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File: 1374880311158.jpg-(1.19 MB, 1383x2875, Civ Thread2.jpg)
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Continued from http://suptg.thisisnotatrueending.com/archive/26254147/
>>
>>26257713
I'm here.
>>
Hunting and nibbling time.
>>
>>26257713
>>Civ: Insects
>>Gov: Theocratic monarchy
>>Location: Cliff face
>>Mutations: Mining Mandible, wings and Arolia, Chameleon secretion, Eat and Adapt (queen)
>>Breading: Queen lays the eggs
>>Pop: The Holy Queen, 10 attend-ants caste, 15 hunters ,35 workers, 10 master scouts, 47 unassigned
>Building: Deep Burrows, Queen's room + Shiny , Larva Room, Crude statues, Hall of History, Effigy to the fallen, Wolf pen, road to waterway (partial)
>Food: Scavenged meat, Elk, Fish ("fishing hurts the health of the hunters, can't do it every turn), eggs (hunters can get hurt doing this), berries, Rabbits
>Conditions:
>The cliffs are cold and harsh, but everyone is well sheltered
>STARVATION hive weekend
>Caste based on what do most, or what the queen tells you are.
>The Queens chamber is very shiny
>Some unnatural hide accidentally fell on the hunters while fishing, cold at first but seems to keep him warm once it dries
>Bugs can smell other bugs.
>Pheromone scent totems.
>Wolves south of Trolls.
> Wolves seem tame
> Fire adds scent to the room and heat. Scent is very pleasurable.
>>
>>26257741
Caste devision of new clutch is 20 hunters.
Then we have 15 wood harvesters, 10 firekeepers and 2 nursery attendants.
>>
What's the attack difference between hunters and soldiers? Obviously the latter is better than the former, but are hunters any good in a fight by themselves?
>>
>>26257764
This, though we will certainly need to deploy them either way.
>>
>>26257741

The hunters come back with sufficient food.

The scouts seem to have picked up a trail for the wolves.

The warriors are still working on domesticating the wolves. The Wolves won't pee all over the hive.

The Scavengers come back with giant logs. These are too big to ignite at the moment.

The workers (96) find a way to utilize preassure to gnaw through those stones and work their way down the mountain all of the way to an underground stream. The water is actually very warm and carries a thick, sulfurous scent. They also manage to find more shinies. They don't shine like the other rocks, but still not that bad.

The fire keepers (93) find a way to keep every part of the hive warm. (hearth constructed). The smoke is starting to be a problem for everyone in the hive though.

The nursery attendants don't have much to do as of yet. (first scientists: they can work towards better breeding tactics and hive health).
>>
>>26257764
The hunters can't win in a straight up fight against the warriors but can match them with guerrilla tactics.
>>
>>26257741
Nibble then discard those nibbling creatures. OP never described if all the creatures get updated mutations except for the queen.
>>
>>26257922
Let's attack the Trolls. We lure them apart from each other and then ambush them one by one. The scouts make the first attack, then the warriors force in as a second wave.
Firekeepers or whatever fast things we got will burn the wounds so they don't close.

Perhaps we could deploy the wolves as well, though I am not certain that they could be used in that way.
>>
>>Civ: Insects
>>Gov: Theocratic monarchy
>>Location: Cliff face
>>Mutations: Mining Mandible, wings and Arolia, Chameleon secretion, Eat and Adapt (queen)
>>Breading: Queen lays the eggs
>>Pop: The Holy Queen, 10 attend-ants caste, 35 hunters ,35 workers, 10 master scouts, 15 scavengers, 10 firekeepers, 2 nursery
>Building: Deep Burrows, Queen's room + Shiny , Larva Room, Crude statues, Hall of History, Effigy to the fallen, Wolf pen, road to hot spring.
>Food: Scavenged meat, Elk, Fish ("fishing hurts the health of the hunters, can't do it every turn), eggs (hunters can get hurt doing this), berries, Rabbits
>Conditions:
>The cliffs are cold and harsh, but everyone is well sheltered
>STARVATION hive weekend
>Caste based on what do most, or what the queen tells you are.
>The Queens chamber is very shiny
>Some unnatural hide accidentally fell on the hunters while fishing, cold at first but seems to keep him warm once it dries
>Bugs can smell other bugs.
>Pheromone scent totems.
>Wolves south of Trolls.
> Wolves seem tame
> Fire adds scent to the room and heat. Scent is very pleasurable.
>>
>>26257951
Everyone gets updated mutations if you mutate it.

Also, you now get a + to breeding due to warmth.
>>
There's going to be a lot of directives to put in
>>
So are we going to war with these trolls?
>>
>>26258038
I say ambush kills but I dont know what the other guys think.
>>
If no other replies in 5 minutes, we're sending the whole hive at them.
>>
>>26258086
I would prefer just going with the scouts, hunters and warriors, thank you very much.
>>
>>26257954
Not attack, more eat their fingers while they're asleep.
Since they regenerate, they might not even wake up or care. By morning, it's already healed.

In fact, we could try to domesticate or infest trolls and use them as cattle. The parts we cut off would grow back.

Should we research infestation sometime soon (not necessarily next)? I've been thinking about the consequences of that, and it's pretty clear that good aligned races would become frightened if they learned we could do that.

Above all else, we shouldn't try to infest good aligned races. At least not openly or often. We should convince them that it's impossible or something. We might eventually have to create our diplomat caste from infested humans, but they must never find that out. Ever.
>>
>>26258052
Honestly we can't handle fire for shit, we need to practice with it for at least 1 turn.

Also trolls fear fire, we can camo into fire.... Food for thought
>>
>>26258105
How about we fake a forrest fire then to drive them away?
>>
>>26258151
Or drive them off a cliff
>>
OK, trying to figure out what we're doing here. Are we attacking the trolls or are we stealing body parts?
>>
>>26258244
Let's go with the less agressive one first, what could possibly go wrong?
>>
>>26258279
Agreed
>>
>>26258244
Nibbling.

Maybe we should bring a totem with us. They might have been worshiping us the entire time.
>>
>>26258279
>>26258316
>>26258324

OK then.
>>
>>26257958

Your scouts sneak into the trolls camp while they're asleep. Some noise that the scouts make wake the trolls up. The trolls stare at the scouts.

Do you proceed? Or do you try again next night?
>>
>>26258377
I say retreat
>>
>>26258377
>he sees the scout
>proceed to eat his finger
>leave calmly

Yep, this will work out splendidly.

>>26258409
We try it another time.
>>
>>26258377
Fuck it proceed, we make mad larva right now,

Have them camouflage fire and fly around their heads, scare them shitless
>>
>>26258426
Agreee
>>
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Hey, Klaxximus Prime, could you change the evolution system?

The whole "4 turns" thing is rather simplistic. I think a better idea would be something more like how tech research is simulated in games like Civilization or SMAC.
Basically, tech points are generated each turn and the tech has a specific cost. More expensive technology take more turns unless you increase point generation.

The mechanic I suggest would be the same. The founding queen generates evo points each turn, and up till now it has been enough to "pay" for the cost in 4 turns. But, moving forward, more complex evolutions cost more points and we'd have to have more evo point generators (which could be a caste or gene analysis methods).

Some mutations wouldn't cost much though. Like, say, harder skin. But something like a new caste or new organ should take more turns.

As it is, we'd only need to improve our research a few times to reduce it from 4 turns to 1 and then we'd just evolve like crazy with no restrictions.
>>
Your scouts back out for the night.

Your hunters come back with elk

Your builders get to work on a ventilation system for the smoke

Your Flame keepers fuck up royally (5) half of them die from smoke inhalation.

The scavengers come back will all different kinds of wood as well as come back with a fungus. It might be edible.

Your Nusery attendants (natural 1) try to develop a vaccination for the smoke. This kills one of the attendants when tested. (possible poison?)
>>
>>26258549
This but the OP would need to make an actual Tech tree which would be pretty damn hard considering that our bugs can turn into pretty much anything.

>>26258554
Give the scouts another try to nibble some fingers. If it doesn't work it will at least be enough to make them paranoid and have them miss out on a few nights sleep.
>>
>>26258549
Something that may become available with genew-weavers. Your being economic about evolution. A gene-wevaer would be able to so the difference between beneficial evolutions and those that are not. We the bug people are about to get a whole lot dumber.
>>
>>26258549
I can if you want but complexity might get confusing. I would have to create a list of all of the mutations and cost and everything.
>>
>>26258594
>Your being economic about evolution. A gene-wevaer would be able to so the difference between beneficial evolutions and those that are not. We the bug people are about to get a whole lot dumber.

That's also doable
>>
>>26258594
We need a slightly smarter/maybe a thumb? Bug for that job
>>
If you guys want, I can tie mutation to new clutches so that you can eventually get a new mutation each turn.
>>
>>26258625
The problem is that if we eat any troll we will get dumber. Our genes right at this moment are faulty. A geneweaver may be able to improve the mutation we currently have.
>>
>>26258671
Will we become dumber? Cause the way I understood it it was the opposite. We would become resistant to the races faults so we would grow resistant to fire, acid and (if we want to go down that road) stupidity.
>>
>>26258671
You've mutated to undo negative effects.
>>
>>26258699
Sincerely, thank you.
>>
Nibble attempt 2

Your scouts sneak in again and get into position. Each of them takes a finger off the perspective trolls. The trolls wake up screaming at the rock-biting mandibles taking off the fingers. One troll swats a scout aside and grabs another as the scouts try to make way. The scout tries to camouflage but it doesn't matter if the troll can't see him. His thoraxe is crushed in the trolls hand as the beating of wings fills the air.

3 scouts die: 7 fingers recovered
>>
>>26258785
Yummy.

Let's train with fire so we can actually use it in combat.
>>
>>Civ: Insects
>>Gov: Theocratic monarchy
>>Location: Cliff face
>>Mutations: Mining Mandible, wings and Arolia, Chameleon secretion, Eat and Adapt (queen), resistance to fire and acid
>>Breading: Queen lays the eggs
>>Pop: The Holy Queen, 10 attend-ants caste, 35 hunters ,35 workers, 7 master scouts, 15 scavengers, 10 firekeepers, 2 nursery
>Building: Deep Burrows, Queen's room + Shiny , Larva Room, Crude statues, Hall of History, Effigy to the fallen, Wolf pen, road to hot spring.
>Food: Scavenged meat, Elk, Fish ("fishing hurts the health of the hunters, can't do it every turn), eggs (hunters can get hurt doing this), berries, Rabbits
>Conditions:
>The cliffs are cold and harsh, but everyone is well sheltered
>STARVATION hive weekend
>Caste based on what do most, or what the queen tells you are.
>The Queens chamber is very shiny
>Some unnatural hide accidentally fell on the hunters while fishing, cold at first but seems to keep him warm once it dries
>Bugs can smell other bugs.
>Pheromone scent totems.
>Wolves south of Trolls.
> Wolves seem tame
> Fire adds scent to the room and heat. Scent is very pleasurable.
>Pissed off the trolls
>>
>>26258821
Hive is not starving at this time
>>
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>>26258592
I don't think the way Insects "research" new mutations requires a tech tree.

It'd work like this: We say "we want evolution X" and the good Mr. Klaxx puts it into one of four tiers (tier one being the most simple, tier four being the most complex).

The basic cost would be the tier level times four. Tier one is four turns and tier four is twelve.

Examples:
Tier 1 - modifying the forelimbs into a basic grasper
Tier 2 - changing the function of a pre-existing organ (such as the stomach to produce strong acid or the brain to get smarter)
Tier 3 - a completely new organ or large morphological change
Tier 4 - making a human mimic from scratch (so no data from eat&evolve or skipping many intermediate steps)

You could have some prerequisites, like in order to have a perfect mimic, you'd have to have a bipedalism first (tier 1), then an imperfect mimic (tier 3 or 4, pic related), then a perfect mimic (firmly tier 4).

(cont)
>>
>>26258838
I'll be open to this after the next mutation. Which it's time to vote on
>>
>>26258867
Frankly I have no idea what we planned on doing. We could try acid again?
>>
>>26258838
>tier four is 12
16, I mean.

Now, you could potentially divide the load between "researchers" (so the queen might do tier 1 evolutions that cost 4 turns while the gene-weavers focus on a difficult tier 4 tech for 8-16 turns), but what each are researching should be noted.in the infodumps like >>26258821 along with the time left. Things could go wrong during the research process (roll 1d10) but only a crit fail would count, the rest being normal including a crit success.

That being said, crit successes might come into play during the roll that decides whether the mutation is successful or not. Like, for example, if we roll a crit success for the imperfect mimic, we would "accidentally" get a perfect mimic just by luck and be able to skip the next/final level for that line of research.

>>26258867
I hope I'm not being too aggressive. It's just a suggestion, really. I think there should be a consensus on whether or not the rule is changed. People might like it as is.
>>
>>26258931
I would be down with it, which is of course if it's not too much work for the GM.
>>
>>26258887
Acid, improved eat and adapt, something to increase mutation rate
>>
>>26258963
I did my best to make it easy to impliment. We suggest a mutation, DM judges its complexity and assigns it to a tier, and then figures out the time it takes to research based on our evo point production, which is determined by how many founding queens we have (one) and how many castes are involved in genetic research (gene-weavers being just one possibility of many).

Eventually, we might evolve anything in a single turn, but we won't be there for a long time. The current system would have it within our reach the moment we produced four gene-weavers.
>>
>>26259018
I vote we create a cast of scouts with the eat mutation that can become invisible. We should name them gene-stealers
>>
>>26259059
I dont think you can just go invisibility.
>>
>>26259082
Something for the future. and its not far off
>>
>>26259110
If I'm honest it sounds more like magic to me. Though we could try to explain it as a very efficient camourflage.
>>
>>26259124
Optical camo is not magic. We just have to rech sci-fi levels of tech to get there. Sufficiently powerful tech is indistinguishable from magic.
>>
>>26259124
Bend light around yourself so nothing sees you. (doesn't stop scent)
>>
>>26259182
To space!
>>
>>26259182
I'm actually doing tech a little differently than other civ threads. Each of your castes have a chance at learning new tech (20% per turn)
>>
>>26259197
That's actually surprisingly good.
>>
But yeah, what does everyone want to mutate this turn.
>>
>>26259197
We need more caste's let's start farming that.
>>
>>26259208
The worker's have made their contribution to the swarm. How about the warriors. Are there checkpoints. Some sort internal hive security? How many castes do we have. And what are those worker bugs doing with their free time.
>>
>>26259183
That's pretty quantam-y. We'd need magic, which we're incapable of using.

And really, I don't think we should be able to evolve our way out of that. It's a good permanent racial penalty that fits in with the materialistic mindset of insects. Our gods are not abstract or invisible but flesh and blood; and our philosophy cares little for values, only results. Magic should be forever beyond us.

But, as far as improving camouflage, we can do the same active camo that octopuses use. But I think we'd need softer skin to do that. It's a good trade off that makes sense.

>>26259197
I say either graspers or we try acid again. The trolls are alerted, so we need to either have torches to wave around or melt them into submission.
>>
>>26259256
one vote either graspers or acid
>>
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>live cam of Klaxximus waiting for an unambiguous vote

Guys?
>>
Nevermind 2 votes acid. If no other votes in 5 minutes it will be acid.
>>
>>26259300
I'm sorry I believed I had already stated that I would support acid.
>>
>>26259389
Yeah lol, I'm going to have to force the vote sometimes I guess
>>
Rolled 75

acid success =
>>
>>26259475
Yes! Let expand our hive. Do not dig deeper. Expand the network.
>>
Rolled 71

The queen has perfected breeding for acid. The new clutch has acidic mandibles (47) where do we assign them?
>>
>>26259475
>>26259507
*Sniff* I didnt think I'd live to see the day.
>>
>>26259536
The workers and warriors maybe the scouts
>>
Rolled 52

>>26259505
Are we assigning all 47 to working on the hive? How are we expanding by the way? What kind of rooms?
>>
How are we expanding the hive this time?
>>
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>>26259436
It's too bad that there's only a handful of participants. Not that I'd expect many, but the result is that when one or two drop out it becomes two players and a GM samefagging it up.

With myself as the most vocal, no less. I have a few ideas that I would post, but I'm going to refrain until other voices start chiming in. I'd really like to hear what, say, Khanon or Mobile envisions the future of the empire to be.

I've been spoiled by /pol/'s quest threads, which always had a rowdy and imaginative crowd.


>>26259475
>>26259507
Nobody dies today!
>10 workers
>10 hunters
>5 scouts
>15 soldiers

>>26259597
Do we have barracks? Perhaps the castes should have separate sleeping arrangements. The soldier barracks should have easy access to a room where they can spar.
>>
>>26259555
Only go down another level but keep building futhur out. Rooms for storage, dorms, work rooms, special use rooms. The working caste might make a few inventions that require a room. Let say they discover fungus farming. That will need several rooms and we have access to water. A spawning pool for the geneweavers. An armory for when we finally get thumbs. We need a room to examine loot. That will be a job for our analyst bugs and the mimics. It's better to have room and not need it then need it and not have it But if idle workers increase inventing we have plenty of room.
>>
>>26259638
The future of this quest is space. I want a civilization to go from caveman to space in about ten sessions.
>>
>>26259638
The workers form a barracks for the warriors.

The warriors are unsuccessful in training the wolves for battle.

The hunters have a lousy catch this time around.

The scouts follow the trail leading to the wolf den. The den-mothers appear hostile.

The flame keepers keep the fires running nicely

The scavengers don't find much.

The nurse starts working on the applications of this newly discovered poison.
>>
>>26259638
Please don't hold back. I would say more but my PC just started to fuck up.
>>
>>Civ: Insects
>>Gov: Theocratic monarchy
>>Location: Cliff face
>>Mutations: Mining Mandible, wings and Arolia, Chameleon secretion, Eat and Adapt (queen), resistance to fire and acid, Acidic Mandibles
>>Breading: Queen lays the eggs
>>Pop: The Holy Queen, 10 attend-ants caste, 45 hunters ,45 workers, 12 master scouts, 15 scavengers, 10 firekeepers, 2 nursery, 25 soldiers
>Building: Deep Burrows, Queen's room + Shiny , Larva Room, Crude statues, Hall of History, Effigy to the fallen, Wolf pen, road to hot spring, Barracks.
>Food: Scavenged meat, Elk, Fish ("fishing hurts the health of the hunters, can't do it every turn), eggs (hunters can get hurt doing this), berries, Rabbits
>Conditions:
>The cliffs are cold and harsh, but everyone is well sheltered
>HUNGRY
>Caste based on what do most, or what the queen tells you are.
>The Queens chamber is very shiny
>Some unnatural hide accidentally fell on the hunters while fishing, cold at first but seems to keep him warm once it dries
>Bugs can smell other bugs.
>Pheromone scent totems.
>Wolves south of Trolls.
> Wolves seem tame
> Fire adds scent to the room and heat. Scent is very pleasurable.
>Pissed off the trolls
>Found the den

2 EVO points

Also decide on what to start mutating towards
>>
>>26259662
You sure have high hopes. That or you plan on having very long sessions.
>>
>>26259765
Already on second thread of second session. I don't need sleep. Cerebreate never sleeps
>>
>>26259765
We'll see if it happens
>>
>>26259793
Funny story, I just beat the original starcraft today
>>
>>26259813
So what are we Rachni, Zerg, Tyranids, Xenomorphs?
>>
>>26259813
>we Rachni, Zerg, Tyranids, Xenomorphs?

It depends on how you get to space. If you do it through mutation, then Zerg (must also be parasitic). If you do it through technology, then Rachni
>>
>>26259863
Right now, I'd assume we're fairly smart and fairly large bugs.

There's been discussion of infestation, but we're not there yet. Other than a troll camp, wolves, and a single Minotaur; there's nothing for us to infest, assimilate, or otherwise add to the swarm.
>>
>>26259930
You've only scouted in one direction so far.
>>
>>26260047
Well then let's scout in another one!
One day I will kill this computer, if it doesnt get me first.
>>
Not much participation anymore. Should I pick this up tomorrow?
>>
>>26259753
Lets start trying to find edible plants, other than the bitter berries. Use some older workers as food testers. They're obsolete without the acid mutation. However, don't try to gather just any plant. Only the ones that look or smell edible. And no mushrooms. Berries, roots, and leaves only.

As for evolution... let's try better grasping claws on forelimbs. I'm tempted to say paralyzing stinger in preparation to kidnap the den mother and her cubs, but we might not do the carrying gently. Thumbs would help.

>>26260047
And scout, I guess. Let's do west this time.
>>
>>26260047
Scout west. True adventurers go left
>>
>>26260098
What's the problem, friend?
>>
>>26260099
>>>Civ: Insects
>>>Gov: Theocratic monarchy
>>>Location: Cliff face
>>>Mutations: Mining Mandible, wings and Arolia, Chameleon secretion, Eat and Adapt (queen), resistance to fire and acid, Acidic Mandibles
>>>Breading: Queen lays the eggs
>>>Pop: The Holy Queen, 10 attend-ants caste, 45 hunters ,45 workers, 12 master scouts, 15 scavengers, 10 firekeepers, 2 nursery, 25 soldiers. 28 eggs
>>Building: Deep Burrows, Queen's room + Shiny , Larva Room, Crude statues, Hall of History, Effigy to the fallen, Wolf pen, road to hot spring, Barracks.
>>Food: Scavenged meat, Elk, Fish ("fishing hurts the health of the hunters, can't do it every turn), eggs (hunters can get hurt doing this), berries, Rabbits
>>Conditions:
>>The cliffs are cold and harsh, but everyone is well sheltered
>>HUNGRY
>>Caste based on what do most, or what the queen tells you are.
>>The Queens chamber is very shiny
>>Some unnatural hide accidentally fell on the hunters while fishing, cold at first but seems to keep him warm once it dries
>>Bugs can smell other bugs.
>>Pheromone scent totems.
>>Wolves south of Trolls.
>> Wolves seem tame
>> Fire adds scent to the room and heat. Scent is very pleasurable.
>>Pissed off the trolls
>>Found the den
>2 EVO points
>Also decide on what to start mutating towards
>>
>>26260114
Every now and then my computer crashes and the screen refuses to accept the computer for a while.

But let's not mind that. We scout some more, west I believe was in order?

Let's eat everything we can get! If the other guys think we are ready we can always give our murder attempt another go now that we have acid.
>>
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>>26260099
Maybe we aren't distinguishing ourselves properly. Maybe a different OP picture might help.
>>
>>26260164
You know we never examined that unnatural hide. What is it.
>>
>>26260205
Let's take a bite and find out! Also we could try to find out what those shiny things are.

Also we should learn something artful like carpet weaving to make us actually a credible productive race.
>>
>>26260219
Yeah, supporting both figuring out what the hide is and trying to skin elk to make our own.

But I get the feeling we're running out of elk.
>>
What are our surroundings? The trolls live in a wood beyond the water correct?

Wouldn't there be elks in the forrest? What have our hunters been doing all this time?
>>
Scavengers > look for edible plants
Hunters > hunt
Scouts > west
Firelords > fire
Builders > ?
Warriors > train wolves for battle?
>>
>>26260266
>Wouldn't there be elks in the forrest? What have our hunters been doing all this time?


Various things, hunting mountain animals, fishing, stealing eggs, hunting forest animals
>>
>>26260280
We should make cute or funny looking collector bugs, they aren't equipted for battle or anything alike and do not have the same warning colors at our warriors.

They should become a common sight to other races and never be associated with ourselves, so they can gather all sorts of interesting things.
>>
Going to try and make a map.
So we started on a cliff face (direction facing?) and scouted north several times, finding a river and a troll camp beyond it. There is a wolf den south of the trolls.

Is this correct?
>>
>>26260296
We have the eat mutation. Fish maybe gills, birds maybe modified wings, possible sharper claws,
>>
>>26260326
>gills

Imagine fish insects. They could live in the water and hunt for us. If they were small enough they would surely make good spies and perhaps they would even be smart enough not to get caught by fishermen.
>>
>>26260308
We went straight south I thought.

We're facing east
>>
>>26260326
We have to opposite form of the eat mutation. You get the opposite power based off of a negative aspect. You gained resistance to acid and fire from the troll fingers.
>>
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>>26260301
I wouldn't support our workers looking "cute" or "funny," as they are the bedrock of our glorious civilization and should be respected, but the idea that they are specially colored and have unique physical features is a good idea.

Because they use acid and (if we are in agreement with what to mutate next, which hasn't been discussed and Klaxx is no doubt waiting on) soon graspers as well, their jaws shouldn't be as large as the soldier's or hunter's jaws.

Let's use termites for comparison. We aren't exactly like termites, but you get the idea.

That all being said, your idea for a pleasant and reassuring "face" is something I fully support. The diplomat caste would convince the good aligned races that they are the only sentients in the colony and that the workers/soldiers are a kind of symbiotic subspecies, nonsentient and automated much like the Keepers are in Mass Effect. The Queen is said to be a "spiritual figure," and further prodding is to be met with stonewalling.
>>
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>>26260398
>>26260348
>>26260326
>eat fish
>eat&evolve only grants resistance to a negative effect
>stream is cold
>eating fish grants cold water immunity
>>
>>26260451
Genius!
>>
Making map. Including things like the gold mine and road. What's the place we saw the minotaur like? That was north, right?
>>
>>26260527
Make a google document we can all access?
>>
we need to start evolving stronger more durable warriors with poison or something to cause pain. Our workers need to be able to build more effectively and last off we need to catch more food if we want to expand
>>
>>26260280
>Rooms for storage, dorms, work rooms, special use rooms

The workers manage to dig out a few storage rooms.

The hunters gather eggs for a good haul. They also manage to bring a few dead birds with.

The scavengers come back with various plants

The Flame Keepers figure out how to use torches. Light can be brought anywhere.

The Warriors are progressing through training the Wolves. (one more turn at normal capacity)

There are woods to the west. The scouts see more lights. Many more lights this time. A volley of arrows flies into them. 5 of your scouts die. The rest of them escape. Only two of them are unharmed.
>>
>>26260566
Klaxx, to get us back on track, that's one vote for graspers (myself) and one vote for a stinger with either poison or paralysis.
>>
we need this http://en.wikipedia.org/wiki/Dorylus
>>
Are we voting on the next tech yet? In that case I guess I'm going to go with hands as well, we will finally be able to start working with tools and weapons as well as doing some awesome sets of wicked exotic insect pottery.
>>
>>26260571
>>>>Civ: Insects
>>>>Gov: Theocratic monarchy
>>>>Location: Cliff face
>>>>Mutations: Mining Mandible, wings and Arolia, Chameleon secretion, Eat and Adapt (queen), resistance to fire and acid, Acidic Mandibles
>>>>Breading: Queen lays the eggs
>>>>Pop: The Holy Queen, 10 attend-ants caste, 45 hunters ,45 workers, 7 master scouts, 15 scavengers, 10 firekeepers, 2 nursery, 25 soldiers. 28 eggs
>>>Building: Deep Burrows, Queen's room + Shiny , Larva Room, Crude statues, Hall of History, Effigy to the fallen, Wolf pen, road to hot spring, Barracks.
>>>Food: Scavenged meat, Elk, Fish ("fishing hurts the health of the hunters, can't do it every turn), eggs (hunters can get hurt doing this), berries, Rabbits
>>>Conditions:
>>>The cliffs are cold and harsh, but everyone is well sheltered
>>>HUNGRY
>>>Caste based on what do most, or what the queen tells you are.
>>>The Queens chamber is very shiny
>>>Some unnatural hide accidentally fell on the hunters while fishing, cold at first but seems to keep him warm once it dries
>>>Bugs can smell other bugs.
>>>Pheromone scent totems.
>>>Wolves south of Trolls.
>>> Wolves seem tame
>>> Fire adds scent to the room and heat. Scent is very pleasurable.
>>>Pissed off the trolls
>>>Found the den
>>4 EVO points
>>Working on grasping mandibles
>>
>>26260571
Also the last nurse that you had died from eating one of the herbs.
>>
>>26260634
Well this obviously means that we need a new one, also: Wow we really are fragile beings aren't we?

Find out what kind of herb it was we might be able to use it as poison later on. No need to always use our body generated poisons when carrying out "political assassinations". And yes I am thinking for the future.
>>
>>26260655
Both your nurses died testing something that turned out to be poison XD (natural 1/100)

You Identify the herb that did it: Silkweed (natural hemotoxin).
>>
I assume we scouted along the road, right? It was on the forested side of the river.

Finalizing my map. Is there anything significant between our nest and the river? Small plants? I think there's a pile of stone, right? Where's the escape entrance? To the north or south of the colony?
>>
>>26260706
>couted along the road, right? It was on the forested side of the river.

Yeah, along the water. (they got really bad success rolls and the other guys got some good ones.

The escape rout leads towards the river
>>
The poisonous one is between the river ant the forest. The others were in the forest.
>>
>>26260753
>ant the forrest
I see what you did there.
>>
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Okay, this is my draft of the map. Think the use of colors is fairly obvious. Put stuff like the stone surplus pile and gold mine in there just so we remember they exist.

Feel free to edit it or do a new one on your own. It's paint. As shitty as it could be. Certainly not fit for the Queen's use. We'll just have to explain it to her and wait until we make a better map fit for her Royalty.
>>
Also, I'm going to give you guys the mandibles bonous. It's about that time anyway.

EVO points reset
>>
>>26260805
Can we get some more white into that? You know for all the snowies.
>>
>>26260805
looks about right
>>
time to work on poison? something to paralyze or kill maybe or armor lets think about evolution carefully
>>
>>26260805
>many details aren't that clear
Shit.

>>26260817
I kinda pictured it as more of a windswept kind of cold than snowy kind of cold. But whether there's snow represented doesn't matter. The brown represents bare rock with no plants.

>>26260812
>mandible bonus
?
>>
>>26260831
Also, you can decide on what to start mutating next
>>
>>26260838
>poison

I agree, that should be our next evolution, but I'm wary about our evolutions being so universal. How can we distinguish what evolutions go to each caste?
>>
>>26260848
err not mandibles, but slightly more human like appendages. Kind of like a preying mantis but with opposable thumbs
>>
poison for the warrior caste an acid for workers?
>>
>>26260869
All for poison or are we getting something else?
>>
>>26260884
Some warriors have acidic mandibles
>>
yeah but im thinking acid can help workers dig
>>
>>26260884
Poison barbs on legs.
>>
>>26260884
Yes, I want this if we're going to do poison. If we can't divide up the caste, I would like to figure out a way to divide the evolutions among the castes. We can't have our workers as well armed as our warriors. Maybe a little armed, but we want our warriors to be specialists and the same being true of the workers.

Evolve caste specializations, I guess? Scout, warrior, hunter, worker, and queen? Sound good?
The acid should do well enough against the trolls. We aren't helpless at the moment.
>>
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Well, that didn't work... whatever...

Oh, and to our new Anon player, feel free to post ideas. The discussion is rather light and I'm sure we'd all benefit from more ideas.
>>
>>26260920
That's going to be a top tier Mutation unless you take it with a few set backs
>>
we are gonna have to buff the poison overtime so we don't become OP we don't need the warriors with black widow venom off the bat it will kill the fun....
>>
>>26260967
Okay, then here's something simpler: two castes, one having acid and normal jaws, and the other having large jaws (and later a stinger with poison). Worker and soldier, respectively.

The distinction between the two is how warm their eggs are kept. Workers result from eggs kept at a normal temperature while soldiers result from eggs kept at a slightly above normal temperature.

Maybe it'd take several steps to do this, but it's far less complicated than doing it from square one. Hot temperatures lead to oversized jaws. That's the evolution. Reptiles can do it, so can we.
Not that we want to be reptiles. They're funny looking with their bones inside them and their eyes all... non-compound...
>>
>>26261028
I was talking about separate mutations

Poison would be an easy one since it has only one specified use
>>
>>26261055
>two castes, one having acid and normal jaws, and the other having la

Actually, warmth affects spawn rates (decided last thread.
>>
>>26261117
Drat. Well, what about the bitter berry? We could use it as a kind of royal jelly (martial jelly?) to create soldiers with larger jaws.
>>
>>26261140
I'll need to make another roll for that, but it's possible. The berries are a proven steroid.
>>
>>26261163
The major class differentiation is set up to be technology which is developed at a 20% chance per turn per caste. The warriors are close to having battle-trained wolves.

Hunters have gotten new ways to hunt a few times, and workers have cool escape plans as well as extra digging power. It's all through what they've been doing
>>
Have we all decided on poison by the way? It will be a quick one. If so, what kind of poison? Necrotic, Neurotoxin (Paralytic), Hemotoxin (Deadly), Psycho-toxin (Random mind effect)
>>
>>26261202
What are their "cool" plans?
>>
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Yay I made a topographical map!
Blame Spider he started.

Also, any recent world changing events? Did the scouts discover another civilization?
>>
>>26261240
For one, the queen's escape chute disappears when she's gone and people who go after her fall into a labyrinthine hole.
>>
>>26261264
Sort of. We got hit by arrows. And you rejoined just in time. I was about to suggest that Klaxx call it a night.
>>
>>26261264
The scouts got ambushed by another civilization. 5 died
>>
>>26261292
>>26261277
I don't believe we can figure out what kind of arrows they are since we have nothing to compare them to.
Can we judge the craftsmanship?
>>
>>26261277
Probably not a bad idea. We've been going for 9 hours strainght
>>
>>26261310
Better craftsmen than we have.
>>
>>26261312
Well, let's do a vote on the mutation now that Khanon is here and end it with that.
>>
You can vote for any kind of mutation under the sun. I will allow it.
>>
>>26261334
Alright, did we already get ourselves those sexy hands we always wanted?
>>
You guys have until the end of the hour to decide
>>
>>26261349
Yes, you can attempt to improve them further if you want.
>>
He said anything! I say we go with build in nuclear reactors! We will have infinite energy and can suicide our enemies into the stoneages!

But no seriously, let's get something useful considering we might just get raided by arrowcrazy guys.

Improved armor would be neat though any more original ideas would certainly be welcome.
>>
>>26261349
I actually don't know if we got the graspers or not. Klaxx mentioned something about a mandible bonus and I assumed that was his term for it.

>>26261367
Well, then let's improve it.

And, for tomorrow, we should go scout where we saw those goats. Food is becoming a problem, probably due a mixture of over-hunting and overpopulation.
>>
>>26261389
Alright fingers and dexterity it is.
>>
*cough cough* poison an acid
>>
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Well, that brings this session to a close, then.

Thanks Klaxx for GMing today. Hopefully, the weekend should have more people on (I would suggest using a more unique OP image, though).
Until next time.

>>26261454
>poison acid mix

Now there's an idea.
>>
Sounds like a plan. You'll get it in 4 turns. Right now, your hands are like pincers they will be 3-pronged if successful (Actual hands on super success)
>>
Awright. Are you setting a certain time or will I just have to look out?
>>
>>26261454
That would be an 8 turn discovery unless you get poison separately.
>>
>>26261487
Same time as it started today? 2 pm central u.s.

I'll try to find the most nope looking insect pic that I can
>>
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Archived.
>>
>>26261532
beat me to it lol
>>
>>26261520
Alright, I will be there. Have a good one mates.
>>
Shit. I forgot to number it as part 3.


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