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Previous threads:
Insectoid
>http://suptg.thisisnotatrueending.com/archive/40643313/
Yeti
>http://suptg.thisisnotatrueending.com/archive/40194276/

Keeping it simple, first to 2 votes (or 3, before I look again) wins
>>
yay!

insects!
>>
Insects

And if it's not too much to ask a full status update
>>
>>40658827
>>40658866
Insects it is, full status update coming up, starting with mutations. It's good to see you.
Mutations
>All
Exoskeleton 2
Sleepless
Strength 2
Clawed feelers
>Queen:
Fertility 2
>Worker:
Clawed hands
Efficiency 1
>Honey ant:
Clawed hands
Exoskeleton 1
Honey production
Expandable Abdomen
>Warriors:
Jumping Legs
>Tank:
Poison 1
Massive Mandibles
>Scout:
Vocal Chords

Stats after the battle:

Housing: Your Hive, Queen's room
Tech: Agriculture (fungus), Woodcrafting, Mining, Stoneworking, Trapping, Fire
Food status: Thick +25 (9+25/10)
Structures: Hive (2 Hatchery, 3 Fungus farm, 1 living area, 1 storage area, Queen's room, 1 Honey, room, 2 assorted tunnels), 4 entrances
Population: 253 Insectoids (160 workers, 32 warriors, 12 tanks, 39 scouts) (113 eggs)
Noticable: Our Queen Tithonus, Myrmidon the Warrior, Thoth the researcher

Options
>Explore (specify)
>Diplomacy (specify)
>Research Tech
>Build/dig
>Evolve/Mutate (Marjor mutation available)
>Other, specify
>>
>>40659022
*should have added 3 empty rooms, to indicate the looted fungus farms.
Myrmidon is missing 4 legs and some exoskeleton, but this will all heal before next turn.
>>
>>40659022
Derp, Major mutation unavailable
1 turn cooldown on mutating
>>
Use dead goblins as fungus food
>>
>>40659022
start cleaning the hive and rebuild entrances and guard room first, then start rebuilding the rest of the hive.
send all organic waste to fungus farms.
send a small scouting party to the Urces and Dwarfs, and some to find out where the goblins went.
lay some honey ant eggs if we dont have any already.
>>
>>40659121
I'm currently noting them under Workers, as we havn't added a percentage, and it's even more text in the report.

pre-writing for now, I'll see if anyone has something to add while writing.
>>
Find out what happened to the Ursine
>>
With the goblins gone, dead or otherwise. You order your children to rebuild, first rebuilding the entrances so they are less of an eyesore, then the guard room, then rebuilding the fungus farms with the inedible parts of the goblins, or just whole goblins which seem to work just fine. In the meantime your scouts head to the Ursine and Dwarfs, to gather information on where the goblins went.

The Ursine see you coming and their leader happily greets your scouts, smiling with pride as he sees them coming. He explains that the goblin raids are a regular occurance, happening at a relatively set moment every year. He also explains with a grin that he hoped to see us survive through our first raid, noting that we aren't the first species to settle around this area. Finally he tells that the Ursine have sent scouts eastwards, to find where the Goblins had come from, and that they reported that they must have come from far beyond the eastern mountain, as the lands they visited show signs of their passing. (Scouts are still here, you can ask some questions)

Your scouts arrive at the Dwarven doors, for the first time they seem opened, opening outwards, with tens of dwarves working on the doors, hammering away at them, to bring them back in shape. On the inside of the doors several stations can be seen, carrying large mechanic structures with a seat in the center, probably for shooting their projectiles from. Inside the cave your scouts see a multitude of traps and mechanical constructs. Your scouts are still unnoticed.

What do your scouts do?
>Attack while they are weakened
>Rush to get more help, we need our new warriors and tanks
>It's too soon, we can't risk a fight, retreat.
>Stay here and observe some more.
>Other, specify

(remember, some scouts are still with the Ursine, you can ask their leader some more questions)
>>
>>40659325
>Rush to get help, we need our new warriors and tanks
Ask the Ursine how they managed to survive the goblin raids.
>>
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i made a map. let me know if i messed anything up.

>>40659325
retreat from dwarfes

>>40659357
this
>>
>>40659367
I was thinking we need a map before things got out of hand
>>
>>40659367
Welp, your map is about 20x nicer and more neat than mine. A few additions, the edge of the forest and the Ursine are one 'square' more to the west, the turn in the canyon also begins further west, and you know the canyon connects to just next to the Ursine settlement.
(let the canyon turn at the end of the square, rather than at the entire square, so it's mostly sloped in the next square)

The Dwarven home isn't at the base of a mountain, but rather in a steep slope, and the forest continues around it with only an open spot.

Could I ask you to keep up the drawing? I really like your style.


>>40659357
>>40659367
I need more of a consensus before I can write anything about the dwarves. Pre-writing the Ursine though.
>>
The Ursine leader shows a sly but proud smile at your question and begins explaining that after many harsh battles in their capital, further along the canyon westwards, they eventually figured out that even though they don't fear death, the Goblins are very easily demotivated, so a show of power is needed, and when they start running away, they all follow. The Ursine leader explains that Ursine are naturally adept at magic, and when trained can easily see through the magic of the Dark Elves from the north, but cannot keep up with their arcane prowess. The Ursine's trick is to use a combination of fighting and magic, to kill and shoo enough goblins to redirect them, and that the weapon the Ursine leader got from trading your fungus helped him achieve that goal with relative ease this year, as it seemed to amplify the magic the elder had cast on him.


>>40659357
>>40659367
Still nothing on the dwarves, as I'm reading 1 for retreating and 1 for calling for help. And that makes nothing more than a tie.
>>
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>>40659436
Something like this?

I'd be glad to!
>>
>>40659533
Looks absolutely fine to me. I'm warning you now, the map I have planned is a little bigger than 9x9
>>
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>>40659590
no problem!
>>
Rolled 20 (1d100)

>>40659661
Hah, good :)
Rolling to see what happens with the dwarves, evens is get help and fight, uneven is retreat
>>
>>40659698
uh oh... how are we supposed to attack them with less than 50 warriors when they repelled a whole goblin army?

i got a bad feeling lol
>>
>>40659698
Welp, writing this up. (I really just want to go on with the session)
>>
Your scouts at the dwarven gates send a few to collect our warriors and Tanks, and soon they arrive, ready to attack.

>Rush in, kill, rush out before they notice
>It's a bad idea after all, retreat and hope they don't see you.
>RAMPAGE
>Other, specify

(no, I'm not pussing out, this was my plan from the start)
>>
>>40659754
>It's a bad idea after all, retreat and hope they don't see you.
>>
>>40659776 (not feeling like working much more...)

Your scouts and troops quickly decide it's a bad idea after all and return home.

Your first lay of eggs since your mutation is far larger than before, but you feel more is coming up, and even now your hatcheries fill up quickly.

(Hatcheries house about 200 eggs each, living areas house 500 workers comfortably, and 1000 packed.)
Housing: Your Hive, Queen's room
Tech: Agriculture (fungus), Woodcrafting, Mining, Stoneworking, Trapping, Fire
Food status: Fed like a king +24 (10+24/10)
Structures: Hive (2 Hatchery, 1 Guard room , 6 Fungus farm, 1 living area, 1 storage area, Queen's room, 1 Honey room, 2 assorted tunnels), 4 hidden entrances
Population: 330 Insectoids (214 workers, 50 warriors, 16 tanks, 50 scouts) (164 eggs)
Noticable: Our Queen Tithonus, Myrmidon the Warrior, Thoth the researcher

Options
>Explore (specify)
>Diplomacy (specify)
>Research Tech
>Build/dig
>Evolve/Mutate
>Other, specify
>>
>>40659943
mutate all: poison +1
explore: east along canyon, hole in ground to NW, and south.
dig: another hatchery
>>
>>40659943
Mutate all castes: poison

Make doors to our entrances, no more goblins are gonna fall in
>>
>>40660059
doors are a good idea.
>>
>>40660056
>>40660059
Everyone mutates to be at least poison resistant, and even with the stress of mutation, Tithonus still manages to pump out eggs. Workers are working on wooden doors, looking more like hatches for the entrances, while others dig another hatchery, the pace is slow, but it gets done.

Your scouts follow the canyon eastwards, and some time after passing south from where the Dwarves live, they see that the canyon quickly rises up to the same level as the surrounding areas, with rapids of water flowing down, and small waterfalls dropping left and right. (this is at the east side of the tile below the dwarves)

To the south your scouts find that the entire area south of the forest you know becomes less dense, but not many features can be seen other than that. South from the path that was broken up, they find that it continues south as well, with somewhere along it there being a large pile of ashes, though it is large and old enough to have plants growing in it.

The scouts that headed towards the hole in the ground, northwest from your hive enter it caultiously, finding charred and clearly sick or poisoned goblins laying at the entrance and further in. They explore deeper, and deeper, following only a single path which seems to zigzag or spiral downwards at a slope. After a long time of going down, and the temperature rising slowly, the scouts find themselves at the entrance of a large cave, filled with buildings. Due to the lack of light they can't see very far, but the creatures that walk there resemble the ones they had found in the traps in the woods.

What do your scouts do?
>>
>>40660277
Surprise attack one of the drow that are alone. Every scout goes at once, to make sure they don't escape. Bring the corpse back up to surface to study
>>
>>40660277
make contact with the dark humanoids.

>>40660410
we kinda already did that, we found a dead one in a trap near the dwarfs (icon on map).
>>
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>>40660277
>>
>>40660795
Thank you, almost exactly as I imagined, possibly even better. May I ask what you use to make the maps?

>>40660410
>>40660446
I'm once again not getting a consensus... Would you two rolling, with the highest being taken be an option?
>>
Rolled 52 (1d100)

>>40660821
photoshop with normal brush
>>
>>40660821
I'd suggest making contact.
>>
>>40660998
Seeing as drow usually have a thing for insects (Well arachnids but close enough)
>>
>>40661020
>Seeing as drow usually have a thing for insects (Well arachnids but close enough)

But.....they're drow. There can be no trust.
>>
>>40661089
We don't need to trust them, we should just see if war is preventable before jumping in.
>>
>>40661123
>We don't need to trust them, we should just see if war is preventable before jumping in.

It might be preventable for now. (for now)

Question, we've no reason to believe that the drow are even aware of us? Or do we think they know we've got a hive in the area?
>>
>>40661174
I missed the last session, but we found one in a trap near the hive. I think we can assume that they're sending out feelers, and it's possible they've sent or are sending someone to find the dead guy.
>>
btw, thanks for this thread, I've lurked and had fun reading it. Till I couldn't resist any more and had to jump in.
>>
>>40661197
I saw the dead one in the trap. They're likely scouting, just like we are. I'm not sure contact with them helps us in any way. Anything they say will be a lie anyway. lol
>>
>>40661237
Contact shows them that we're not trying to eat or murder them. We're not trying to make an alliance, we just need to convince them we're not a threat.
>>
Scuse me for being away for a bit, I'm cooking up some food. I'm still not done, and I'm not seeing a consensus either. Could someone summarise what they want to do, then have one or two people second it?
>>40661212
Good to have you.
>>40661197
Welcome back

>>40661174
As far as we know, the Drow aren't aware of us.
>>
>>40661345
>attack: 1
>retreat: 1
>contact: 2
>>
>>40661397
Thank you, anyone willing to change their vote? Either way I'm pre-writing contact and the end of turn summary.
>>
Alright, since most are saying contact them....I'll go with that.

If it goes badly though, I RSVP the right to post a bunch of 'HA! I told you".
>>
What kind of insect are we
This is important
>>
>>40661486
We look most like ants at the moment, with smaller front teeth... and slightly more claw
>>
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>>40661486
>>
Did we ever come up with a name?
>>
>>40661572
>Did we ever come up with a name?

Our Queen Tithonus.

So um...we're the Tithonusan. That doesn't have a good ring to it, does it?
>>
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>>40661572
I don't think so.

We could ask the Urcine what they call us.
>>
>>40661622
>We could ask the Urcine what they call us.

that beats my idea.
>>
Tektōn is the root word for architect. I think there could be potential there.
>>
Your scouts try to contact the drow, carefully approaching a larger group, and making noises to get their attention. Their reactions vary between awed and horrified, some even seem to drool. One of the scared drow runs off, assumably to collect someone in charge. Meanwhile one of the awed Drow goes on their knees, and seems to be worshipping.

After a short period of time, the drow that ran off comes back with more drow, a voluptuous drow with almost silver coloured hair, wearing a blueish white robe to cover her. Beside her are four guards on either side, wearing silver headpieces and skintight leather suits with silver coloured embroidery patterned to look like trees and leaves. She looks down upon your scouts, with a look of near utter disgust eating away at her (by human and drow standards) beautiful face, and her guards step in front of her, raise their hands and start a chant, by the time they have uttered no more than half a sentance their hands seem glowing with fire and sparks of lightning. But at that moment the lady Drow raises her hand to slam it on an invisible surface while uttering one word, this causes all eight of her guards to lower their hands, after whatever was in their hands to be blown away. She steps passed her guards and grins sly, bowing, then stepping forward even more to judge your scouts reactions. They of course try to immitate their bow and words, but she doesn't seem to be hindered. She steps forward and pets one of your scouts and tells her guards something. One runs off and quickly returns with some food, it appears to be a loaf of bread. The lady Drow takes it and starts feeding the one scout she was petting. Once she's done she steps away, turns around and leaves, waving her hand once after she turns around. She then yells a command and all the other drow quickly scatter. Your scouts are left to wonder what she intended.
(status report next turn)
>>40661643
They call you clickers, after the sound you made when you first met.
>>
>>40661712
>Tektōn is the root word for architect. I think there could be potential there.

Greek-ish.

I like it.
>>
>>40661823
And it sounds kinda how you'd expect an insect to sound.
>>
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>cephalotes (cephali, cephalo, cephal... etc) [leafcutter ants]
>Melophorus (similar to above) "honey carrier"
>Eciton (army ants family)
>Pheidole "widespread and ecologically dominant"
>Formicidae: "insects of the family Formicidae" (latin: formica)

could do some tweak on the above
>>
>>40661855
Eciton or Tekton sound best to my ears.
>>
Your honey ants (currently set to ~25% of your worker population) are noticing they cannot keep up the pace at which the goblins are rotting, a large part has spoilt, but all the rest has been stored in the form of our honey-like substance. The spoilt parts are thrown away or used as fertiliser for the farms.

Housing: Your Hive, Queen's room
Tech: Agriculture (fungus), Woodcrafting, Mining, Stoneworking, Trapping, Fire
Food status: Fed like a king +15 (10+15/10)
Structures: Hive (3 Hatchery, 1 Guard room , 6 Fungus farm, 1 living area, 1 storage area, Queen's room, 1 Honey room, 2 assorted tunnels), 4 hidden entrances
Population: 290 Insectoids (188 workers, 44 warriors, 14 tanks, 44 scouts) (233 eggs)
Noticable: Our Queen Tithonus, Myrmidon the Warrior, Thoth the researcher

Options
>Explore (specify)
>Diplomacy (specify)
>Research Tech
>Build/dig
>Evolve/Mutate (Marjor mutation available)
>Other, specify

Everyone: Poison resistance +1 (everyone 1, Tanks 2)
>>
I vote that we self-identify as the Teckton.
>>
>>40661901
Anyone got any suggestions for mutations? Best to mutate while we have the food.
>>
Research tech time?

Better traps, or mining?
>>
>>40661988
>Anyone got any suggestions for mutations? Best to mutate while we have the food.


I'll go with a mutation. Some kind of poison spray would be great in the tunnels.
>>
>>40662047
I think the tanks were intended to mutate that at some point. Poison spray or thicker armour on them would be nice.

And we should definitely be expanding the hive, our population is about to almost double.
>>
>>40661901
i'd go down to 10-15% honey ants.

>>40661815
what do you guys make of this?

>>40661895
>>40661904
I'm ok with Tekton.

>>40661988
>>40662047
We just mutated and should wait one turn so we dont get sick. And our food production is really good.
Our tanks can spit poison now (poison 2) if I remember correctly.

>>40661901
We should mine more resources.
Also go ask the Urcine how they survived the Goblin attack.

>>40662078
We have plenty of room TBH, living area hold 500 spaceous and 1000 cramped.
>>
>>40662078
>And we should definitely be expanding the hive, our population is about to almost double.


Another living quarters, and work on the tanks spraying poison? If we can do both.
>>
>>40662112
>what do you guys make of this?

I worry that the drow are looking at us as pets. This may be good in the short term, as we won't be viewed as a threat....however long term, drow pets are basically slaves.

I think we should avoid the drow for now. Make no move to attack them. However, make no move towards friendship.
>>
>>40662112
>>40662117
So if our tanks can spit poison already, and we have enough living space, I think we should go with mining and talk to the ursine.
>>
>>40662112
>We just mutated and should wait one turn so we dont get sick.


Ok, cancel the mutation. We don't need sick.
>>
Well mining or research some kind of primitive proto-writing or cave painting. We've got a lot of cave, and it's good to have some culture.
>>
>>40662146
>So if our tanks can spit poison already, and we have enough living space, I think we should go with mining and talk to the ursine.


Mining and research something? The Ursine seem to be fine for now.
>>
Wat to research?

I think tools would be good. Writing could help as well. I'll support either research.

And mining, of course.
>>
>>40662202
Tools then. Writing feels pointless as we're insects.
We should explore a bit too. How about the trail in the forest to the south-east?

>mine resources
>research tools
>explore SE trail
>>
>>40662265
>>mine resources
>>research tools
>>explore SE trail

If we can get some exploring done as well this turn, then yes. The SE trail works. Send 10 scouts?
>>
>>40662265
Well if we ever want to start another hive, or get some proper diplomacy done, we should probably develop writing. Also, it'd be incredibly fitting for Thoth.
Not a proper alphabet or anything just yet. But symbols representing directions, other races, foods and goods, that kinda thing.
>>
Sorry for the wait (if you had to, since it looks like you had a pretty okay convo going on) dinner came up, and took a while.

So far I'm finding
>>40662265
With one or two votes to back, so I'll start pre-writing. What direction would you want to explore the trail to, or both?
>>
>>40662343
I believe we could mutate pheromones/scent instead of researching writing.

>>40662394
Yes, both ways.

BTW did you see my post about lowering honey ant numbers down to 15%?
>>
>>40662433
Pheremones don't last long, and can't be used to communicate with other races.
And I agree with lowering the honey ant numbers
>>
>>40662493
hmm good points.
>>
This may be stupid, but is it possible to use dead bodies to host a larva of some kind? As in, lay eggs in a dead goblin, and get some kind of hatchling that could be a new worker class?
>>
Thoth feels like she hasn't had much to do yet, and calls a group of worker ants that aren't busy with the new mining operations, and starts to design plans... all sorts of tools, ranging from shears, throngs, hammers, picks, axes, swords, hundreds of knives, and more, all designed by a small group of workers led by Throth, who proudly presents all of them to our queen. The workers that aren't participating in the research happily drag stones and differing ores from the earth.

The scouts head southeast to the trail some creature left behind and split up to follow it both ways. The group heading east follows the path into the less dense forest, which continues for a while, before showing a long fenced area, torn down, with remains of goblins left on some of the parts. The fence has one large gate, positioned along the path. Other than that there is nothing unusual. The group headed south finds that things are even more boring, as the path simply continues soutward, with no change in scenery.
>>
My vote:

1) mining
2) research basic writing/language so diplomatic actions can be made a little easier

3) lower the honey ants down to 15%

4) any other action if we can (explore the SE trail, or work on researching tools)
>>
>>40662578
Don't think so since our queen specifies new castes/mutations. It would just serve as food for the larvae.
>>
Some honey ants also mutate back into workers, as they are able to keep up with the fungus production with less of them.

(Simplified unit calculations in percentages 55workers/10honey/15warriors/5tanks/15scouts, 15% of 65 is about 9,75%, which I rounded to 10)
Housing: Your Hive, Queen's room
Tech: Agriculture (fungus), Woodcrafting, Mining, Stoneworking, Trapping, Fire
Food status: Fed like a king +15 (10+15/10)
Structures: Hive (3 Hatchery, 1 Guard room , 6 Fungus farm, 1 living area, 1 storage area, Queen's room, 1 Honey room, 2 assorted tunnels), 4 hidden entrances
Population: 290 Insectoids (188 workers, 44 warriors, 14 tanks, 44 scouts) (393 eggs)
Noticable: Our Queen Tithonus, Myrmidon the Warrior, Thoth the researcher

Resources: Heaps of ore( 2 iron, 1 silver), Heaps of rock (7)

Options
>Explore (specify)
>Diplomacy (specify)
>Research Tech
>Build/dig
>Evolve/Mutate (Marjor mutation available)
>Other, specify

(don't worry about it, population will grow again next turn, hatching eggs takes 3 turns.)
>>
>>40662703
What major mutations are available?
>>
>>40662725
Not seeing any major mutations on my list right now, but anything that would require two minor mutations would work. I know all of you have a better idea of what you want than I do, I only give some suggestions and rules, barely anything more.
>>
>>40662703
Research simple writing and build another living area. Maybe we could designate one of the ants as a teacher or overseer for the new brood. A new caste perhaps.
>>
Research writing

Expand living areas/ build new living areas.

If any action is left, then more mining.
>>
>>40662758
Im new to the thread, so idk what theyd want either. By reading, id say able to light the acid on fire or something to do with exploding acid when killed
>>
>>40662703
Mutate all castes: poison
That gives Tanks short range spray, and everyone else spit

Mutate tanks and warriors: armor plates
>>
>>40662789
thoth could be teacher. dont see a need for a teacher caste.
also dont see need for a new living area yet since we barely fill up half of our current one.

i think we should mutate each caste with a minor mutation.

>scouts: wing 2 (flying)
>tanks: mandibles 2 (bigger and stronger bite)
>warriors: bladed feelers (better slashing and stabbing)
>workers: clawed hands 2 (better at gripping tools)
>>
>>40662891
we already did poison mutation for everyone.

and i think only tanks should have armor plates. this could also be an alternative to mandibles 2. something like this:
>tanks mutate to be able to ingest metal ore and develop stronger armor
>>
>>40662907
>>scouts: wing 2 (flying)
>>tanks: mandibles 2 (bigger and stronger bite)
>>warriors: bladed feelers (better slashing and stabbing)
>>workers: clawed hands 2 (better at gripping tools)


You know.....that works for me. It would be nice to have some 'umph' if the goblins come back.

We'll worry about writing next turn.
>>
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>>40662703
>>
>>40662950
>we already did poison mutation for everyone.

We have poison spit. Poison spray could be had with another mutation? I'm picturing a tank clearing out a tunnel with a blast of green fog spray, that kills goblins by the dozens.
>>
>>40662907
Less emphasis on the teacher, more on the overseer. We've got a lot of new workers and it pays to be organised.
>>
>>40662999
Whats that red house over there?
>>
>>40662950
A lot of our guys died in the battle, of every caste. If everyone can spit/spray acid, our entire hive can just line up and kill all of the enemies. Having to bite leaves us open to attacks, if we can just mist them down from range and laugh as they die, our casualties would be almost non existent.

There isn't much argument against giving our warriors armor plates. The Romans, the Greeks, the Persians, and medieval Europe all gave their troops as much armor as possible. For us, it doesn't cost a thing and saves lives.
>>
>>40663003
ah yes you're right. tanks have poison 2 which is short-range spit.

my current vote is mutate:
>scouts: wings 2 (flying)
>tanks: poison 3 (spray)
>warriors: bladed feelers (better slashing and stabbing)
>workers: clawed hands 2 (better at gripping tools)

>>40663027
i agree.

>>40663033
red: goblins (very hostile)
orange: dwarfs (hostile)
yellow: drows (neutral)
green: urces (friendly)

also, line under icon = surface structures.
above house = underground structures

>>40663067
>If everyone can spit/spray acid, our entire hive can just line up and kill all of the enemies
true but i feel the other mutations are a priority right now. the goblins wont come for a long while.
only other threat is dwarfs and i think they're busy mining for treasure lol.

>There isn't much argument against giving our warriors armor plates. The Romans, the Greeks, the Persians, and medieval Europe all gave their troops as much armor as possible. For us, it doesn't cost a thing and saves lives.
it would result in heavies troops. i think we should only do it for tanks. maybe later we can find a light-weight strong alloy for our regular warriors.
>>
>>40663127
Our Tanks are about 28 feet(8.5 meters) long. They are closer to their namesake than to heavy infantry.

Though I support evolving the ability to consume and incorporate metal into our armor for everyone.
>>
>>40663127
>red: goblins (very hostile)
>orange: dwarfs (hostile)
>yellow: drows (neutral)
>green: urces (friendly)


Any way to get a drow vs dwarf fight going? Maybe plant a couple dead dwarfs near the drow city?

Also, I support a poison spray for tanks, and a wings for scouts mutation. Workers having hands would be great, and warriors having more slash and stab power is good. Tank and Scouts first, then workers/warriors?
>>
>>40663204
>Our Tanks are about 28 feet(8.5 meters) long.

That's a big bug....
>>
>>40663204
That's damn cool, and a good use of the metal. I support it.
>>
>>40663204
>Our Tanks are about 28 feet(8.5 meters) long. They are closer to their namesake than to heavy infantry.
I didnt argue against that. I was talking about normal warriors having metal armor. It would be too heavy for them
I'm all for tanks having super-heavy armor.

>>40663278
>Any way to get a drow vs dwarf fight going? Maybe plant a couple dead dwarfs near the drow city?
It will be hard to lure out the dwarfs from their fort.
And we should avoid the Drows for now.
Also we can do a mutation for each cast at the same time.
>>
>>40663322
>Also we can do a mutation for each cast at the same time.

Awesome.

Then, I vote:

>Tank-spray or eat ore to increase armor
>scouts- wings!
>warriors-more blades, faster attacks (no increase in armor for now)
>Workers-better hand to grasp tools (that we don't have yet)
>>
>>40663322
I assumed it would be like the ironclad beetle. You need to use a drill to get through their shell, it's that strong.

I'd also get poison nozzles arrayed along it's body so nothing can climb on top of it like the tanker bug in starship troopers. That's far off, poison 5 or 6 though
>>
I'm noticing I'm half falling asleep (even though it's pretty early), but I'm staying here with you guys.
Ore eating and metal exoskeleton are two seperate mutations, similarly to things like acid (available after poison 1) which would allow your units to eat through stone more easily or other things.

I'm waiting on a consensus as everything is a little to chaotic for me at the moment, and all I'm really getting from this is "mutate everyone"
>>
>>40663546
>Tank-poison 3
>scouts- wings 2
>warriors-more blades, faster attacks (no increase in armor for now)
>Workers-better hand to grasp tools (that we don't have yet)
>queen-fertility 3
>>
>>40663597
>>Tank-poison 3
>>scouts- wings 2
>>warriors-more blades, faster attacks (no increase in armor for now)
>>Workers-better hand to grasp tools (that we don't have yet)
>>queen-fertility 3

that works for me.
>>
Currently our workers have plenty good hands to hold tools without penalty.
>>
>>40663670
>Currently our workers have plenty good hands to hold tools without penalty.

Then mutate them to work faster?
>>
>>40663466
oh. so super-strong exoskeleton?

>>40663670
hmm.. ok, like this then:

>>40663546
>tanks: poison 3 (spray)
>scouts: wings 2 (flying)
>warriors: bladed feelers (better slash & stab)
>workers: acid 1 (soften up rocks to mine easier)
>>
>>40663711
>Then mutate them to work faster?

Efficiency 2
>>
>>40663773
im also ok with this
>>
>>40663773
>Efficiency 2

Ohhh...Change that to Workers: Acid 1 (soften up rocks to mine easier)
>>
>>40663796
>im also ok with this

I like your idea better. Acid to soften up rocks seems better than just working faster. Smarter not harder, kind of thing?
>>
>>40663767
I support this
>>40663773
Or this depending on whichever one has the most votes
>>
>>40663801
>>40663827
i think efficiency would be better atm.
we could go acid 1 for everyone later in case we want to mutate ingesting metals later for everyone.
>>
Efficiency 2 it is
Anyone still having the queen go for Fertility3?
Pre-writing

On a note, mutation turns are both lovable and hateful. Basicly nothing gets done except the basics, but on the other hand, -everyone- has an oppinion in what mutation(s) we should get, so it's hard to figure out what to do exactly.
>>
>>40663898
No point in NOT upgrading fertility, right?
>>
>>40663898

Queen fertility 3!

Our biggest strength is our numbers.

Can't have too many troops.
>>
we should have a batch of hatchlings this turn too?

Or does the mutation stop the hatching?
>>
>>40663898
>Anyone still having the queen go for Fertility3?
sure, why the hell not.

start digging another hatchery. gonna need it for the coming eggs.
it's 300/hatchery, right?
>>
>>40663963
200
>>
>>40663984
right, even more need for another hatchery then.
>>
Everyone mutates, and evolves. Our tanks are now finally able to spray their poison, the scouts able to fly, and our warriors can now slash and stab better. And our workers now work even more efficiently than before, though some have died during the mutation. But our queen mutates fertility to make up for it. (-45 workers, wow, first mutation failure, you have no clue how many times I thought to raise the DC just to let you guys get to experience it, I rolled pretty high on the percentage, but luckily you didn't have that many workers)

Housing: Your Hive, Queen's room
Tech: Agriculture (fungus), Woodcrafting, Mining, Stoneworking, Trapping, Fire, Tools
Food status: Fed like a king +12 (10+12/10)
Structures: Hive (3 Hatchery, 1 Guard room , 6 Fungus farm, 1 living area, 1 storage area, Queen's room, 1 Honey room, 2 assorted tunnels), 4 hidden gated entrances
Population: 390 Insectoids (214 workers, 40 honey, 58 warriors, 20 tanks, 58 scouts) (248 eggs) 2
Noticable: Our Queen Tithonus, Myrmidon the Warrior, Thoth the researcher

Resources: Heaps of ore(2 iron, 1 silver), Heaps of rock (7)

Options
>Explore (specify)
>Diplomacy (specify)
>Research Tech
>Build/dig
>Evolve/Mutate (Cooldown, 1 turn)
>Other, specify


I'll be taking a little break now, but I'll probably be back before you guys agree on something, lol
>>
>>40664090
Mutation is in cooldown.....so

Let's send a gift of honey to the Ursine
Let's work on a written language, so our new scouts can drop off a message to a non-Tekton if needed.
Let's expand our hive: Build/dig
>>
It's nice to see a civ quest that isn't 50 turns of floundering around, starving because no one rolls high enough.
>>
>>40664090
Create a new caste: Aces
From the scouts, increased size but with all of their mutations

Expand the hive, build another living area
>>
>>40664232
What's the purpose of this caste?
>>
>>40664241
Basically to be fighter jets.

Large enough to take down a person on their own, can use poison 5/6 to crop dust the enemy, and armored enough to survive arrows/sling bullets

This is what I posted last thread, we can add what we want to the list as it comes up
New caste: (Flying) Aces(working title)
>Exoskeleton 2
Light armor to protect against arrows and other projectiles
>Wings 2/3
Dragonfly wings, fast as possible. Can hover and fly backwards
>Poison 5
Nozzles spread along its body, allow for crop dusting. Extremely potent, just the way I like
>>
>>40664350
Now that is a good idea. Sorry, the name was a little nonindicative.
>>
>>40664374
Yeah, I can't think of a good name. Old fighter pilots in WW1 were called flying aces, so that's what I've been calling them
>>
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>>40664090
cool beans

>>40664168
Agreed.
We should build another living area before all the eggs hatch.
While we are visiting urcine, ask them how they survived the goblin attack.
And explore north and east of the Urcine village while we are there. And passed the broken fence gate to the south-east.

Also what do you guys think about increasing the % of warriors? Depending of course on if we have any idle workers (i guess most of them work on the fungi farms).

>>40664232
>>40664350
I think it would be better to evolve them from warriors so they dont have to increase size, and so they dont have the 'language' trait like the scouts.

Maybe call them Drones?
>>
>>40664434
Drones is a better name than aces

I chose scouts because they already can fly, but warriors would work. They have poison 1, right?
>>
Alates could work. It means winged insects
>>
>>40664487
Yeah, everyone has poison 1.

Another reason to make them from warriors is so they will have the bladed feelers and jumping legs (which scouts dont have).

>>40664510
i prefer drones as i think more people know what that is (both the ant and military flying vehicle versions).
>>
Notable Workers are named after Egyptian gods, warriors after Norse and Scouts after native american. Any suggestions for the alates/Drones?
>>
>>40664555
Drones refers to fertile male ants though, it could get confusing.
>>
>>40664556
dont they fall under norse with warriors?
>>
>>40664555
Okay, make them from warriors

Later on, we should adapt a few Tanks to be massive drones, but that's not needed right now

>>40664556
Celtic or Arthurian? They are descended from warriors after all
>>
>>40664434
>Also what do you guys think about increasing the % of warriors? Depending of course on if we have any idle workers (i guess most of them work on the fungi farms).


We've got 214 workers now...I can see increasing warriors to 100. (Up from 58, so take 42 workers and upgrade them, dropping workers down to 172.)

I'd vote against improving scouts at this time. Let's get some raw numbers built up, and then bulk transform/mutate?

We need space. AND, improving our defenses on the hive wouldn't hurt. (Traps, heavy doors, hidden side tunnels, etc.)
>>
>>40664608
Arthurian sounds good to me.
>>
I think we should keep a good balance of troops.

Something (this is not exact) like :

Workers outnumber Warriors 3-1
Warriors outnumber tanks and scouts 3-1

So 300 workers= having 100 warriors,
100 warriors= 33 scouts, and 33 tanks?

Something like that?
>>
>>40664674
I think we could do with more Scouts than that. 50 at least
>>
>>40664631
>>40664674
i think the current percentages are:
>workers 65%, warriors 25%, scouts 10%

Depending on how many idle or semi-idle workers we should convert maybe 5-10% into warriors.

>>40664659
Never heard of them.
Also I think Celts have links to Norse.
>>
>>40664727
I rather not if we're getting winged warriors.
>>
>>40664731
King Arthur and his stuff is the Arthurian legends
>>
>>40664731
King Arthur and the round table? Sir Lancelot, Sir Gallahad?
>>
>>40664769
>>40664779
Oh. I still prefer Celtic.
>>
>>40664731
>i think the current percentages are:
>>workers 65%, warriors 25%, scouts 10%

Are we happy with those percentages?

It seems like I recall something about ants using closer to a 1 warrior per 4 workers....I could be wrong tho.
>>
>>40664731
Currently we're running
Workers 55%, Honey 10%, Warriors 15%, tanks 5%, Scouts 15% (for the full spectrum...)
I'm going with steps of 5%, to make calculations a little easier for me.

About our drones (and mutations in general) our queen stores all genetic data of the hive, and she is effectively able to create any combination at will. Every unhatched egg can still change to fit the specifications she wants. When creating a new caste, you can specify any set of mutations in the hive, and hatchlings can form thoose. Basicly what I'm trying to say is, you can have any combination of mutations that is available in the hive, then let the newborns become them.

I'm not going into specifics how, I'm just lazy and nice I suppose. I'm also calling only a few more turns, as I'm really getting sleepy, and still have things to do before I can go to sleep.
>>
>>40664853
Sounds good to me.
>>
>>40664878
>Basicly what I'm trying to say is, you can have any combination of mutations that is available in the hive, then let the newborns become them.


Ah. So we can declare that the next batch of newborns will be (x%), we don't have to have them hatch and THEN change them.

Sweet.

I say the next batch should get our percentages where we want them. So more scouts and more warriors should be declared on the new batch.
>>
>>40664853
>>40664878
I'd like

>Workers 50%
>Honey 10%
>Warriors 25%
>Tanks 5%
>Scouts 10%

Then we can can take 5% from warriors and make them into flying warriors.

>>40664923
>Basicly what I'm trying to say is, you can have any combination of mutations that is available in the hive, then let the newborns become them.
Good news (everyone)!
>>
>>40664878
Awesome, so this is what we give the Drones
>jumplegs
>wings 2
>poison 3
>exoskeleton 2
>massive mandibles(adapted to their size)
>warrior size
>Sleepless
>Strength 2
>efficiency 1
>acid 1
>bladed feelers

Anything else you guys can think of?
>>
>>40664995
>acid
we never got that for anyone
>efficiency
dont think this would be useful as they're not workers.
>>
I think we should keep the tanks inside our own tunnels. Not use them for attacks, but only for defense. That way, they're not known to the other civ's.

A bunch of 28 feet long- armored-poison-spraying-bladed-slashing-epic-terror-of-an-ant, would make for a nice surprise for an invading army.

Warriors/scouts attack. Tanks defend. At least for now?
>>
>>40665104
Attacking without them could be suicide tho.
Combined arms is best IMO.

Also scouts will not have to fight much after we get Alates caste.
>>
>>40665094
Our workers got it

Why wouldn't you want our drones to be efficient? It doesn't hurt us, and it might make them better fliers and fighters
>>
also.....more food, and more living quarters (always)

I think we'll have the best results with swarm tactics. Thus...we need LOTS of warriors (even without a lot of upgrades), and that means a lot of workers to feed them.

If there are 10,000 goblins...we wanna hit them with 100,000 Teckton.
>>
>>40665104
Scouts shouldn't fight. If they're going to act as diplomats, the form shouldn't be associated with war.
>>
>>40665167
They didn't, eventually. I was confused at everyone saying something else, and eventually I read the score as 3 to 1, in favor of efficiency 2.
>>
>>40665152
>Attacking without them could be suicide tho.

Inside the tunnels...with the armor and the limited space, and the poison spray.....those tanks are friggen insane.

Outside the tunnels, they can be swarmed under, and sniped at.

I get your point about a combined army....I'd just rather hold the tanks back ( for now at least).

Or start working on a slightly less heavy version of the tank.....some kind of heavy warrior?
>>
>>40665190
Oh, okay. Well get that later then. Give the drones efficiency 2
>>
>>40665186
>Scouts shouldn't fight. If they're going to act as diplomats, the form shouldn't be associated with war.

Eh. Good point.
>>
>>40665219
>Give the drones efficiency 2
OP, would this give fighters any kind of boost?
>>
>>40665259
>OP, would this give fighters any kind of boost?
Faster attacks perhaps? Multi-Attacks?
Increased movement speed?

If not, then it's wasted on the non-workers?
>>
>>40665259
Efficiency is intended purely as a 'worker boost' (which is why it's genericly named) and shouldn't give anyone bonusses.
>>
>>40665310
Damn. Leave it out of our drones then.
>>
>>40665310
>Efficiency is intended purely as a 'worker boost' (which is why it's genericly named) and shouldn't give anyone bonusses.


that clears that up.

Thanks OP
>>
Anyone willing to list what we're going to do this turn, it's probably going to be the last one for tonight, so let's make it big. (or not, it's all up to you)
>>
>>40665370
Create the Drone caste >>40664995
Build living quarters
Build fungus farm
>>
>>40665413
Agreed. Seems like a good place to end as well
>>
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>dig living quarters
>visiting urcine with honey gift, ask them how they survived the goblin attack.
>explore the 2 closest unexplored areas, and beyond the broken fence to the south-east.
>new caste: Alates (jumplegs, wings 2, poison 3, mandibles 1, bladed feelers) [5% taken from workers OR scouts].
>>
>>40665458
Take it from the scouts, we don't need them as much once we have Drones/Alates
>>
>>40665458
Actually, I suggest we go for this.
>>
>>40665458
>>dig living quarters
>>visiting urcine with honey gift, ask them how they survived the goblin attack.
>>explore the 2 closest unexplored areas, and beyond the broken fence to the south-east.
>>new caste: Alates (jumplegs, wings 2, poison 3, mandibles 1, bladed feelers) [5% taken from workers OR scouts].


^^that's got my vote
>>
>>40665458
>>visiting urcine with honey gift, ask them how they survived the goblin attack.


>>40659524
>The Ursine leader shows a sly but proud smile at your question and begins explaining that after many harsh battles in their capital, further along the canyon westwards, they eventually figured out that even though they don't fear death, the Goblins are very easily demotivated, so a show of power is needed, and when they start running away, they all follow.

You gotta look scary, and the goblins go attack something else.
>>
Also...Thanks to OP and everyone else, for sticking around, and not making this one of those 3 post n' quit Civ's.
>>
>>40665602
well dang how did i miss that. oh well.

change that part
>visit urcine with honey gift & explore north and east of their village
>>
>>40665370
>>40664982
Im on board for flying warriors
>>
>>40665602
>>40665523

Pull out the tanks next time the goblins raid, it should scare them off.

Anyone have any thoughts on developing the ability to create parasitic larvae that burrow into enemy scouts and sneak them into the other's homes? Could be a way to crack into the Dwarves base. Then they can hatch and explode out allowing a sneak attack. We could even track the goblins.
>>
>>40665672
A lot of work, with little benefit. We can just use our drones to kill the door guards from far away. Then we use the tanks to kill everything in our way
>>
>>40665672
>>40665717
I like the idea but I'm not sure it's worth it as we're not an overly hostile race ATM. But we should keep it in mind for the future.
>>
>>40665717
But the booby traps and massive doors D:

Agreed though. Perhaps tunnel our way in?

I'm agreeing with Pralala >>40664982
>>
>>40665762
>I like the idea but I'm not sure it's worth it as we're not an overly hostile race ATM. But we should keep it in mind for the future.

^This
Keep some plans in mind, but I don't think we're ready to be an overtly hostile race, just yet.
>>
Did OP fall asleep?
>>
>>40666343
No I'm here, I'm writing, but I got distracted earlier, my apoligies.
>>
>>40666370
lol no worries
>>
The queen is delighted to introduce a new caste, the Alates. Mutated from Workers, and introduced in the next group of hatchlings. Another living quarters is dug out of stone, and some resources are gained.

Scouts are sent to the Ursine with gifts, and to explore, both beyond the fence, and north and east from the Ursine settlement. To the east of the Ursine settlement the land is sowed with crops and honey boxes, presumably all belonging to the Ursine, who happily accept your gift. Some children amongst them are even playing with the scouts, and some other villagers sheepishly ask if you´ll bring your "special mushrooms" again soon. You notice that their leader is away at the moment.

The Ursine settlement is currently large enough to house over 400 Ursine, and is located just on the south side of the canyon. They now have multiple windmills near the ledge of the canyon, and they seem to be used for milling wheats into grain and oils, and some sort of fully mechanical elevator system to allow people to go up and down the canyon. Currently in construction seems to be a large wooden bridge, connecting the northwest, and southeast, wide enough to let two tanks pass at once. After a small flying detour our scouts are on the other side, where they see a road heading further northwest, turning west quite quickly. Your scouts also notice another road, this one paved with cobblestones heading southwest along the canyon from the Ursine settlement. From your scout's view high up in the sky they also notice the road following to the horizon, with friendly smoke to be seen far to the west-southwest, which you assume is another Ursine settlement.

To the east, beyond the fence you see that the land is worked, and that whoever worked the land must be immensely large. Large hooved tracks also appear on the land, but nothing is in sight. Only very few plants seem to actually be growing, and the ones that do grow are most similar to bean plants.

(turn summary next post)
>>
>>40666503
OP, before you go to sleep, can you post a list of our castes' mutations?
>>
Housing: Your Hive, Queen's room
Tech: Agriculture (fungus), Woodcrafting, Mining, Stoneworking, Trapping, Fire, Tools
Food status: Fed like a king +12 (10+12/10)
Structures: Hive (3 Hatchery, 1 Guard room , 6 Fungus farm, 2 living area, 1 storage area, Queen's room, 1 Honey room, 2 assorted tunnels), 4 hidden gated entrances
Population: 544 Insectoids (274 Workers, 54 Honey, 108 Warriors, 27 Tanks, 54 Scouts, 27 Alates) (342 eggs)
Noticable: Our Queen Tithonus, Myrmidon the Warrior, Thoth the researcher
Resources: Heaps of ore(5 iron, 2 silver), Heaps of rock (16), assorted gemstones (2)


I had to fumble with the pop numbers to make them all add up again, I'm suggesting another hatchery next turn, as these 2 will fill up in no time with the new fertility3 on the queen, dear god...

Aditionally, each civ you havn't met will advance in their own ways. Dwarves are -mostly- tech, with a minimal amount of fire magic, as well as rune magic. Goblins just raid left and right, and their power is in numbers, just like insectoids, but they have some magic to make up for mutating. Drow have a -massive- boner for magic, but also tech in bladed weapons, poison and architecture. Ursine are actually culturally most advanced, and have a fair balance between culture, magic and tech, currently their population is just a bit larger than the drow, but smaller than the goblins and the dwarves. /Meta rant

>>40666655
Will do, coming right up after I edit it all for myself lol
>>
>>40666703
Thanks for upgrading the other civs, that's one of my biggest pet peeves in these game. Civilizations shouldn't be static, they grow and morph. I'm sure that if you showed our queen a nonmutated worker, they wouldn't recognize it.
>>
Mutations
>All:
Exoskeleton 2
Sleepless
Strength 2
Clawed feelers
Poison 1
Scent 0

>Queen:
Fertility 3
Castes and differing eggs

>Worker:
Clawed hands
Efficiency 2

>Honey ant:
Clawed hands
Exoskeleton 1
Honey production
Expandable Abdomen

>Warriors:
Jumping Legs
Bladed feelers

>Tank:
Poison 3 (spray)
Mandibles 1

>Scout:
Vocal Chords
Wings 2 (Flight)

>Alates:
Jumping Legs
Wings 2 (Flight)
Poison 3 (spray)
Mandibles 1
Bladed Feelers


I forgot to note scent 0 before
>>
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>>40666503
>Currently in construction seems to be a large wooden bridge, connecting the northwest, and southeast,
im confused. could you draw a line where this is?

also did i mark the elevators correctly?

waiting with
>a road heading further northwest, turning west quite quickly. Your scouts also notice another road, this one paved with cobblestones heading southwest along the canyon

also should the canyon go on each side of the urcine village (so their eastern farms are above them) ?
>>
>>40666760
I try, it's mostly just making edits and changes at the get-go, except for the Ursine, they are a bit of my pet project, as I've been thinking of running a quest-into-civ for months now, featuring them with their entire culture... It's been really fun to plan, but with the time passing I just wanted to get a lot more experience writing quests and/or civs before starting on something I don't want to horribly fuck up. And I must admit, the experience so far has been fun, and I'm learning a lot about everything, includng that I think up most things before heading to bed.
(I really want to make named characters for other races, but I'm thinking that we'd sooner want to murder them than befriend or claim them as our own)


For now, I have nothing planned for next session, which I'll -try- to run tomorrow, but if I havn't found any new ideas or motivation I'll either not, or try to continue Yeti civ. (probably 2-ish hours after the start of this session, I'm taking some extra time to rest and play games)

Remind me to remind you to roll for a new named character next session.
If anyone archived, please post it. Otherwise I will.

>>40666410
Pralala, once again my thanks for making the maps, every time I write descriptions I start to look forward to you mapping them out, as I keep feeling that they are a tens of times better than what I make of them.

>>40666760
Thanks for the compliment, but for next time, please namefag, as it keeps things -slightly- more organised.
>>
If anyone's still here, what kind of castes should we do next or adaptations what will help?

I kinda want a flying tank, we could probably put double armor on the bottom of it to make it impervious to arrows
>>
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>>40666891
Pardon my Paint.Net skills, but where I edited is a rough outline of what I tried to describe.

If you have time for a lot of work... around the location where the forest on the south-side of the canyon ends the elevation of the high ground -slowly- starts dropping relative to the canyon. A small word of warning, the map continues west at least 2-3 more squares before hitting the sea, if it's hard to move it later, I suggest you do it now.

Archived now, also officially stating that our insectoids now call themselves Tekton
http://suptg.thisisnotatrueending.com/archive/40658781/
>>
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>>40667153
right that makes more sense.

>the map continues west at least 2-3 more squares before hitting the sea, if it's hard to move it later, I suggest you do it now.
no problem, it's very easy.


have you planned when you will do next session?
and thanks a lot for running this civ, i really enjoy it!
>>
>>40667495
I -might- run it tomorrow, starting 2-3 hours later than I started today. But I might continue with Yeti civ instead. And if I'm really feeling down I might do it next tuesday, definitely on wensdays though.
No problem, and thank you for playing and participating.
>>
>>40667582
alright. ill keep an eye out.
>>
>>40667901
>alright. ill keep an eye out.

Same.

Thanks OP and everyone else.
>>
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New caste: sentry

A nearly immobile insect, with the thickest armor in the hive. Each plate of it's armor is almost a foot thick, with only an opening at the eyes, nozzles and bottom. All of them are able of producing a natural quick drying cement and the specific acid needed to dissolve it. With this, they can be anchored in place while defending the hive. Other uses of these insects include mounting them on Tanks to serve as additional guns and as booby traps.

Each one sentry is shaped like a short and fat dalek, with six sides, six poison sprayers, and six eyes. Around three feet tall(1 meter) at the highest, they are able to move slowly via the six legs hidden under it's shell
>>
>>40668078
lol nah.

i was thinking of a tunneler. similar to a tank but mainly used for helping our normal workers and for surprise attacks on enemy strongholds.
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>>40668236
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>>40668236
Good idea, I was just worried that our tanks could get killed if a person gets on top of them. This way, the sentries can blast them with poison/acid
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>>40668365
ehhh. it will be difficult once we get them better exoskeleton and after that maybe we can do special super-hard plates.

since we're ant-like, the tanks will be most vulnerable on their bellies. this is a reason why i'm against flying tanks someone suggested earlier.

another cool idea would be ability to launch sharp spikes.

and a stinger on the rear for Alates.

a 'carrier' with large hollow shell-cover that can open and soldiers pour out?
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>>40668538
I'd just prefer to save a tank, and it lets the tank attack multiple directions. If they can jump into the middle of the group of enemies, the tank and however many sentries we can load onto it can gas an insane number of people. It would also add a layer of armor to them, making our tanks even stronger.

For the flying tanks, we would armor the bottom with as much armor as possible while still being able to fly.

The spikes does sound useful, hive queen quest had those.

Stinger will be very useful, I'll try to remember that for the next thread.

The carrier would have to be massive, simply giving all of the tanks(flying and land based) the ability to carry a couple of warriors would be better. But if we wanted, we could give our warriors gliders or the ability to make parachutes so they can jump off a carrier like you want.
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>>40668970
>it lets the tank attack multiple directions
could have them be able to turn their head in a wide angle and spray

>For the flying tanks, we would armor the bottom with as much armor as possible while still being able to fly.
i dont even think a tank would be able to fly at all as they're so much bigger and heavier already.

>we could give our warriors gliders or the ability to make parachutes so they can jump off a carrier
i wasnt thinking of a flying carrier. and now that i think of it a carrier would be kinda useless.
and warriors have jumplegs so they can get off a tank they're riding for example.

so the realistic ideas i have right now is
>tunneler caste
>poison stinger
>spike launcher

maybe a suicide unit that explodes lol

imagine a flying soldier carrying this suicide ant and drop it and explode with a cloud of poison and spray acid on a bunch of enemies :D
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>>40669159
>useless
i mean unrealistic because it would have to be so large.
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>>40669159
>could have them be able to turn their head in a wide angle and spray
Still can turn all the way around or reach their back. A few sentries could easily save their lives, while also letting us kill more people at once.

>I dont even think a tank would be able to fly at all as they're so much bigger and heavier already.
True, but if we gave them a shitload of wings(read: 8) and jump legs along with some adaptions to flight, they could serve as bombers and to kill swathes of men on the battlefield.

A water based one would be good as well, for when we have get to the ocean or river.

That bomb would be great ammo for the flying tanks, which I only call that because of their size. Have a couple massive carriers to hold 30+ of them! and some sentries mounted on the bottom! and we could cause an insane amount of damage to an army.

we could become mercenaries, it would be so easy
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>>40669611
>A few sentries could easily save their lives
the thing is, a near immobile ant is like your description is very unrealistic, and tanks wont be alone in a fight as they should always have regular soldiers with them.
>if we gave them a shitload of wings
i suppose it could work. but i'd much prefer a more realistic approach with normal-sized flying units.

also, the wings would be extremely vulnerable on all flyers. no matter how much armor or how many wings they have, a single flame or a few arrows could take them down easily.
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>>40669771
>the thing is, a near immobile ant is like your description is very unrealistic, and tanks wont be alone in a fight as they should always have regular soldiers with them.
We aren't limited to the ant form, we can adapt from it. Make them shaped like an oval Dalek, add some cement around the edges, and you have an animal that can't get hurt easily. It should look like a combination of a turtle, barnacles, and and an ant.
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>>40670039
it just feels too unrealistic and weird for me and i dont see the point of them when we have other units that could do almost the same job, and be mobile.
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>>40670120
It adds extra armor to our tanks, gives them extra guns, can be permanent defenses for our hive, and are better at their duty than any other caste.

We're insects, our most important power is specialization. By making another caste for these sentries, we make our hive stronger
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>>40670250
>We're insects, our most important power is specialization.
i think it's mutation and numbers. sure specialization is also a big strong point but this feels like too much. i dont see how something like pic related to be turned into a biological dalek with multiple 'guns'
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>>40670363
Imagine it with the top part of it's shell expanded into a segmented dome, and a couple of ports on its dome that can shoot poison/acid/projectiles. Add the ability to hunker down and completely cover it's entire body and secrete cement and an enzyme that can dissolve the cement. Suddenly, you have a monster that can be hidden in the stone and dirt, dissolve your legs before you notice them, and impervious to everything except a giant hammer or pickax. Would you like to fight one of those?
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>>40670363
Honestly, my first comment in the thread here, but we can take out massive numbers of enemies with less effort.

Incapacitation and sensory debuffs is what we need. Thermal Vision and smoke generators(perhaps those little explosive guys make something that produces mass smoke), blinding abilities, a shrieker that flies and incapacitates swaths of enemies.
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>>40670653
>>40670765
i dont think it's worth the effort when upgraded tanks can do the same thing.

basically pic related from starship troopers. rotatable nozzle that can spray a huge area, epic armor and mobile.
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>>40670858
Do you remember how Rico killed that? He JUMPED on its back, where it can't reach. Adding the sentry to its back will stop that from happening while also doubling it's killing capacity.
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>>40671002
like i said before, there's where regular warriors come in and use the jumplegs (or flying warriors) to get there and attack whatever is on the tank's back.
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>>40671002
Think about it like this though. Bugs, as a rule, reproduce a lot. While that thing's glaring weakness is it's back, having a shit ton of them is a very viable option for almost every battle.

Not to mention the possibility of the arachnids murdering any soldier before they can, or the winged bugs flaying them before they can even get a grip on it's back
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>>40671049
and our tank's weakness is not really the back, it's the belly.
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>>40671086
>>40671040
>>40671049
While we won't send our tanks into battle by themselves, do we really want to waste our limited supply of warriors to protect our tanks. It should be the other way around, using our tanks and sentries to save our warriors.

If we want, give our tanks jumplegs and mount a sentry on its abdomen. The sentry serves as extra armor, and when the tank jumps, the sentry sprays the people below. It can also leak a small amount as the tank walks, killing any wounded soldiers that might be underneath the tank.
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>>40671310
>do we really want to waste our limited supply of warriors to protect our tanks. It should be the other way around, using our tanks and sentries to save our warriors.
they will always be near each other, so this is not an issue.

>give our tanks jumplegs and mount a sentry on its abdomen.
now it's just getting silly tbh
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anyway im going to bed, bye all
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>>40671367
>now it's just getting silly tbh

I'd go for giving some of our warriors, better jumping ability, and some kind of sonic attack....something that makes non-hive civ's cover their ears and give our slashing warriors a bonus when they attack? Or a shrieker that caused our warriors to go berserk?
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>>40672522
No real point in pissing off our soldiers, I'm sure they fight with all they have all the time. Hurting their ears/antenna would just make it harder for us.

Many people in armies would be wearing what is basically a super thick beanie and metal helmet. Anything loud enough to hurt their ears isn't gonna be as easy as a poison spray from our Alates.
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>>40672657
Incapacitating conic attack, like a cone that would distract as well as provide long range communication between the units? Faster than pheremones? Let's just agree on something and debate later.
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>>40672706
Sounds good, I'm going to sleep now.

Though I wonder how our people communicate
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>>40672771
>Though I wonder how our people communicate

Pharamones and clicks.

>>40672657
>No real point in pissing off our soldiers, I'm sure they fight with all they have all the time. Hurting their ears/antenna would just make it harder for us.

I'm sure we can do some mutations that harms everyone but us. Sorta like a something being immune to it's own venom.



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