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Last thread can be found here: http://suptg.thisisnotatrueending.com/archive/26332042/

We left off feeding a Jelley Fish to Mikey. It turned out to be edible. We also are streamlining mutations like crazy in preparation for the inevitable undead (combat rating 99) advancement over all of our lands.
>>
>>>>>>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, Graspers, slight tech bonus, Antidotal Chitin, Caste Specific Mutation.
>>>>>>Breading: Queen lays the eggs
>>>>>>Pop: The Holy Queen, 10 Holy clergy caste, 40 hunters/fishermen , 80 workers, 25 scavengers, 20 homeguard, 10 hound masters (elite), 40 farmers, 32 Observers, 22 Alchemists, 125 Geneweavers, 2 Mikeys, 60 warriors, 20 scouts, 94 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, Dorms, Specialty rooms, Crafting Rooms, Agricultural room, Spawning Pool, Archery Range, Transportation tunnel, Stone Doors, Forge, small beach hive, Elf quarters
>>>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, strongberries, mushrooms, troll, various crops
>>>>>>Conditions:
>>>>>>The cliffs are cold and harsh, but everyone is well sheltered
>>>>>>Fed
>>>Caste based on what do most, or what the queen tells you are.
>>>>>>The Queens chamber is very shiny
>>>>>>Bugs can smell other bugs.
>>>>>> Captured troll - cattlizing for food
>>>>>>Reputation with elves increased by a lot
>>>>>>Cryo-Hydra lair to the east
>>>>>>>Ocean to the southeast
>>>>>>Swamp with Hoard of militant undead West of elves (Undead are Elves)
>>>brought back an undead corpse (unknown if it is viral)
>>>Battle for Elf city.
>>Black Sand beach
>>
>>26354269
List of Caste specific mutations gained:

>>Hunters: thermal vision, Webspinning
>>Fishermen: water-breathing, strong waterproof grip
>>Observer: non-insect speech,
>>Warriors: Fire Breath
>>Scouts: thermal vision
>>Houndsmen: light-weight, symbiosis with wolf
>>Workers: strength, smoke spray
>>Farmers: plant affinity, bacterial and fungal affinity
>>Homeguard: claws, tough shells
>>Alchemists: hands, microscope eyes
>>Scavengers: better vision, better wings
>>Clergy: Lesser Queens, enhanced loyalty
>>Geneweavers: Genetic storage
>>
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Updated map.
>>
Current EVO chart: 17 EVO points for all classes on rank 3 mutation
>Queen: Hive Mind
>Hunters: TBD
>Fishermen: TBD
>Observer: Perfect Mimics
>Houndsmen: TBD
>Workers: TBD
>Farmers: TBD
>Homeguard: TBD
>Alchemists: TBD
>Scavengers: TBD
>Clergy: TBD
>Geneweavers: TBD
>>
Human chefs.
>>
>>26354477
Only undead, elves, and trolls have been discovered so far.
>>
>>26354511
Tasks:

Decide on course of action for hive.
Decide on new evolutions.
>>
Admiral here, I'll be back later tonight to what will hopefully be the Maiden Voyage of the HMS Lucky Dragon
>>
>>26354569
Sounds good. I'll be cooking breakfast while I wait for the others to join in.
>>
>>26354542
>Hunters: Fast Burrowing
>Fishermen: Sonar
>Observer: Perfect Mimics
>Houndsmen: Extra Limbs for Weapon wielding
>Workers: Stronger acid
>Farmers: Better hands
>Homeguard: Acid shooting
>Alchemists: Bigger brains
>Scavengers: Better carrying capacity
>Clergy: Pheremone glands (calming)
>Geneweavers: Better Geneweaving
>Scouts: Active Camo
>Warriors: Acid Spitting
>>
Hunters hunt.
Fishermen head down to the new beach hive and start their usual day there, fishing.
Workers haul the whale on rollers.
Farmers farm.
Observers keep at it.
Houndsmen take one of the elves to the northern kingdom thing. See what's going on.
Homeguards improve defenses.
Warriors spar with the elves.
Scouts disguise the entrance.
Alchemists mess with jellyfish venom. YAY NEUROTOXINS.
Scavengers dig some emergency exits.
>>
>>26354874
>>26354886
looks like you're the only one so far so i'll start this up in a sec. I need to clean this plate first.
>>
>>26354874
give the home guard better heat Resistance we can pore shines on them and dunk them in water for battle
>>
>>26354886
The hunters come back with a huge haul of wild boar. They found a nesting area for them with their thermal vision and spun some webbed traps.

The fishermen get a lot of oceanic fish. Namely, red snapper.

The workers use the rollers to haul that whale all the way down the mountain and then some with momentum (discovered wheels?). They make it to the new hive in no time.

The farmers manage to get a munch of crops ready today. Various carrots and mushrooms are ready to eat.

The observers (91), manage to communicate with the elves very well. They can use much more compound sentences as well as learn names. So far, they know Guard Captain Barchetta.

The Houndmasters take one of the elves for a ride to see what happened to the Northern Kingdom. The grains are as grey as ash and the sky seems ominously dark. Nothing survives here anymore. The stench of death fills the air and a loud, terrible screech can be heard off in the distance. Now, your houndsmen are considered your elite units and even they are scared enough to nope the hell out of there.

The Homeguard set up proper holes to shoot arrows out of. They may be onto a portcullis trap soon.

The warriors spar with the Elves. The Elves are better at range until about 10 yards where fire breath comes into play. The Elves don't want to fight that close against your warriors at this time.

The scouts, in their infinite wisdom on stealth, manage to disguise the entrance using sheet rock. To the untrained eye, it looks just like another part of the mountain.

The alchemists try to mess with the jelleyfish but they don't seem to learn anything. Probably because jelleyfish can't sting through an exoskeleton.

The scavengers try to dig out some emergency exits but Mikey ends up digging in the wrong place and causing a cave in. 10 scavengers die and 5 more are injured. They spend the day digging people out and attempting to feed Mikey to the whale. The Whale doesn't eat Mikey.
>>
>>26355533

20 Evo Points
Queen: Hive Mind (3)
>>Hunters: Fast Burrowing
>>Fishermen: Sonar
>>Observer: Perfect Mimics
>>Houndsmen: Extra Limbs for Weapon wielding (2)
>>Workers: Stronger acid
>>Farmers: Better hands
>>Homeguard: Acid shooting
>>Alchemists: Bigger brains
>>Scavengers: Better carrying capacity
>>Clergy: Pheremone glands (calming)
>>Geneweavers: Better Geneweaving (3)
>>Scouts: Active Camo
>>Warriors: Acid Spitting
>>
>>26355578
>>>>>>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, Graspers, slight tech bonus, Antidotal Chitin, Caste Specific Mutation.
>>>>>>Breading: Queen lays the eggs
>>>>>>Pop: The Holy Queen, 10 Holy clergy caste, 40 hunters/fishermen , 80 workers, 15 scavengers, 20 homeguard, 10 hound masters (elite), 40 farmers, 32 Observers, 22 Alchemists, 125 Geneweavers, 2 Mikeys, 60 warriors, 20 scouts, 94 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, Dorms, Specialty rooms, Crafting Rooms, Agricultural room, Spawning Pool, Archery Range, Transportation tunnel, Stone Doors, Forge, small beach hive, Elf quarters
>>>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, strongberries, mushrooms, troll, various crops
>>>>>>Conditions:
>>>>>>The cliffs are cold and harsh, but everyone is well sheltered
>>>>>>Fed
>>>Caste based on what do most, or what the queen tells you are.
>>>>>>The Queens chamber is very shiny
>>>>>>Bugs can smell other bugs.
>>>>>> Captured troll - cattlizing for food
>>>>>>Reputation with elves increased by a lot
>>>>>>Cryo-Hydra lair to the east
>>>>>>>Ocean to the southeast
>>>>>>Swamp with Hoard of militant undead West of elves (Undead are Elves)
>>>brought back an undead corpse (unknown if it is viral)
>>>Battle for Elf city.
>>Black Sand beach
>Northern Elflands lost to the dead
>Elves become restless
>>
>>26355610
farmers should keep farming
warriors should keep sparing
observers should keep talking to the elves
Hounds man should practice shooting while in the archery range
homeguard should continue to set up defenses
workers to work on that collapsed tunnel instead of the scavengers
send a scout up the mountain so he can look down in the valley were in
thats all I got
>>
>>26355610
Also have we sent on of the clergy to go and be the sub queen of the sand hive yet cause if not that is what there doing this round
>>
okay. hounds, get home. elves are out of the game. so ours need to get used to being here. I want them training our guys at ranged
>>
>>26355736
The farmers do ok with their crops

Warriors (NAT 100!), spar with each other like nobody's business. They learn to stop arrows with their fire breath as well as a set of new tactics That should work wonders against the undead. All 60 warriors are now considered elite units and gain an extra 10 to rolls versus undead.

The observers don't learn anything new but they notice that Barchetta is planning a scouting team to see what has become of their town.

The houndsmen try to practice in the archery range, but everything goes astray when Mikey tries to mele the ranged dummies. The houndsmen try to pull Mikey away but it just turns into a game of tag.

The homeguard try to set up defenses, but have to start fixing everything when they realize that Mikey set up defenses on the outside.

The workers clear out the tunnel and set up some escape routes.

The scout climbs up the mountain. It will take some time before he can map everything out.

The hunters manage to catch a lot of birds by spinning webs throughout the trees.

The Alchemists figure out that the Jelleyfish stings work on the elves. It is unknown whether they would work on the undead so this may be a dead end towards weaponization.

The scavengers (98) bring back wisps of dead grain from what used to be the elflands. Alchemists can study this to figure stuff out.
>>
scavengers should go gather more sand and clay. we're gonna need it.
>>
>>26355949
One of them is starting the transformation to sub queen this turn. It will take one more turn before they are ready.
>>
>>26354511

Ok then.

Sorry.
>>
>>26356043
We should probably ask the elves if we may accompany them.

It's best to start our true diplomacy on the right foot, rather than the "drop a zombie at your doorstep, march an army within spitting distance" approach we've done so far.
>>
scavengers should this >>26356065
farmers farm
observers should see if we can convince the captain to let us send or scouts instead
rest of the scouts (the ones not on the mountain )should get ready to go in-case the captain agrees
we should get the workers to start an armorer assembly line
warriors should see keep sparring
hounds man should keep on trying
>>
I'm new, not sure if my votes count yet. I've been following this since Part 1.

>>26354450

Our fisherman should start an underwater colony once the beach one is up and running. If they could get a lesser queen down there we could start a series of modified underwater castes. Plus we could catch some more whales and squids and ride them around.
>>
>>26356070
also were is the whale ?
fishers fish hive first excess go to the whale were ever he is
hunters should try experimenting with there trap making
alchemist study the retrieved wheat
>>
>>26356375
off coarse your vote counts
also see >>26355578
for our current evo chart
and we do indeed plan to have giant bug whale boats and giant squid bug subs as a navy the sand hive will eventually be a dock
>>
>>26356323

That sounds suspiciously like we arn't just using them till we can consume them and take over their lands.
>>
>>26356375
Your vote counts. I still don't have a complete list of what everyone's doing thgouh
>>
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>>26356375
>underwater colony

We're going to have to add Mer to this game, aren't we?
>>
>>26356432
We're going to infest them. But you have to sneak those mind control worms in somehow and, if we have good relations, then they won't suspect a thing and neither will anyone else.
>>
>>26356416

can we eventually set up a hive underwater where our alchemists can create various devices and wonder weapons for our benefit away from the prying eyes of the other factions?
>>
>>26356432
I'm not sure what you're doing with the elves anymore lol. I am sure that you have bigger things to worry about though.
>>
>>26356465

You can do anything but it has to be somewhat plausible. You can't just have the alchemists drowning down there.
>>
>>26356384
Fuck forgot the home guard
they should fix slash improve the hive defenses
I think that's all
>>26356465
Of course underwater sub base and secret launching point I don't see why not but its still not for some time
>>
>>26356474
The plan is what's it's always been. Infest. We just want to do it in a way that doesn't result in every single civilization coming down on our ass.
>>
So I guess mindcontrol is next?
>>
>>26356549
no because once mind control is released they still want to beat you to a pulp
more like brain washing you to like bugs
very very very subtle brainwashing the sow as fuck kind
>>
>>26356596
Slow sorry
but we want cult loving the bugs so the people will willing want to join us you know
>>
>>26356345
We're doing this, right?
>>
>>26356345
The scavengers gather more sand and clay.

The farmers continue tilling the land

The observers convince Batchetta to let them bring a host of scouts with

The workers set up an armor assembly line converting leather and iron into armor They also manage to fashion Elf-grade weaponry

The warriors continue sparring.

The hounds continue practicing archery.

The fishermen fish up a huge bundle of fish and add it to the spawning pools. The whale seems to be pretty well fed too.

The hunters make a few webbing traps. It should slow land units down.

The Alchemists find that it is blighted. The undead are corrupting the grain for some reason. It's possible that anyone who eats this will become sick.

Also, an underqueen is born +20 to max clutch per queen.
>>
I'm thinking we start small. get the tiny earworms, and make them capable of monitoring and interpreting thoughts, and hive mind sending that info. we can set up controls.
>>
>>26356674
iff were going small lets go all the way and go for a micro organism
>>
>>>>>>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, Graspers, slight tech bonus, Antidotal Chitin, Caste Specific Mutation.
>>>>>>Breading: Queen lays the eggs
>>>>>>Pop: The Holy Queen, 1 Underqueen, 9 Holy clergy caste, 40 hunters/fishermen , 80 workers, 25 scavengers, 20 homeguard, 10 hound masters (elite), 40 farmers, 32 Observers, 22 Alchemists, 125 Geneweavers, 2 Mikeys, 60 warriors, 20 scouts, 94 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, Dorms, Specialty rooms, Crafting Rooms, Agricultural room, Spawning Pool, Archery Range, Transportation tunnel, Stone Doors, Forge, small beach hive, Elf quarters
>>>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, strongberries, mushrooms, troll, various crops
>>>>>>Conditions:
>>>>>>The cliffs are cold and harsh, but everyone is well sheltered
>>>>>>Fed
>>>Caste based on what do most, or what the queen tells you are.
>>>>>>The Queens chamber is very shiny
>>>>>>Bugs can smell other bugs.
>>>>>> Captured troll - cattlizing for food
>>>>>>Reputation with elves increased by a lot
>>>>>>Cryo-Hydra lair to the east
>>>>>>>Ocean to the southeast
>>>>>>Swamp with Hoard of militant undead West of elves (Undead are Elves)
>>>brought back an undead corpse (unknown if it is viral)
>>>Battle for Elf city.
>>Black Sand beach
>Northern elves gone
>Corrupted wheat fields
>>
Rolled 48

>>26356705
Rolling for genetic success
>>
>>26356704
We should go d20 size small, like a head crab, face sucker, monster from "slither" or something
>>
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Does anyone else think developing airships is a good idea?

It would help us in projecting power in areas it would be hard to get a large ground force to, can allow us to establish diplomatic relations with far off peoples before our neighboring races do, can make it possible to import and export things from said distant peoples, and gives us something to bomb enemy cities and fortifications from.
>>
>>26356740
Yeah, it doesn't really matter, so long as nobody finds out.

And don't forget the Cryo-Hydra. We need to mind control him.
>>
>>26356762

wouldn't it also allow us to explore set up hives in choice locations in distant parts of the world?
>>
>>26356762
might be a good idea but lets get the navy gooing first also organic airships or technological ones ?
>>
>>26356714
>2 Evo Points All mutations gained except for perfect mimic and improved geneweaving.
>Queen: Hive Mind (3)
>>>Hunters: Fast Burrowing
>>>Fishermen: Sonar
>>>Observer: Perfect Mimics (8 more to go
>>>Houndsmen: Extra Limbs for Weapon wielding (2)
>>>Workers: Stronger acid
>>>Farmers: Better hands
>>>Homeguard: Acid shooting
>>>Alchemists: Bigger brains
>>>Scavengers: Better carrying capacity
>>>Clergy: Pheremone glands (calming)
>>>Geneweavers: Better Geneweaving (3)
>>>Scouts: Active Camo
>>>Warriors: Acid Spitting
>>
>>26356671

The underqueen should be brought to the beach colony, under heavy escort.

The hunters should see if they can combine the hole traps with their webs, to create inescapable pits (unless they have ladders).
>>
>>26356806
shes already there shes
>>
>>26356762
>>26356783

like the Grand fleets of Song Dynasty China that explored the Indian Ocean, only with greater range and more practical benefit.
>>
>>26356705
Also, these eggs are larva and 129 more eggs are laid
>>
>>26356764
Who cares if somebody finds out? I for one like head crabs for their combat effectiveness, if things aren't looking so good they can just bail out and jump onto the person trying to kill it. It would only take a couple of turns to learn tech:headcrab size hats
>>
We should build underground tunnels between our colonies.
>>
>>26356856
I'd prefer a facehugger-like organism. It latches onto you, you get mind controlled, and then it falls off.
>>
>>26356762

Our hunters can create web. If it's anything like spiders web, it's super lightweight and strong. If their skill got high enough, they could probably weave some zeppelins or balloons.

Sea travel is closer at the moment.
>>
>>26356836
so 94 new bugs
>>26356856
we don't want to get fond because we want to brainwash them and people tend to not like that
>>26356874
Your on the right path but I think it would be better to use some micro organisms to take thing like the hydra or a city of humans covertly
>>
>>26356874
Everything that's blank needs a new mutation to work towards
>>Queen:
>>>>Hunters:
>>>>Fishermen:
>>>>Observer: Perfect Mimics (8 more to go
>>>>Houndsmen:
>>>>Workers:
>>>>Farmers:
>>>>Homeguard:
>>>>Alchemists:
>>>>Scavengers:
>>>>Clergy:
>>>>Geneweavers: Better Geneweaving (3)
>>>>Scouts:
>>>>Warriors:
>>
>>26356919
Yeah. We could be considered just another evil race that's killed on sight. We don't want that.
>>
>>26356897

silk zeppelins sound really cool.

That would solve a few manufacturing problems and maintenance difficulties.


How would we handle propulsion though?
>>
>>26356874
It really depends on what we want to use them for,
Halflife style Headcrabs are great for combat but not much else
Aliens face suckers use the host to breed, by in Doing that they blind the host, so no combat here, but they do make some awesome units

Slither style parasites are stealthy; at least at first, we should expect hosts to deteriorate at some point with this option, also these are probably the lowest cost to make

Food for thought
>>
>>26356936
before we continue I would like to know if we could get the gene weavers to eat the genetic info of the whale give it to a bug and have it turn into a bud whale
>>
>>26356798
Queen: Hivemind
>List of Caste specific mutations gained:
>>>Hunters: thermal vision, Webspinning, Fast burrowing
>>>Fishermen: water-breathing, strong waterproof grip, sonar
>>>Observer: non-insect speech,
>>>Warriors: Fire Breath, acid spit
>>>Scouts: thermal vision, active camo
>>>Houndsmen: light-weight, symbiosis with wolf, Extra graspers
>>>Workers: strength, smoke spray
>>>Farmers: plant affinity, bacterial and fungal affinity, Three pronged grasper
>>>Homeguard: claws, tough shells, Acid spit
>>>Alchemists: hands, microscope eyes, bigger brains
>>>Scavengers: better vision, better wings, Improved carrying capacity
>>>Clergy: Lesser Queens, enhanced loyalty, calming pheromones
>>>Geneweavers: Genetic storage
>>
>>26356939
Essentially, you're considered kill on sight by anything that's not elves at the moment.
>>
>>26356936
>>Queen: Infest
>>>>Hunters: Pheremone Secretion (bait)
>>>>Fishermen: Ballast glands for neutral bouyancy in water (allows better underwater movement and deve lopment)
>>>>Observer: Perfect Mimics (8 more to go
>>>>Houndsmen: second set of eyes to watch road while shooting.
>>>>Workers: Silk spinners.
>>>>Farmers: Photosynthetic hide
>>>>Homeguard: Fireproofing
>>>>Alchemists: poison proofing
>>>>Scavengers: Active camouflage
>>>>Clergy: Regeneration
>>>>Geneweavers: Better Geneweaving (3)
>>>>Scouts: Silent carapace
>>>>Warriors: poison stingers
>>
>Queen: improved mobility (for emergencies, think the Queen during the final scene from Aliens)
>Hunters: paralyzing vemon
>Fishermen: paddled tail for swimming
>Observer: Perfect Mimics (8 more to go
>Houndsmen: adrenaline to make wolves faster
>Workers:
>Farmers: internal fermentation (honeypot ants)
>Homeguard: large barbed scorpion tail (we can do poison later)
>Alchemists: internal chemistry (honeypot ants)
>Scavengers: improved love of shiny things?
>Clergy: infestation cocoons
>Geneweavers: Better Geneweaving (3)
>Scouts: better wings
>Warriors: two new scythed limbs
>>
>>26357066
Are you going for diminutive size before you go for infestation?
>>
>>26357066
I guess this is fine. We can do >>26357075 next time.
>>
>>26357066
This but dont we already have stingers on our warriors
>>
>>26357090
Yeah. Let's have a new tiny caste.

We could use them as pilots for whales, as spies, scouts, and of course mind control bugs.
>>
>>26356936

>>Queen: Genetic memory (so new generations don't have to be trained)
>>>>Hunters:
>>>>Fishermen: Paddles (limbs towards the back that improve swimming speed, like on a shrimp)
>>>>Observer: Perfect Mimics (8 more to go
>>>>Houndsmen: Improved eyesight/accuracy
>>>>Workers: ??
>>>>Farmers: The Honeypot Ants sound like a good idea
>>>>Homeguard: Larger size
>>>>Alchemists: Even bigger brains
>>>>Scavengers: ??
>>>>Clergy: ??
>>>>Geneweavers: Better Geneweaving (3)
>>>>Scouts: Wings?
>>>>Warriors: Better reaction time/coordination
>>
>>26357103
That got changed to fire breath
>>
>>26357142
Is this what we're doing?
>>
>>26357249
ahhh never mind then>>26357066
has my full suport
>>
>>26357142

Just to save discussion next time, i think we should definately start working on a few of these. Fishermen should definately get the paddled tails, since we've already got swimming limbs, and the houndsmen could use better eyes.

What is a honeypot ant?

Homeguards being bigger is definately an idea.

ALchemists need more brain.

Queens... we've already got the genetic memory. Hivemind. All that we know or have ever known is sitting in the queen's brain, from here on out. We all know what we all know.

Scouts have wings, but i'd like them to get better propulsion. Some sort of burst of speed for an escape. Like if they were surrounded by zombies and needed to fly away.

Warriors: I'm running out of natural weapons to throw on them, unless someone can figure out how we can have them produce electricity.
>>
>>26357387

Oh. And we're gonna do Dim Size once we're done with infest. Because holy shit. But our navy is ready to be sailors and we need to get their ship ready.
>>
>>26357387
http://en.wikipedia.org/wiki/Honeypot_ant
tl/dr
its an ant that feeds some of the other worker type ants food those ant take the food and shit out hyper healthy jelly
>>
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>>26357387

This sounds good.

Also, pic is a honeypot ant. They could ferment drinks or carry water or hold algae in there that photosynthesizes.
>>
>>26357451
Oooh. Clever. Most definately a good pick.

Next clergy: Royal Jelly.
>>
Long term genetics plan:

>Hunters: spider-like
>Fishermen: shrimp-like
>Observer: human-like mimics and big brained regular observers
>Warriors: zerg roaches but with fire?
>Scouts: fly-like
>Houndsmen: insect mongols
>Workers: tunnelling bulldozers
>Farmers: honey-pot ants
>Homeguard: scorpion-like
>Alchemists: multi-armed scientists
>Scavengers: fly-like
>Clergy: baby factories and moral boosters
>Geneweavers: Abathur
>Tiny Caste (the pilots?): headcrabs? facehuggers? slither? spinal-cord worms? virus?

Sound good?

>>26357471
Definitely. We need to have castes be less about what the queen tells you to do and more about chemicals you're given when you're born.
>>
>>26357471
wee could give the warriors pistol shrimp like claws
that fire a burst of sonic pressure
>>
>>26357513
FUCKING THIS

There is an underwater civ, right?
>>
>>26357520
don't know yet but if it works in the air think what it does under water
>>
>>26357486
Hey guys, I'm going to have to go and do some RL stuff soon (about an hour). Have we solidified this round of mutations? Also, orders for the next turn?

I want to get at least 2 turns in before archive.
>>
>>26357520
>>26357533
If I roll a civ with good tech while exploring the ocean, you will run into them.
>>
>>26357066
mutations here
>>
>>26357564
farmers farm
warriors spar
hounds keep on
fishers keep fishing
hunters keep making traps
alchemists burn that wheat shit and make some
acid solvent for the warriors weapons
home guard keep defending also send some home guard to sand hive and begin working on defenses
>>
>>26357582
Mutating infestation right now will make it a queen only ability until you get diminutive size and parasitic infestation. Diminutive size is a prerequisite for parasitic infestation for obvious reasons (you can't have a human sized bug running around in an elf suit). Are you guys absolutely sure you want to use your queen's mutation for that?
>>
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>>26356974
something in the water supply.

they get ingested when they drink the water, it passes through the lining of there intestines, closing the hole behind it, then moves to there spine and then multiplies and spreads along till its ready to hijack there central nervous system, brain to tailbone.

we capture some elves from the fringe of society nobody will miss and experiment until we've developed a strain of water borne parasites that won't manifest any symptoms in there hosts until it's far too late.
>>
>>26357649
workers if every one is armored then help then odd jobs produce what ever the other cast need
observers observe I guess
I think that's it
>>
>>26357679
Yeah. Going the flatworm route would be good.
>>
>>26357651
Oh, if that's the case, then, Dim Size.
>>
>>26357651
>can't have a human sized bug running around in an elf suit

Why not?

http://www.youtube.com/watch?v=xtOkNZK-m4A
>>
>>26357767
I was thinking more along the lines of like, infested terran, but here for the whale. Obviously, blatantly mutated to our usage. Not for use on Elves... yet.
>>
>>26357679
>>26357724

Arn't there parasites that take over the brains of lower lifeforms in the real world?
>>
>>26357818
Oh, I agree. We should infest the whale and the wolves.
>>
As for the end-goal with the elves... well, the parasite's gonna get mind-reading as quick as can be managed...

and for the record, when i think parasite, i'm thinking Yeerks. Or brain slugs. Or those spiders from the sequel to John Dies at the End. Slip in your ear and wrap about your head-meats.
>>
>>26357818
so infested whale makes me think of a flood infected whale
>>
>>26357582

Yeah, as others have said, this list is pretty solid.

To get technical, shouldn't photosynthetic hide for farmers be changed to symbiotic algae (any animals with photosythetic abilities are actually just working with algae). This will open a door to more honeypot ant related mutations too.
>>
>>26357841
Oh god, the wolves. I want the wolves to have six legs and acid teeth yesterday.

Strictly speaking, six legs isn't necessary but it's the look of the thing. We could go for 8. Wolf-spider.
>>
>>26357649
I'll go with this in spirit of keeping things moving.

The farmers till some more.

The warriors can now combine acid spit and fire breath in the same attack. The results are devastating.

The hound masters practice their archery a little more They are able to hit targets with both appendages now.

The fishers do OK, but half way through, Mikey convinces them that swimming is more rewarding.

The hunters hollow out some ground and make trap door traps where warriors can pop up and attack from and go back into hiding afterwards.

Mikey burns the wheat in an unvented room. The Alchemists get very sick. (Cannot act next turn)

Mikey caves the sand hive in while trying to build some defenses. It takes the whole turn to fix it.

Your scouts tell the elves to hold up until they have spotted everything. The rage of battle sounds off as the undead and Elves can be seen fighting over the remains of the city. An elf can be seen shooting an arrow that bounces off the skull of a skeleton who digs his scimitar into the neck of the Elf. Blood sprays everywhere as the elf falls to the ground. Faster undead such as Wraiths and Ghists can be seen tearing up the Elvin lines as a pair of litches cast frost spells to disrupt the Elvin war machines. The elves are clearly losing this battle.

The Observers convince Barchetta that the southern kingdom will not be safe and that it's best to stay with you and to prepare for an undead assault on the hive.

You have gained temporary control over the elves.
>>
>>26357870
>wolf-spider

Yes, just for the pun. And newborn wolves would automatically have a rider, eliminating the need for a houndmaster caste. They'd just be the hounds and would breed on their own as a sub-species within the hive.
>>
>>26357870
so turn the wolves into zerglings?
>>
>>26357876
>is armored then help then odd jobs produce what ever the other cast need
>observers observe I guess
>I think that's it

I forgot those workers.

The workers spend the day creating excess weapons and armor for the next clutch (This one actually).
>>
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>>26357876
>Mikey

Best ants, amirite?
>>
>>26357876
We should probably send out a raiding party to test our new firebreathing skill against the undead.
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>>26357923
>>>>>>>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, Graspers, slight tech bonus, Antidotal Chitin, Caste Specific Mutation.
>>>>>>>Breading: Queen lays the eggs
>>>>>>>Pop: The Holy Queen, 1 Underqueen, 9 Holy clergy caste, 40 hunters/fishermen , 80 workers, 25 scavengers, 20 homeguard, 10 hound masters (elite), 40 farmers, 32 Observers, 22 Alchemists, 125 Geneweavers, 2 Mikeys, 60 warriors, 20 scouts, 94 unnasigned, 129 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, Dorms, Specialty rooms, Crafting Rooms, Agricultural room, Spawning Pool, Archery Range, Transportation tunnel, Stone Doors, Forge, small beach hive, Elf quarters
>>>>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, strongberries, mushrooms, troll, various crops
>>>>>>>Conditions:
>>>>>>>The cliffs are cold and harsh, but everyone is well sheltered
>>>>>>>Fed
>>>>Caste based on what do most, or what the queen tells you are.
>>>>>>>The Queens chamber is very shiny
>>>>>>>Bugs can smell other bugs.
>>>>>>> Captured troll - cattlizing for food
>>>>>>>Reputation with elves increased by a lot
>>>>>>>Cryo-Hydra lair to the east
>>>>>>>>Ocean to the southeast
>>>>>>>Swamp with Hoard of militant undead West of elves (Undead are Elves)
>>>>brought back an undead corpse (unknown if it is viral)
>>>>Battle for Elf city.
>>>Black Sand beach
>>Northern elves gone
>>Corrupted wheat fields
>>
>>26357952
acid and fire and no we can't risk them finding the main hive
>>
>>26357928
The Mikey Brigade is growing. I actually need to factor them into hive stats but first, where are we adding the new members to?
>>
>>26357976
how many we got boss man?
>>
>94 unassigned

More soldiers? We have to defeat the undead at some point. When?
>>
>>26357867
Alchemists: Take your medicine.
Farmers: Farm
Warriors: Target practice with acid spit, working on increased range
Workers: Dig out SandHive
Scavengers: Search black sand beach
Hounds: Raise more wolves
Fishers: Fish. Check status of spawning pool.
Hunters: Scent the wooly hide and try to find its source
Scouts: Get the HELL out of there. Go check out the black sand beach and beyond.
Observers: Ask the elves about the wooden catapault
Elves: Explain the siege engines to the observers
>>
>>26357876

Are litches the necromancers controlling the army?

I missed our first encounter with the undead, I'm not sure what our scouts have learned. We should have the scouts investigate whether the necromancers need sleep, if the army ever makes camp, if their is a castle/base the undead use.
>>
>>26358005
Mikeys: Join battle on side of elves, get them to safety IF AND ONLY IF you can lose pursuit.
>>
>>26358015
Yeah, we should probably scout around, posing as hunters or gatherers, and then try to move in for a decapitory strike.
>>
>>26358000
94 eh
lets do 23 warriors 23 workers 11 hunters 11 fishers 11 farmers 11 houndsmen 1 scout 1 scavenger and 1 alchemist
>>
>>26357996
You got like 5 more Mikey's since that number was put up there bringing the grand total to 7 Mikey's. We should totally start a DND monster campaign where everyone is some kind of Virmen named Mikey and we're sent on an adventure by our holy queen to do something.
>>
Okay, guys. Here's some inventions i think we need on the quicklike. If you can think of a way to get these invented, speak up. The scientists are busy, so, this would be in a learn-by-doing thing.

Domesticate Food Animals (Not Fish)
Cartography
Vehicles (we have the wheel)
Sub-breeds of wolves (Fighters, Workhorses, and messengers)
Explosives
Axes
non-insectile anatomy (Haul in some corpses through a side entrance?)
Glass
>>
>>26358097
Also lets get the new workers to start expanding the hive down deeper into the ground so we can have more space for every thing and more room for food production that is if we have any fungus that can grow with out sunlight
>>
>>26358000
Complying with Anon because trips. How many more soldiers?
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>>26358128
Fungus tends to grow better without sunlight
>>
>>26358133

Get soldiers up to a full hundred. Leaving 54 unassigned. Double the number of houndmasters, getting us to 20. 44 remain. 8 more observers and alchemists, 28... 10 more farmers, 18... 10 more homeguards, 1 more clergy, and 7 more fishermen/hunters
>>
>>26358034

The undead's only weakness is their leader. They depend on him/her. The reason why they keep winning is because they're always on the offense, following a plan. If they were to be ambushed, the undead themselves are too slow to know what to do - they'd await their leaders orders. If we can cut off and kill the leadership, taking out everyone else should be easy.

Would it be possible to lure the cryo-hydra to wherever the undead are?
>>
>>26358201
No. Because we want to infest it.
>>
>>26358201
I think the Cryo-Hydra would just stick to its nest.

However, I think everything else you said is exactly right.
>>
>>26358211
Speaking of which, the moment we have the poison stingers, we're hauling a tertiary queen out to its lair, infesting it, and starting a new hive in its lair.
>>
>>26358211
>>26358221

My point was that it would be great if we could divide their army. If a dispatch of undead were sent to take care of something, there are less at the camp. We don't need to use the hydra, but maybe starting a forest fire or something?
>>
>>26358265

Most definately. I was thinking an aerial bombardment, once we have some explosives.
>>
>>26358265
That could work.
Or we could build a dam and flood their asses.
>>
>>26358265
The hydra alone will not be able to stop the undead. You can lure it somewhere if you roll well. I can guarantee a heavy loss if successful at all I see you guys getting killed off while it's in one of your hunting grounds and it stays there. It alone won't be enough to beat the undead and if they kill it, they will raise it.
>>
>>26358387
WHich reminds me.

Next mutation, after infest.

Explosive decomposition.
>>
>>26358387
Okay, that settles it. We don't want to face an undead hydra.
>>
>>26358387
Anyway guys, I need to leave. I'm going to do >>26358005
for now and archive.
>>
>>26358387
yeah lets not give them an undead hydra instead lets just stay under ground till we have enough warriors to win and continue evolving until such a time happens
>>
>>26358005
The farmers do a great deal of farming. Food stores look like they're getting closer to the red though.

The warriors try to do some target practice, but can't seem to break the to meter mark. Mikey starts breathing fire instead of acid.

The workers dig out the sand hive.

The scavengers don't see much on black sand beach.

The houndmasters raise some more wolves.

The fishermen get a great haul. The spawning pool looks like it's self sufficient for the whale (not the hive).

The hide seems to be some kind of insulation. Wherever this thing came from, it had to be cold as hell.

The scouts gtfo but can't manage past black sand beach at the moment.

The observers learn from the elves out to make the catapult and to use it to destroy walls and other war machines.

The elves explain that siege engines were originally made to attack towns without taking too much damage from ranged units. They are usually rolled on wheels into the area they need to be used. Some siege engines are made specifically to destroy others.

OK I really need to go. Archiving.
>>
>>26358417
This could backfire if a bug dies in one of our tunnels, it would basically cause a chain reaction of cave-ins and explosions.

>>26358438
Yeah, the forest fire is probably the best idea for a distraction. Once we've evolved a bit more we could probably find some way to attack them from above, split their ranks, and rush in with the houndsmen to finish off their necromancers.
>>
>>26358586
Okay. Acid-meltdown?
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>>26358655
no acid rain lest that's what the codex calls it
>>
Looks like I made it here too late. Jesus, 7 Mikeys? It looks like it's time for Mikey Quest. Also The whale didn't eat Fishermen Mikey I see....Next time I'll push for sailing
>>
>>26358556
Hey guys. I'm back. I'd really like to get Fireproofing for the Warriors, that way in case of, say, starting a giant freaking forest fire, they'll survive it.

My vote for the Warriors evo queue is: Stingers (because it's a good idea) > Fireproofing (increase resistance to immunity) Oxygen independence (No death from oxy deprivation when fires consume all of it, also will allow them to go underwater. Not cross oceans, though, because water pressure.) > WINGS (Mobility FTW) > Hardened Carapace.

Long queue, but that's my vote for the order, at this time.

Also: Captain Barchetta: Does he happen to wear RED? If so, this is his theme song.
http://www.youtube.com/watch?v=FAvQSkK8Z8U
>>
Is it possible to "set aside a geneweaver to "sample" Mikeys?
They seem to be a combination of broken genes and innovation so might it be possible to have a stash of "genetic crazy" ?
>>
when engaging in talks or diplomatic meetings who do we send to do our talking and how do we go about providing an environment conducive to closing deals?


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