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I wasn't sure, as on the one hand we are producing buildings which produce extra creep so unless they die off they should provide some kind of boost to the creep, on the other hand they'd be less effective than the creep itself as they can only produce around them.For some reason down the 3 creep column that seems to be matching up, but the last column it doesn't...
The last column relied on the boost from tumors remaining, without that then every column can just be treated as using that many increase creep actions every turn.For some reason down the 3 creep column that seems to be matching up, but the last column it doesn't...
We need to eat some Goa'ould to unlock it, don't we? That's how the Zerg work, right?Nervaqus987
Kerrigan style infestations require several major things, one of which being that the person undergoing the transformation have exceptional will. (i.e. be a named character) Right now there is no path you can purposefully pursue that will take you to that ability. You can only build yourself such that when such an opportunity comes along you do not miss it.
What nerf? My numbers were accurate as of posting, 1 RP/turn rounded up per km^2 of creep with 0.56km initial radius, +0.5km radius base increase, and +0.33km radius increase per increase creep action.Also, Xilph, how does the nerf on the creep growth action affect the math?
It was, however that was changed before I posted so I accounted for it, the original numbers were about 50% higher iirc.
So they'll care enough to put a stop to it if we raise a militia and begin evolving central housing?Winged One
This is a primitive human, they will be sad at the losses, but not horrified as we would be. They came from a time and place with horrendous infant mortality rates and maternity mortality rates, and where infections and illness wiped out entire tribes in a matter of weeks. It's not fun, but they are nowhere near as shocked by death as we are. That being said they aren't simply going to ignore it. But depending on what gets developed/researched will flavor how I write their thoughts on dealing with it.
So they'll care enough to put a stop to it if we raise a militia and begin evolving central housing?
Neat.No, more like... If you raise a militia they'll use them to create a watch around the camps that have had attacks before so they can evacuate civilians. Not going to try and fight them off with little more than pointy sticks, but if a fight starts... Anyways if you get scouts they'll automatically use them to map the nearest monster dens (within 2km of a camp) and try to move camps out of the obvious hunting grounds of those dens. If you build housing, well that solves most of the problems straight up so why worry about it. If all you did was expand the creep than they'd justify that with better resources they can solve the problem more easily, arm better guards, etc...
I like getting an immediate benefit which is multiplied across our exponentially increasing number of Drones.I still think centralizing our housing and getting people used to having zerg stuff involved in their lives is a better use of our EP than mutating our drones, though.
If you want an immediate benefit, combat claws may well unlock a combat critter to deploy along with the militia. It's possible that we can gain extra EP income by killing things, as well.I like getting an immediate benefit which is multiplied across our exponentially increasing number of Drones.
I do agree that Tenaments ought to be next, after we boost our Drones.
That might be a good idea, depending on what the scouts find.If you want an immediate benefit, combat claws may well unlock a combat critter to deploy along with the militia. It's possible that we can gain extra EP income by killing things, as well.
We picked the death world advantage. They're going to find monsters.