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Either trying to go for the third session of Yeti Civ
Previous sessions:
>http://suptg.thisisnotatrueending.com/archive/40089460/
>http://suptg.thisisnotatrueending.com/archive/40194276/

Or we're starting a new one. In which case... Pick a race and pick a location, first to 3 wins. (this lowers to first to 2 if this takes more than an hour)

3 hardmode areas striped through because, being a newbie CM/QM/DM, I don't really know how to run them.
>>
lurking and waiting since im more interested in a new civ because i havent been here for the previous sessions.
>>
>>40534461
That's allright. Thank you for your participation. :)

(I've been trying to run the 3rd session 2 times before now, each time having to wait at least 6 hours before it just not getting off the ground, I had things planned so I'd like to run them, on the other hand, I'd also lke to run a new one with a different race/location, as I really just want to do this)
>>
>>40534477
then i'll vote to hopefully start something

>unseen
>canyon
>>
Insect

Canyon in a forest
>>
Seconding insects and forest
>>
>>40534499
changing my vote to insect forest/canyon to kick things off
>>
Mutation guys we need mutations
>>
Oh snap, and here I was thinking this would take long enough for me to go for a game of league... (Like the last times)

My apoligies, please give me a moment
>>
I'd suggest we go for a bunch of ant-people, works well for a foresty-canyon.
>>
>>40534684
Giant ant civilisation then
>>
Right... Working this out, Incects are 100% certain, going for Canyon in a Forest (I'm just reading this as humongous anthill potential, but whatever)

For mutations, I'll have some starting packages

Ant-like
>Major Strength: Even the lowest worker can carry twice, if not three times their own weight
>Clawlike Feelers: Bonus to melee combat, cannot hold tools properly
>Hive structure: Has one queen, all other females are workers and almost all males are part of the queen's harem, and do nothing
Optional: Hands

Mantis-like:
>Minor Strength: One to one and a half times their own weight seems to be the limit most can carry
>Large Claws: Major bonus to melee combat, can -not- hold tools
>Jumpy: Can easily jump twice their own height, up to 2 times
>Female-dominant: Males have a chance of being eaten after mating, and are smaller than females

Beetle-like:
>ArmorPlating: metallicly-strong armour
>Minor Strength
>Clawlike feelers
>Balanced genders: See humanlike society
Optional: Hands

Excuse me for having to write this up now, I have to make all this up at the spot
>>
First post I'll start writing, since everyone kinda ok-ed ants before.
(My apoligies in advance, I have to leave in a bit, I'll be back within 30 if all goes as planned)
>>
>>40534785
Ant-like. We are civilisation-building, after all.
>>
>>40534785
jajaja ants!
>>
>>40534817
Gotime, writing
>>
>>40534785
Ants Ants I say!
I'd also like to add that in the wild mantises don' t eat the males
>>
You have awoken from your slumber, new queen, to lead your race to a glorious future. You see that your people are strong, but underevolved and underfed. The land you have spawned in seems rich and unexplored, but many dangers await. And as soon as you no longer feel as hungry, you will start to lay eggs.

Your canyon stretches from east to west, giving you decent amounts of sun and foliage growing at the bottom of it, but immense heat during the summer times, but nearly no sunlight in winter. As it is now, you assume it to be spring, as even some small animals seem to be walking around.

Housing: Your spawning area (a hole in the ground)
Tech: None
Food status: unsatisfied
Structures:
Population: 85 Incectoids (77f 8m)
Noticable: Our Queen [Name Her]

Options
>Explore
>Gather Food
>Research Tech
>Build/dig
>Evolve/Mutate (Too little food)
>Other, specify
>>
>>40534870
See if we can catch a few of the animals for dinner
>>
>>40534870
hunt/gather food and explore area around spawn
>>
>>40534870
I name thee TITHONUS
(The Greek god of insects)
>>
>>40534870
Don't we have enough insects to do all of those at once?
>>
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>>40534947
>>
>>40534969
Ants tend to work best in large groups, I'd recommend against splitting us up too much.
>>
>>40535002
good point.

get dat food we need to start laying eggs!
>>
>>40534969
>>40535002
>>40535019
while looking for food, arent you kinda exploring at the same time anyway?

also where did OP go?
>>
>>40535166
Op went for a cycle, I warned.
Writing now
>>
You decide you and your children need food, so you tell them to set out to hunt and gather, while exploring the area in more detail. All but a few staying behind to defend you in case it is needed. The hunting and gathering goes marvelously, small many small animals such as rabbits, squirrels, a fox or two, and even a moose which fell down the canyon and broke it's leg were easily captured and brought to you, as well as varying different types of vegetables, herbs and edible grass and bark, leaving you satisfied and while eating you feel your body starting to produce eggs.

The first groups of explorers set off along the path of the canyon, following the small river flowing through it upsteam to the east, slowly rising in altitude with almost unchanging scenery, with only the trees becoming slightly less common for a rather far walk. Downstream to the west, the canyon follows for a while, with the canyon turning to the south-west, at which point your scouts decide to return.

To the sides, the scouts have a hard time climbing, but eventually managing to reach the top, finding that the forest up there is far more dense and rich than below, as the roots of the trees seem as thick as the barks of those below. This makes it hard for your scouts to travel very far, and the animals on both sides seem more hostile than those in the canyon.

Housing: Your spawning area
Tech:
Food status: Plenty
Structures:
Magic:
Population: 85 Incectoids (77f 8m) (31 eggs)
Noticable: Our Queen Tithonus

Options
>Explore
>Gather Food
>Research Tech
>Build/dig
>Evolve/Mutate (Let me know beforehand, so I can start listing and making them up)
>Other, specify

My apoligies for the wait, writing takes more from me than I realise
>>
>>40535326
Is our spawn in a cave, burrow, debris or something?

We need somewhere to care for the eggs and future larvae, so depending on above question:
>dig or build hatching area.
>>
>>40535395
our spawn is the place we were born in, it is effectively a fairly open hatching area, which is most similar to burrow, but isn't even that fancy
>>
>>40535423
hmm. then improve current hatching are slightly and maybe a rudimentary storage space for food.

i like the idea of burrowing into the ground like most ants do, and maybe some forest ant building mixed in.
>>
>>40535478
You feel the need to upgrade your spawn, and start a burrowed hive, you set your children to work while you lay more eggs. Your workers dig a few rooms, the first being a guard room where only a few can pass at once, the second a hatching area, which is currently your new home.


Housing: Your spawn
Tech:
Food status: Filled
Structures: Burrows (1 hatchery, 1 tiny guard room)
Population: 85 Incectoids (77f 8m) (68 eggs)
Noticable: Our Queen Tithonus

Options
>Explore
>Gather Food
>Research Tech
>Build/dig
>Evolve/Mutate (Let me know beforehand, so I can start listing and making them up)
>Other, specify
>>
>>40535622
Maybe we should start working on our tech.
>>
>>40535668
i was thinking the same. cooking? farming? maybe underground fungi farm.
>>
>>40535694
We're in a forest right? Why don't we go the leaf cutter route, start growing fungi on dead leaves and wood?
>>
>>40535732
fuck yes!
>>
We can't really cut down trees for now, but I'm sure there's plenty laying around.
>>
>>40535771
We -can- cut trees, it's not that hard with claws
>>
You see the potential in growing fungi for food, especially with so many trees and dead wood laying around, you begin making a small piles of dead leaves, sticks, and even some fallen treetrunks, and inedible bits, to let the fungi base start growing. The first 35 eggs also hatch, giving birth to the first generation of new workers

Housing: Your spawn
Tech: Agriculture (fungus)
Food status: Satisfied
Structures: Burrows (1 hatchery, 1 tiny guard room), tiny piles with fungus
Population: 120 Incectoids (109f 11m) (60 eggs)
Noticable: Our Queen Tithonus

Options
>Explore
>Gather Food
>Research Tech
>Build/dig
>Evolve/Mutate (Let me know beforehand, so I can start listing and making them up)
>Other, specify
>>
>>40535983
Explore, we have no idea what's out there at the moment.
>>
>>40535983
whoop!

>>40536006
yes, especially north/south into the thick forest.

and start digging another room for more fungi farms


>mutation idea
seismic vibrations for longer range communication.
>>
>>40536071
Exploring, focussing on the north/south, writing
>>
Damnit, gotta rush somewhere, my apoligies beforehand, I'll be writing in ~30 minutes
>>
Once again, my apoligies for having a life, I'll be able to sit and write now

You still feel unsafe about your surroundings, and once again send out scouts, this time focussing on the higher areas to the north and south, not finding anything conclusive to your east and west. To the north, your scouts manage to press on, going further north, and some east and west, finding that the forest streches on both ways. To the east from where the scouts explored before, they manage to pass on peacefully, untill they stumble upon a creature, hanging bleeding from what seems to be a trap. The creature has a pitch black skin, white hair, and a humanoid build, but lithe, and with longer ears, and has seems to have bled to death, with markings of slashes all over her body.

To the west from where the scouts have explored before, they also find more forest, where they have found a clearing, almost perfectly circular, with in the center what looks to be a hole in the ground, with a diameter of five of our kind from front to back. It is surrounded by large stones and boulders which seem to be for blocking the path.

To the south your scouts also continue, southeast the thick forest continues, where they eventually find a path made by a large creature, which has broken many trees, from how they broke, your scouts can assume that it came from further south, and is headed east, where they see that the area seems to open up from trees slowly. To the southwest the forest clears quite quickly, revealing lush plains, with only small trees every so often, and far in the distance to further southwest you can see smoke rising.

(options and report next post, due to too much text)
>>
>>40537376
(continued)

Housing: Your spawn
Tech: Agriculture (fungus)
Food status: Unsatisfied (too low to lay)
Structures: Burrows (1 hatchery, 1 tiny guard room), tiny piles with fungus
Population: 148 Incectoids (134f 14m) (68 eggs)
Noticable: Our Queen Tithonus

Options
>Explore
>Gather Food
>Research Tech
>Build/dig
>Evolve/Mutate (Let me know beforehand, so I can start listing and making them up)
>Other, specify
>>
>>40537392
gather more food and start digging another room for fungi farm underground.
>>
Take the creature we found on the trap back as food, and send a group out to investigate the smoke
.
>>
>>40537484
Creature was assumed to be taken back, it's simply not enough to make any meaningful impact to the hive's food reserves...
>>40537439
Currently 1 to 1 digging vs exploring. I (the hive) could do both no problem.
>>
>>40537662
I'd say do both then
>>
>>40537827
but we need food........ we're not laying eggs
>>
>>40537827
You see that your tribe will need plenty of food, so you decide to tell your children to build a farm for it. They start going to work, and it soon becomes a reality, with growths of fungus left and right, as well as up and down. (Burrows now have 1 Fungus farm)

The smoke peaks your interest, and you send a group specifically to investigate it, consisting of 20 good workers. They set path to the plains, then head where the smoke came from, and is still coming from. As they approach they see structures built crudely out of wooden logs. As they approach they see large creatures, akin to bears but larger, and standing upright. They seem to have spotted your children and they prepare what look like weapons from their community, at the distance you are at you can't see exactly what weapons they have.

What do you do?
>Get closer, figure out what weapons they have, how they look
>Get closer, try to make contact
>Attack (Specify, I'll ask for rolls, you can pick from d6, d20 or d100, and we'll stick with that from now)
>Leave (specify)

(Turn review after the results)
>>
>>40537925
>Get closer, figure out what weapons they have, how they look
>>
>>40537968
also how many they might be
>>
>>40537968
You carefully approach closer, slowing down as to not be seen as hostile, but rather as inquisitive. You see that their weapons are mostly pitchforks, hammers, scythes, and only a few with bladed or large heavy weapons designed for combat, all made of metal, but only the swords glimmer grey from iron, while the others seem made of a red or brown metal, with wooden parts. The creatures still look bear-like, standing taller than your kind is long, most if not all having a bulky and sturdy build with brown fur, and hands clearly capable of making and using their tools. The ones wielding the swords seem to be wearing the skin of other creatures over their fur for protection, while those with heavy weapons (such as a maul) wear metal plates on their skin, and in some places also skin. The ones with proper weapons seem to number in the 40, while those without number easily over a hundred, and they do not seem to all be there, as in the distance more can be seen.

Coming closer you see that the land you are standing on has been tilled, and that plants are growing all around, and that every so often a box stands, where bees come out of. In the distance, behind their community you see that the canyon lays, and near there a structure with four wings. (a windmill)


Options (basicly see above)
>Make contact
>Attack
>Leave
>Other: Specify
>>
>>40538470
>leave
make sure they dont follow us home.
>>
>>40538535
(going non-meta)
How would you have them make sure that they won't follow, what do we have to stop them from following.

(Meta) I'll continue making a list of possible mutations, as with the farm we'll have enough food to afford it soon.
>>
>>40538559
dont go straight towards home, make a detour and have a few of us hide somewhere along our path to see if they follow us.

>mutations
i'd be interested in the seismic communication i posted earlier or some kind of camouflage would be very useful in the forest.
personally leaning towards camo.
>>
>>40538470
>>Leave
>>
>>40538470
Make contact. We can't afford to have the whole world hate us.
>>
>>40538630
Do note that without a (lesser) mutation, we're unable to -talk- with them, and are only able to communicate with gestures, and seeing as we are insectoid, and they aren't, this will be difficult.
>>
>>40538663
Currently 2 in favor and 1 against leaving. I'll pre-write leaving now, but wait a bit before posting it.
>>
>>40538663
We might not need to talk to them, just make sure they see us and that we're not harmful. If we skulk off now, they'll assume we're plotting something or the stories of giant, unintelligent bugs will start to circulate
>>
>>40538535
>>40538623
Your scouts return, taking detours and hard to follow routes to make sure the bear people don't follow. They do seem to chase for a while, but stop following directly as your scouts enter the dense forest. Those that see if you are being followed can confirm this.

Your farm has started production, but does not yet supply enough to be completely useful. The hunters and gatherers also return, but with less plentiful resources than before.

Housing: Your spawn
Tech: Agriculture (fungus)
Food status: Satisfied
Structures: Burrows (1 Hatchery, 1 tiny Guard room, 1 Fungus farm), tiny piles with fungus
Population: 181 Incectoids (164f 17m) (35 eggs)
Noticable: Our Queen Tithonus

Options
>Explore
>Gather Food
>Research Tech
>Build/dig
>Evolve/Mutate (Make suggestions so I can expand my list?)
>Other, specify
>>
>>40538805
We should start to expand out, maybe build some farms or tunnels.
>>
>>40538805
suggestions for mutation/evolution:
>camouflage
>warrior caste
>seismic communication (long range)

>>40538921
i agree. dig for resources and later we can convert some of these tunnels into more fungi farms.

we need to grow and for that we need steady food supplies.
>>
>>40538921
I can suggest a living area, as currently everyone sleeps where they fall down, not even always managing to get out of the path of others.

There's also the option of getting a "Sleepless" mutation in a few turns, but you'll have to ask me about the mutations first, as I'm still making them up xD
>>
Pheromones would be a fitting mutation
>>
Flight would be useful, I wish I hadn't deleted the diagrams I made for hive queen quest
>>
>>40538972
we have simple claws right now, yeah? better limbs to hold onto tools will come useful, but maybe not the best right now. but later for sure
>>
Your home is too small, and your resources and space is too little. You send your children to expand our home, build more farms and dig more tunnels. Time passes and your children dig and dig, while moving all kinds of things, and gather underground resources, which is mainly stones, only a few of which seem to contain metal, and those are rare. Your burrows are now officially a hive as welll, and you are laying eggs.

Housing: Your Hive
Tech: Agriculture (fungus)
Food status: Filled
Structures: Hive(1 Hatchery, 1 Guard room, 2 Fungus farm, 1 living area, 1 storage area, assorted tunnels), tiny piles with fungus
Population: 202 Incectoids (183f 19m) (46 eggs)
Noticable: Our Queen Tithonus

Options
>Explore
>Gather Food
>Research Tech
>Build/dig
>Evolve/Mutate
>Other, specify

(Mutation list which I have so far in next post)
>>
We have:
>+Major Strength
>Exoskeleton 0
>Claws
>Scent 0
>Fertility 0

General
>Castes and differing eggs
>Honour guard caste
>Sleepless
>Fertility +1

Head
>Horns
>Great claw teeth

Front
>

Back
>Armored plating
>Wings 1-2 (float, flight)

Arms/legs and hands/feet
>-Clawed hands

Extra/Special
>Jumplegs
>Versitile vocal chords (allows for learning to communicate with other races easily)
>Language sense (does not require Versitile vocal chords, but does synergise)
>Seismic Communication 1-3

Outside
>Exoskeleton 1-2

Inside
>Poison 1-5
>Scent 1-2
>Trail 1-2

I had typed out more, but my pc fucked me over, I'll try to type it all out
>>
>>40539338
It's like a kid in a candy store, I want everything

Most important seems to be
>Castes and differing eggs
Warriors, workers, scouts, and other assorted groups
>Wings 1-2 (float, flight)
Mobility is important, and will allow us to scout the land easily.
>Versitile vocal chords (allows for learning to communicate with other races easily)
>Language sense (does not require Versitile vocal chords, but does synergise)
Unless we want to go full army ant mode, we will need diplomacy
>Exoskeleton 1-2
Unsure how this is different from armored plating, but I'd rather our whole civilization be resistant to weapons
>>
>>40539338
There are three types of mutations, micro, minor and major, represented by >-, > and >+ respectively. And -can- be used in a 2:1 fashion, adding 5% production penalty each turn. (2 micro 'turns' for 1 minor, 2 minor for 1 major, and 4 micro for 1 major)

Micro mutations cost 2 food levels, have a chance of killing up to 10% of the population, reduce production by 25% for this turn, and can be used every turn, even with other actions.

Minor mutations cost 4 food levels, have a chance of killing up to 25% of the population, reduce production by 75% for one turn, and have a a cooldown of 1 turn.

Major mutations cost 9 food levels total (6+1, and 2. I'll tell you when you can) have a chance of killing up to 60% of the population, reduce production by 100% for one turn, and 50% in the next turn.

Things I missed from the list of mutations (THANKS COMPUTER)
>Molting (Reduces costs for mutations, and allows for more specific mutations when you have scent)
Trail should be Trail/Pheromones
Horns should be -Horns
Sleepless removes the need for sleeping spots, and give a production multiplier of 150% compared to now
General: Reactive camouflage exoskeleton

I think I'm done for now... Please vote for one of the normal options, and if you want to mutate, -say- you want to mutate, and which mutation you would like. Suggestions are still very welcome
>>
I'm going to suggest we go for castes.
>>
currently have 2 votes for castes mutation, I'd like you to roll your dice, pick d20 OR d100 (first one to roll locks the type), for this I'll take the average.

In case we get castes, I'll assume Worker, Warrior, and Scout, so if you want to change or add this please note it.
>>
Do we get a discount on a mutation if it only applies to a single caste?
>>
>>40539596
Explain? You mean mutating only a single caste, rather than all castes?
The full effects of the mutation apply to -only- that caste, so I'll go by population and mass percentage, so mutation workers will take the biggest hit to production, soldiers the biggest hit in food, and scouts the smallest hit overall, unless you have more than twice the scouts as you have workers.

If I understand you correctly at least.
>>
Rolled 22 (1d100)

>>40539572
Castes will be most useful, it has my vote
>>
Rolled 15 (1d100)

Rolling for castes
>>
Rolled 21 (1d100)

>>40539338
caste mutation
>>
>>40539660
>>40539671
>>40539682
Nice, d100. This is now the dice we will return to for all future rolls. (remind me if I forget), averaged to 19
Any preference on percentages of population being one or the other? is 65% workers, 20% warriors and 15% scouts acceptable?

By the way, mutations that only affect the queen (so... basicly just fertility, for now) only halt egg production, and take 1 food level
>>
>>40539738
Sounds good, are you using a role under or over system?
>>
>>40539738
>65% workers, 25% warriors and 10% scouts

>>40539655
i think that's what he means. also i'd like that. it would let us specialize more.
>>
>>40539791
Sadly for you, I am rolling over, but no worries, the chance is low, and lower for 'lower' mutations

We finally have enough food and population to grow into castes, your children eat their full and dig themselves in, getting ready to evolve. They emerge later, grown anew, and you now produce 3 different types of eggs

Housing: Your Hive
Tech: Agriculture (fungus)
Food status: Satisfied
Structures: Hive(1 Hatchery, 1 Guard room, 2 Fungus farm, 1 living area, 1 storage area, assorted tunnels), tiny piles with fungus
Population: 202 Incectoids (183f 19m) (131 workers, 40 warriors, 31 scouts) (46 eggs)
Noticable: Our Queen Tithonus

Options
>Explore
>Gather Food
>Research Tech
>Build/dig
>Evolve/Mutate
>Other, specify
>>
>>40540162
Research tech
Fire
>>
>>40540176
Hah, I was wondering when someone would realise we have basicly no tech
>>
>>40540162
>Gather Food
warriors with half the scouts
>Build/dig
all workers
Build bigger room for farming
>>
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While we need tech, it's less important than with other races. Swords? Who needs swords when you can spray poison from your mandibles and have claws stronger than steel

OP, could we make giant bugs like pic and the acid/napalm thing it had?

Anyway, my vote is to gather food and research fire
>>
>>40540162
>move all fungus piles below ground
>dig another fungi farm
>send scouts to patrol around our area

>>40540201
fuck tech! zerg rush everyone!

how many food levels do we have, and how many do we produce each round?

also what does trail/pheromones do?
>>
>>40540302
I have assigned 11 food 'levels' varying between 0 being Starving! and 10 being Fed like a king. Anything above that will be stored, or spoiled before eaten. Every turn you drop 1 food level.
>>
>>40540347
Can you use 0-10 in addition to describing it? Unless you tell us the level "satisfied" is, we won't know when we can mutate
>>
>>40540391
Satisfied - Fed like a king is enough for minor mutations, Major only at Fed like a king
>>
>>40540347
Can't we assign a certain amount of workers to gather food?
>>
>>40540302
With the mutations done, you feel that your hive needs another upgrade, while you send out regular patrols to secure the area. Nothing interesting happens, though where you found the elf earlier, your patrols find that new traps designed for humanoids have been set up. The aboveground fungus farms are moved to belowground as well.


Housing: Your Hive
Tech: Agriculture (fungus)
Food status: Filled
Structures: Hive(1 Hatchery, 1 Guard room, 4 Fungus farm, 2 living area, 1 storage area, 2 assorted tunnels)
Population: 227 Incectoids (143 workers, 45 warriors, 35 scouts) (51 eggs)
Noticable: Our Queen Tithonus

Options
>Explore
>Gather Food
>Research Tech
>Build/dig
>Evolve/Mutate
>Other, specify

>>40540297
It'll take a load of mutatons, amongst which a few major ones.
If I may suggst, mutate firtility for the queen, it's about time we're able to upgrade population production, as we produce and hatch 20-40 eggs per turn at the moment
>>
>>40540787
I vote for fertility and sleepless, assign workers to dig more complex and rooms for farming, storage, etc
>>
>>40540787
Mutate the queen, fertility

Expand the gardens
Could we create a new caste, the Tank? Basically an upscaled warrior, which we could also be used for heavy labor.
>>
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>>40540852
Something a little like this?
>>
>>40540877
Could do, do you want them to be born starting now, or have some warriors mutate into them, and their percentages?
>>40540843
with the production penalty from mutating, they will barely be able to harvest our current farms, and switch a living area to a farm.
>>
>>40540877
Normal proportions, just bigger and able to do more damage. We'll be able to mutate them until they are literal tanks, with exoskeleton 2, armored plating and an acid/napalm sprayer. Add indentions in it's armor with handles for smaller warriors, and it can work as a troop carrier.

Beef up it's face with horns and armor, use it to break down wooden walls and leave the warriors in the new entrance.
>>
>>40540927
Sure, mutate 20% of the warriors into Tanks. I'm gonna write up a list of mutations I want to give them, give me a few minutes

This is me, btw
>>40540985
>>
>>40540985
I think a lot of this is far off-ish. I suggest starting with armoured exoskeleton.
>>
>>40540985
Fertility and sleepless are locked (unless someone really objects)
Gardens will be done as much as they can.
I still want to know our new population percentages, and if existing warriors should mutate into tanks. Currently we have
>Workers 65%
>Soldiers 20%
>Scouts 15%
>>40541022
20% of the warriors in the tanks (I'll round to the nearest 5%) will make it
65, 15/5, 15.
>>
>>40541053
25% warriors (1/3 tanks), 10% scouts

>>40540787
send scouts to find origin of humanoid traps
>>40541053
Fertility and sleepless is good choice
>>
Finally the time has come for the mutation you much desired, sleeplessness for you and your children. Your production should rise after this! And with them you will become more fertile, as to allow them more brothers and sisters.

After the mutation process is over, you feel slightly unwell, but as the day passes this goes away. You notice that your children are experiencing this more than you are, and you decide to not mutate for a while (Mutation sickness: 2 turns... Don't want to overpower you guys too fast, sorry. Fertility is still an option)


Housing: Your Hive
Tech: Agriculture (fungus)
Food status: Hungry (high production)
Structures: Hive(1 Hatchery, 1 Guard room, 5 Fungus farm, 1 living area, 1 storage area, 2 assorted tunnels)
Population: 227 Incectoids (162 workers, 36 warriors, 15 tanks, 39 scouts) (22 eggs)
Noticable: Our Queen Tithonus

Options
>Explore
>Gather Food
>Research Tech
>Build/dig
>Evolve/Mutate
>Other, specify

If you want to know which mutations we have, just ask.
>>
>>40540985
I'm thinking of shooting projectiles from his back and a spray from his mouth
>>
Corretion: 252 total population, in case anyone is wondering, almost all males are scouts.
>>
>>40541172
Start work on researching primitive farming equipment.
>>
>>40540985
>>40541022
>Large claws
Mow down groups of enemies, mandatory for a tank to live up to it's name.
>Sleepless
Gotta fight all day, erry day
>Horns
Needed for charge attacks, can ram armored formations and city walls/gates
>Great claw teeth
Works like a pair of combine harvester frontal assemblies or woodchippers, can pull bodies into it to fuel the massive war beasts
>Armored plating
Stops attacks that might hurt our pets, makes them living tanks
>Jumplegs
Adapted to be used for ramming attacks
>Seismic Communication 1-3
So we can talk to them when they're rampaging
>Exoskeleton 2
More armor, no other explanation
>Poison 1-5
Whatever can give us a sprayer and the tanker bug from Starship Troopers' fire/acid attack
>Troop carrier adaption
Indentations in the monster's sides and back, allows for warriors to be carried into battle before they are released.

>>40541172
Expand the farms, need more food for our growing population

Hunt and gather
>>
>>40541172
>Expand terittory
assign patrols and for anything interesting or threatening.
>Expand farms
GM what are some techs useful for insects?
>>
>>40541359
Well, you could still always research woodworking (and maybe architecture), to also expand aboveground, then the wheel for making carts, then engineering to make an elevator-like structure to possibly haul large things up and down the canyon. As is, Tanks are still able to traverse up the canyon, but it's already becoming more difficult (as it's stone, rather than a thick layer of earth) if they become heavier they may or may not be able to. You could also research stoneworking. to just make stairs. Mining might be a good one... idk, it's all up to you, for all I care you start going towards steam engines, and make a railway along the river that runs through the canyon.
>>
>>40541509
I'm going to suggest mining then, cause it expands the tunnels too.
>>
Your now-sleepless workers start working on making even more farms, as you expect your hive to only grow. Though you have little food, you know food will be produced soon, as you are already producing far more food than your hive can consume, but your children cannot.

You tell your Soldiers and Scouts to patrol, and some others to follow the lead of who placed the traps to the ENE, they will return shortly with results.. You also claim more land aboveground to be considered part of the hive.


Housing: Your Hive
Tech: Agriculture (fungus)
Food status: Filled (high production)
Structures: Hive(1 Hatchery, 1 Guard room, 5 Fungus farm, 1 living area, 1 storage area, 2 assorted tunnels)
Population: 274* Incectoids (162 workers, 41 warriors, 16 tanks, 43 scouts) (62 eggs)
Noticable: Our Queen Tithonus

Options
>Explore
>Gather Food
>Research Tech
>Build/dig
>Evolve/Mutate
>Other, specify

(I'll be posting effective stats of each caste now)
>>
>>40541605
Research mining

Research woodworking

The two combined should allow for larger tunnels, and more defensible homes of stone.
>>
>>40541605
Vaaghar, a side question ,will you continue Yeti civ sometime?
>>
>>40541658
this
>>
>>40541663
I'll give the option for both next times I'll start a post... I'll try to go Tuesday, Wensday and Thursday, but having busy IRL days makes me uncertain when exactly. (and motivation will be an issue as always)
>>40541658
Writing
>>
Gathering the greatest minds in your hive, you set your workers to research woodworking and mining, for the sake of expanding and securing our precious hive. Your children will now know how to deal with stone and wood.

Your scouts return, to the east of where you found the trapped elf, and traps, reporting that the land towards there rises, eventually showing a small cliff-face, on which is a cave with a large metal gate. Murderholes in the gates scattered metal bolts into your children, and two of your precious scouts did not return alive. (-2 scouts) And however much you grief for your lost children, your hatchery is now overfull, spilling into the living area, and leaving no space for you to live yourself.


Housing: Your Hive
Tech: Agriculture (fungus), Woodcrafting, Mining
Food status: Filled (high production)
Structures: Hive (1 Hatchery, 1 Guard room, 5 Fungus farm, 1 living area, 1 storage area, 2 assorted tunnels)
Population: 272 Incectoids (162 workers, 41 warriors, 16 tanks, 41 scouts) (105 eggs)
Noticable: Our Queen Tithonus

Options
>Explore
>Gather Food (unavailable due to massive food growth from farms)
>Research Tech
>Build/dig
>Evolve/Mutate
>Other, specify

Structure unlocked: Laying/Queen's room (+20% egg laying, clears up space in hatchery, limited to one untill further notice)

>Roll a d100, we're going to try and get a named character, you can decide what caste they are from, and their speciality... Named characters have increased stats, and grant morale (lol we have morale?) bonusses.
>>
Rolled 29 (1d100)

>>40541922
Warrior named Myrmidon

Evolve the tanks to have poison X that can be sprayed

Expand the living quarters
>>
Queen:
>Breeding 40
>Mass 30
(also percentual food usage and relative size(cubic)... Yeah, the queen is huge... Will grow with every fertility upgrade)
>Speed 1
(relative value, decreases with mass growth)
>Production 1
>Research 10
>Defence 10 (generally decreases with mass growth)
>Attack 0


Worker:
>Breeding 0
>Mass 10
>Speed 10
>Production 20
>Research 14
>Defence 8
>Attack 8

Warrior:
>Breeding 0
>Mass 12
>Speed 14
>Production 2
>Research 0
>Defence 23
>Attack 23

Tank:
>Breeding 0
>Mass 20
>Speed 5
>Production 0
>Research 0
>Defence 30
>Attack 20

Scout:
>Breeding 0
>Mass 5
>Speed 34
>Production 5
>Research 10
>Defence 10
>Attack 6
>>
Rolled 15 (1d100)

>>40541922
>dig another hatchery
>dig queen's room
>reinforce guard room with wood and stone
>>
>>40541999
Expanding the living quarters does nothing currently, only giving you more space, a hatchery or queen's room would be preferred, as that would give your eggs more place to rest, or you.
>>
>>40542071
Oh, then expand the hatchery instead of living quarters

I figured that the large amount of children would mean the living quarters would be overcrowded
>>
Rolled 66 (1d100)

>>40541922
>Build egg room and larvae room where they do is eat
>Research
Architect
We shall call him Brain
An intelligent bug
>>
>>40542046
>>40541999
We're close, but I'd like one more roll... And the goal is 80 or over, highest counts.

Hatchery, Queen's room and Guard room + is go
Mutating the tanks to Poison 1, giving them a poison gland in their mouth which allows them to apply it when biting. They are immume, but your other ants aren't. Poison 2 will make it a short spit, poison 3 will make it a spray, 4-5 will make it spray further, and all upgrades to it will make it more deadly.
>>40542128
Living quarters is for all-round, hatchlings immediately get fed and accepted into a caste. We'll need another one around 500 total pop.
>>40542151
Nice roll, but sadly no cigar... You'll all have another chance next turn. Architecture is go as well, as we have the research power for it.
Writing now.
>>
>>40542071
Mutation for a minor diplomacy corps in the scouts, and capture a large meaty animal as a gift to the bears as a jesture of goodwill (the castle blokes sound mean and we have to have SOME allies)
>>
File: smartbugs.jpg (32 KB, 475x393)
32 KB
32 KB JPG
>>40542128
we have sleepless mutation and are insects so we dont really have children.

>>40542151
>intelligent bug
I FIND THAT OFFENSIVE
>>
Though conversing with your children has inspired them and yourself, you havn't found anyone that really caught your eye. So you decide to have them build a Queen's room, where you can lay your eggs in peace, before having them hauled off to the new hatchery, safely guarded by your now reinforced guard room.

In your new room, some more conversing allows for more inspiration. (again, roll 1d100, highest taken, beat 80 for a named character)

Housing: Your Hive, Queen's room
Tech: Agriculture (fungus), Woodcrafting, Mining
Food status: Filled (high production)
Structures: Hive (1 Hatchery, 1 Guard room, 5 Fungus farm, 1 living area, 1 storage area, 2 assorted tunnels)
Population: 361 Incectoids (212 workers, 61 warriors, 20 tanks, 55 scouts) (128 eggs) *(lol, lucky hatch roll)
Noticable: Our Queen Tithonus

Options
>Explore
>Gather Food (unavailable due to massive food growth from farms)
>Research Tech
>Build/dig
>Evolve/Mutate
>Other, specify
>>
Rolled 94 (1d100)

>>40542347
I like the architect bug idea.
>>
>>40542347
Derp'd, I should've added architecture to tech
>>
Rolled 91 (1d100)

>>40542347
Warrior named myrmidon

Evolve the scouts, wings

Research stonework
>>
>>40542362
And we have a winner *an overly familliar jingle sounds*
I read it as research architecture, where the named character should be "Brain" the Intelligent (A worker specced for research)
>>
>>40542389
And now we can do both, gg, any nicknames for Myrmidon?
No more named characters for a while. (unless you want to get 100 or over... you're free to try of course)

I'll be waiting for another vote.
>>
>>40542395
Oh yes, you're right of course. Though I think we could do a better name than Brain. Maybe keep with the diety themeing? Prometheus? Thoth?
>>
>>40542471
Athena? All our workers are female after all.

I support Prometheus though, if that's what people like.
>>
What about a different culture for each caste? All the queens are named after greek gods, the workers have a different naming scheme. It'd making telling them apart by name easier.
>>
>>40542347
>evolve better clawed hands for worker caste (for mining tools)
>mine for resources using said tools

>>40542566
yes
>>
>>40542566
Warriors are Greek demigods if we base it on our new named warrior, queen is a Greek goddess, workers could be Egyptian or Norse. Scouts, I don't know
>>
I'm waiting for a consensus on names (aside from Myrmidon), currently our only actions taken this turn will be evolving scouts, and researching stonework. It's getting a bit hard to tell you apart, so would you all be as kind as to start namefagging, and refer to a few of your earlier posts, so I know who you are, and who has voted, and who hasn't.
>>
I'd suggest making warriors Norse, workers egyptian, not sure about scouts.
>>
>>40542623
me
>>40542611
>>40542291
>>40542046
>>40541669
>>40541129

>>40542664
i like that. native american for scouts?
>>
>>40542623
I'm the guy that designed the Tanks, and rolled for Myrmidon
>>
>>40542697
Native american works well.

>>40535002
>>40535732
>>40540877
>>40542362
>>40542471
>>40542566
>>40542664
This and some other stuff is me.
>>
Rolled 49 (1d100)

>>40542347
The brain!
Guys our warriors have no to little fighting experience, I say train or send them to raid something
>Research traps
>>
>>40542623
dice+1d100

I vote for Prometheus and for each group of scouts one has to have vocal chords to use diplomacy.
>>
Well going on the egyptian workers thing, I'm going to put Thoth forward. Mostly because it's really fun to say.
>>
Rolled 9 (1d100)

>>40542845
opps...
>>
I can only make scouts mutate once per turn, so wings or vocal chords?
Workers can evolve Clawed Hands, to hold tools properly.
Stonework research
Traps will be done after this turn, not now.

Myrmidon is set, Prometheus for the research worker?

And thank you all for the names... I'll be pre-writing.
>>
>>40542911
I think Thoth is winning, Egyptian theme for workers is good.

Flight for the scouts, vocal cords are useless except for diplomacy. Flight can be used for almost everything
>>
>>40542911
I dont mind if we get vocal chords next turn as long as we GET them next turn.
>>
>>40542911
thoth and vocals
>>
>>40542911
Oh yes, I support vocals.
>>
Toth, and vocal chords are go, writing
>>
>>40543010
ok I have someone on my side so pushing vocals
>>
Your consult with your children went splendidly, two of your children even caught your eye, Myrmidon the fighter, and Toth the worker. You and your children also continue research, this time on stoneworking and tools for your workers new clawed hands, you feel you have something to learn and reproduce from the traps where you found the drow, but you can't quite lay your finger on it yet.

Your scouts throats hurt, but finally they can speak, in laguages other than your own, in water, air and even through dirt. (also fixing some derps in structures)

Housing: Your Hive, Queen's room
Tech: Agriculture (fungus), Woodcrafting, Mining
Food status: Filled (high production)
Structures: Hive (2 Hatchery, 1 Reinforced guard room, 5 Fungus farm, 1 living area, 1 storage area, Queen's room, 2 assorted tunnels)
Population: 437 Incectoids (255 workers, 76 warriors, 25 tanks, 63 scouts) (151 eggs) *(lol, lucky hatch roll again)
Noticable: Our Queen Tithonus, Myrmidon the Warrior, Toth the researcher

Options
>Explore
>Gather Food (unavailable due to massive food growth from farms)
>Research Tech
>Build/dig
>Evolve/Mutate
>Other, specify
>>
>>40543130
gather food and present to bears as a gift of friendship
>>
>>40543130
Expand the farms, food should always be ready for mutations

Reinforce the entrance to the hive using our new stone working skills
>>
>>40543130
I though food status was off... but we're actually producing 3 levels per turn
>>40543164
We don't -need- to gather food... Vote is noted though
>>
>>40543130
>special unit
Kamikaze
bugs that self destruct
>>
>>40543130
>mine for resources with new tools and gripping claws
>send some scouts to bear village for diplomacy
>mutate better exoskeleton for warriors and have them start training

>>40543164
they might be herbivores. since we have lots of our own food we could offer some of it to them

>>40543193
i think the guard room serves as the entrance
>>
>>40543195
its specificity for a diplomatic mission
>>
>>40543164
Some of the ore we've found could make a good gift. We don't have any use for it at the moment, and it'll show that we're more useful alive than dead.
>>
>>40543130
>Train warriors
>Mutate warriors into berserkers
>>
>>40543226
true but they had weapons showing a slightly predatory nature and bears are usually omnnomomnivores so meat wouldn't hurt although showing our skill as farmers may open up trade...
>>
>>40543234
whynotboth.gif
>>
>>40543310
yeye, fungi and some ore
>>
List of things:
Build: More farms, Grand entrance (specify this... As purely "reinfoce" only tells me to consider it made of stone, rather than sand) (More farms = more resources) (Set in stone)
Mutate: Warriors (Exoskeleton, ?????)
Diplomacy: send scouts to Bear people with gifts (ores + fungi food), try to diplomance. (set in stone)
New caste? Berserker? Kamikazi?

I'm a little confused here guys... someone type out something comprehensive regarding the warriors and vote for that...
>Start rolling your 1d100's for the diplomacy, I'm not sure what we'll do yet though.
>>
Rolled 83 (1d100)

>>40543425
roll for me
>>
>>40543425
How about instead of a new caste of berserkers, we mutate a kinda pheromone overload thing, so when they're badly hurt or facing insurmountable odds, they just flip out and lose all fear, doubt and inhibitions.
>>
Rolled 69 (1d100)

>>40543425
berserker and kamikazi seems silly at this stage. we really have no reason or use for them

rolling for >>40543226
>>
Rolled 21 (1d100)

Rollan for diplomancy.
>>
>>40543464
I'm pretty sure they're already like that

No point in making suicide bombers, when we can make bugs that kill as many or more people, while remaining alive
>>
>>40543464
This, it activates when they're near death or know they will be
>>
I'll be leaving warriors alone for now. And yes, your children are very devoted.
Writing!
>>
>>40543517
I think he was thinking more of breaching walls or destroying key buildings.
>>
>>40543571
The tanks would do that if we mutate them like it was mentioned higher up in the thread
>>
With their newly gained tools and uses of them, your workers are set to expansion, all together easily building another farm, and another one, and reinforcing the entrance, by building a stone structure for it, and on top of it. The stone mines slowly, but it gets done, revealing a vein of ore, shining grey or white in the light.

Your scouts are sent with the ores, and some food, on a diplomatic mission to the Bear people. They notice that the line of trees ends ever so slightly sooner than before, and the village has grown as well, though it seems only slightly, but the fields and boxes with bees now extend to just before the border of the forest, claiming a humongous amount of land, far more than these people would ever need, even if they eat twice as much as we do.

Your scouts get noticed by some of the bearfolk, probably farmers, who run back to their settlement, calling others. Another millita is formed and you are greeted once again by nomerous armed people, it looks as if the amount of properly armed people has doubled, and their equipment has improved slightly. The first scouts slowly approach, drop the ores, then start nodding with their heads and making a positive sound, before returning to the group. The bearpeople seem to accept the gift and lower their guard, calling to have the stones collected and inspected. The rest of the scouts slowly approach, and do the same as the previous ones, but retreatng significantly less far back, in an attempt to listen to what they say. The bear people are talking amongst eachother, and making gestures, your scouts imitate them in a way that they can't be heared properly, in order to learn and memorise their language and ways. But only manage to immitate.
(continued due to character limit)
>>
>>40543444
I'll just pretend the others didn't happen :)

Before parting, one of the Bear people comes forward and bows, giving back a lenght of metal, with a gem included, as well as a large hollowed tree trunk, filled with a very sweet and thick liquid. He points to himself, then to his people and says "Ursine", he bows again, then leaves back to the front of his people. Your scouts pick up the gifts, then return to you to report what they found, and share their new knowledge with the other scouts. You feel this went well.

Housing: Your Hive, Queen's room
Tech: Agriculture (fungus), Woodcrafting, Mining, Architecture, Stoneworking
Food status: Filled (high production)
Structures: Hive (1 Hatchery, 1 Guard room, 7 Fungus farm, 1 living area, 1 storage area, 2 assorted tunnels), Reinforced entrance.
Population: 457 Incectoids (262 workers, 75 warriors, 30 tanks, 77 scouts) (122 eggs)
Noticable: Our Queen Tithonus

Options
>Explore
>Gather Food (unavailable due to massive food growth from farms)
>Research Tech
>Build/dig
>Evolve/Mutate
>Other, specify
>>
>>40543954
Evolve everyone to have exoskeleton 1

Create more storage for food

Everyone remember, if we evolve in large groups(all of the hive instead of a caste) at a time, we can evolve more quickly
>>
>>40543954
Give the metal and sticky liquid to Thoth, to study.
>>
>>40544012
Agreed
>>
>>40543954
try and find a way to learn more about metallurgy from the Ursine also what the hell do we call ourselves?
>>
I'd assume we'd take to calling ourselves whatever the bears call us. We haven't had much contact with creatures outside "us" before.
>>
>>40544012
>>40543994
these

>>40544101
good idea
>>
Oh yes and as a general thought to our culture, architect would be a title of both great honour and responsibility to us. Our tunnels and homes are our lives.
>>
>>40544115
So, can i suggest trying to send a few people with gifts to the bear people and see if they can find a way to communicate? like have them stay and work there for a while, learn what they have/can do and that stuff? They seems to be peaceful so they wont expect people to send spys like that
>>
Current actions:
Mutate: Exoskeleton 1
Toth: Research
Workers will spend harvesting the farms, etc etc etc
pre-writing, I'll see what happens before I post, if I have to change things up
>>
>>40544178
metallurgy from the Ursine pls
>>
>>40544222
Honestly, there isn't much point in metallurgy for us. Armor is just a mutation away, weapons as well. What could we gain?
>>
>>40544260
has a point
>>
>>40544260
only point would be upgrading the defenses of where we live
>>
>>40544260
Farming tools, machinery, better construction material, stuff to trade .
>>
>>40544260
with the fact we don't sleep and we have s massive amount of workers we could produce weapons/armour/tools for outhers in exchange for raw materials/ knowledge
>>
>>40544325
also good point
>>
>>40544289
Metal isn't that good for that. Stone works better, which we can already do.

I'd support a mutation that let's workers turn soil, stone, and ore into a quick drying solution to build with. Termites use it to make their towers, so we know it works

Name fell off, sorry OP.
>>
i have to go to bed. hope you save everything for next time OP so i can catch up. i'm liking it so far. bai
>>
Yeah, I'm turning in for the night too. Hope to see the quest again
>>
Your contact with the Ursine has made you remember how you lost your scouts before, and to avoid this happening again -everyone- has to change, for the better of course. Everyone's exoskeleton becomes more tough and resistant, and in some cases more thick. The trapping research is also completely done, and your people now know how to, and how not to traps.

Toth looks at the lenght of metal with the gem, and can only imagine it either being some sort of currency, or just plain jewelry. As Toth speaks with the scouts, they confirm the suspicions, and say that some of the Ursine indeed wore them on their body, possibly to gain attraction. The liquid seems different, but your ancesteral memory tells you that this can only be honey, made from the work of bees, who as a side effect polinate flowers. Though this seems slightly cruel to you, as they are very distant relatives, they are not of your hive, therefore not of your interest or concern. The gift of an unusual food is nice though, and half of it is claimed by our queen herself.

(correcting some derp's, mainly in tech and population)
Housing: Your Hive, Queen's room
Tech: Agriculture (fungus), Woodcrafting, Mining, Stoneworking, Trapping
Food status: Filled (high production)
Structures: Hive (2 Hatchery, 1 Reinforced guard room, 7 Fungus farm, 1 living area, 1 storage area, Queen's room, 2 assorted tunnels), Reinforced entrance
Population: 609 Insectoids (345 workers, 100 warriors, 46 tanks, 105 scouts) (155 eggs) (FIXED IT, jeez, I was derping for 2 turns now.)
Noticable: Our Queen Tithonus, Myrmidon the Warrior, Toth the researcher

Options
>Explore (specify)
>Diplomacy (specify)
>Gather Food (unavailable due to massive food growth from farms)
>Research Tech
>Build/dig
>Evolve/Mutate
>Other, specify

I'm only here for another hour, danger won't be here for more than a day or so.
>>
>>40544452
Danger?
>>
>>40544452
This will probably be my last post so I suggest making several hidden exits/entrances to the hive for masking its actual location.
>>
>>40544492
I'll just keep it to that something has caught our trail. Or an event will happen in which combat might be needed. It won't happen this session though, even if we manage to write out 5 turns xD

Anyone willing to start archiving this and posting a link, so I don't have to do it.

I'll try to have the next session of (either Yeti or Ant/Insectoid civ) on coming tuesday, but if I'm not on I'll go for wensday, as I can generally keep it empty. If the right people are here, I might even be able to do both, but I'm not~ really confident I can do it.
>>
>>40544558
Difficult with the new reinforced entrance being a nice pimple in the canyon. What we can do is start mining tunnels specifically under the river, so there isn't a wet streak anymore, build a bridge out of wood/stone, and possibly tunnel/build up the walls of the canyon, as to allow easier access...
We could also attempt to camoflage the entrance, but I don't recall us being good at it, though it's mostly sand, dirt and foliage down there... Loads of sand and dirt with us digging out our anthill xD
>>
>>40544613
Go full fort nox then and add another guard room
>>
if there's no more votes before :40 (it's past 1 here, and I want to go to bed sometime soon) I'll archive it myself, then go leave afterwards...
Seriously no one willing to archive, it's a pain and I'm starting to get sleepy
>>
http://suptg.thisisnotatrueending.com/archive/40534328/
Archived, I'll be preparing to go to bed soon. My apoligies, I'm noticing myself becoming more tired by the second, if only I myself could mutate to be sleepless. (which should have been major, now that I think about it)

Again, I'll try to be back on tuesday, but it might end up being wensday. Next week's thursday I'll try to go again as well... I'll leave the thread open with one final question... Should I get a trip?



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