigned as seed workers)
[X] Action: Build Zerg Loom (-2 RP, -1 drone)

[X] Complete Evolution: Attack Claws (-15 EP)
[X] Evolution: Agile Quadruped Bio-morph (0/40)
 
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I generally prefer the modus operandi of war and conquest when playing the Zerg.
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.
Also with the trading supplies will sit there until we find someone to trade(EAT) with.
So? It'll add up.
 
Can we make machine - gun equipped zerglings in the future? It will be a bit like hydralisk, but much cheaper!
 

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