Ancient beings far beyond the limits of mere corporeal beings watch from orbit as the planet...
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
User | Total |
---|---|
SamPardi | 11 |
[ ] 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 Zerg Only army you own at a Hive Cluster, it will be sacrificed and fed to the Hive Cluster returning its full cost in RP. | When the first army enters combat this turn, two drone swarms are randomly selected from the resource gatherers. The wounds of the army equals its normal wounds plus the wounds of the two drone swarms. If the army still dies, all three die. | Your next diplomatic check gains +20% 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 expansions younger than 4 turns are advanced to their fourth turn state. | In a miracle of psionics up to ten-thousand humans can be added to the hive-mind without having to be infected at all. | Your one of the nicest people around but even you know that sometimes people just need to leave well enough alone. For three turns the Ancient Platform will 'get a bug' and only allow known friends to successfully dial in. |
Select a zerg unit design. Gain a sapient Hero unit of that design. |
Copying my reasoning for any who care.
The choices taken are designed to work together, Chief is for the increased chance of ancient genes and increased independence, the lack of tech matters far less thanks to the Zerg having it all be biotech and instinct based, and the ancient genes could be invaluable for the Zerg for extra goodies along with increased independence likely leading to more free willed Zerg if you will, which thanks to the way they work tend to be significantly more powerful and capable of channeling psionics or whatever it was they called it, that and unlike any others except sorta the Xenomorphs the Zerg get resources from any form of terrain thanks to creep, although vespene can still be an issue the effectively free resources on huge scales still works great, an area the size of a major city should generate a few thousand resource points passively for example.
The Death World is taken because with the Zerg it's pretty much pure advantage, lots of powerful and dangerous organisms pretty much just means a more powerful and dangerous Zerg, even better at it than the Xenomorphs, although they're not too far behind. The other advantage was where things got tricky, out of the four options, Valuable Garbage was discarded because the Zerg fare fairly badly with most tech and the chance of being biotech based is very slim, Black Market was considered but the rarity of naquadah and trinium combined with the fact most tech isn't that useful for the Zerg had me put it aside, +2 Weapons Grade Naquadah/Trinium was also considered, but without some form of trade it didn't seem too useful in comparison to the last, and the last was obviously Ancient Stargate Platform. That was taken because being able to connect to distant locations is great for the Zerg, thanks to that handy dandy assimilation so the more weird species the better, and thanks to our friendly advisor Myrddin and Zerg biotech if anyone can come up with a renewable energy source for it it's us, although really that matters less than the foreign life thing, the rest of the points went on +Pop, at least one was needed but changing from essentially no starting pop to three thousand is a huge increase in initial power that should pay itself off quickly.
[X] Xilph
I will get my Xenomorph quest one day. It is not this day.
Queen said:
I believe this should be Kull. Pretty sure Krull is a different franchise.
Turn | Work crew | 1 Creep | 2 Creep | 3 Creep | 1 Creep/turn |
1 | 1 | 1 | 1 | 1 | 1 |
2 | 5 | 7 | 10 | 14 | 7 |
3 | 9 | 16 | 27 | 40 | 20 |
4 | 15 | 30 | 52 | 80 | 52 |
5 | 22 | 48 | 85 | 134 | 108 |