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/tg/ - Traditional Games


File: 1432219125163.jpg (1.56 MB, 1467x3000)
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Incectoid civ previous session
>http://suptg.thisisnotatrueending.com/archive/40534328/
Yeti civ previous session
>http://suptg.thisisnotatrueending.com/archive/40194276/

First to two votes wins

Bonus: Should I get a trip?
>>
>>40643313
Insect 2

Been waiting for you OP, had to join 3 other quests while I waited
>>
>>40643481
This is me, forgot my name
>>
>>40643481
Sorry dude, I'm flattered.
Might I request you (and anyone joining) namefag, so I can keep you all apart. Last session got a bit chaotic, with 10 players in total, and that made me realise it is kinda needed.
>>
Bump, anyone else interested?
I'll just go insectoid on the full hour... I don't have -that- much time today, and all the time tomorrow to pick up after today.
>>
Insectoid
>>
>>40643916
While we wait for more players, I have a question

The forest we live in, how large are the trees? Normal pine, Californian sequoia, or fantasy giant trees?
>>
We left off having 'traded' for the first time with the Ursine, no strings atta-... Getting a string of metal with a gem attached which we can assume is jewelry, and getting a hollowed tree trunk filled with honey, for only some fungi and ore which is currently useless to us. The death of or scout in the north-east is still fresh in your mind, and though you do not know who lurks behind those metal doors, you are certain that they are to be eliminated by your children.

You have yet to further explore the path of broken trees to the southeast, or the cave located to the northwest, but with all your farms, decorative defences and trapping, you are certain none of what they may have to offer will be a threat to you.

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)
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

Welcome, Unification
>>
>>40644096
Mutate all castes: exoskeleton 2

Research fire
>>
>>40644092
Generic trees of normalness are scarcely located in the canyon, Generic trees of hindering (possibly with vines) are located above and outside the Canyon. I don't really have anything in mind, but I do think they are more leafy than pine-y, except further to the east where the elevation is higher, so they just become more pine-y.
>>
>>40644146
this
>>
>>40644146
>>40644181
We've just mutated last turn (I had to check this) so everyone is still a bit tired from it. You could try to force it, but you'll need to roll a d100, and get 80 or over, or fail -and- suffer penalties.
>>
>>40644096
I say we chop down trees for above ground building
Mutate more advanced pheromones for easier co-ordination
Rolling for Menelaus insect tactical genius
>>
>>40644217
Never mind then, research fire and architecture
>>
>>40644233
>>
Rolled 59 (1d100)

>>40644246
Damn it>>40
>>
>>40644217
Oh nvm then.

Ask the Ursine about the huge strange door in the mountain and how their hot flames work (teach us fire, or research it if they wont teach us).

We should also build a path up the north and south cliffs for easier access.
>>
>>40644233
Currently getting a named character is -only- on a 100 (105 actually, but a 100 counts for an automatic success on nearly all things. The DC drops by 5 every turn at the moment, but will increase by 5 for every named character)

I need a consensus amongs you 3 though, before I can write (I love that all 3 of you have a very different way of thinking here)
>>
>>40644295
>>40644181
forgot my name

btw, have been waiting for your thread, op :)
>>
Diplomatic scouts do >>40644295
Workers do >>40644233
Throth do >>40644146
>>
Okay, we can't mutate so that's right out unless we are willing to kill some bugs.

Fire seems useful, Anon and I support that

Stairs up the canyon would allow our tanks to move whenever they want, but show our position. Wings would likely be too costly though, so stairs/ramps are our best bet. It has my vote

Building above ground structures serves no point. It only makes our position more vulnerable
>>
>>40644359
We could try to ask the Ursine about the door, but our language comprehension is still at about 1/3... At best. If someone seconds you I'll have you all roll.
>>
>>40644408
i agree.

>>40644415
>ask ursine about mountain door
>build paths up south/north cliffs
>research fire
>>
Research: Fire
Build: Paths N/S
(try to) ask Ursine about the door

Roll a d100 for the Ursine part... Do you bring gifts?
>>
Rolled 47 (1d100)

>>40644530
Alright fine I'll roll for whatever Vaaghaar decides the roll to mean
>>
Rolled 56 (1d100)

>>40644562
no gift
>>
>>40644562
Build it, but make it a tunnel that leads through the canyon wall to hidden exits at the top of the canyon.

Being their jewel back and more ore. Kill a couple animals as well, bears like meat
>>
Rolled 98 (1d100)

>>40644625
Forgot roll
>>
>>40644625
ooohh nice tunnel idea! (and roll)
>>
>>40644625
Fish not meat
>>
On and Vaaghaar you should get a trip
>>
Throth feels cold, colder than she wants to at least, and after many experiments she finally finds something to warm her up, fire! She quickly spreads the knowledge of how to create it with all the other workers, and now burning sticks are being carried from time to time.
>New structure: Fire room (a room with a chimney which requires -some- wood to be kept lit, the fire keeps the hatchery warm, and reduces the time needed to make fire for other things to 0)

The workers that weren't involved in the research of fire have been hard at work creating a structure to allow our larger family members to go up the canyon with ease, rather than with many difficulties. The structure is made of wood and stone at the base, then leads into a small tunnel system which leads to multiple hidden exits on the top of the canyon, both north and south. The hidden holes double as small animal traps, as some occasionally fall in, supplying you with some meat.
(Cont'd... Communication is -long-)
>>
>Continued
Your scouts head for the Ursine settlement with some ores, using the newly made tunnels they even find some animals trapped, and bring these as gifts for the Ursine. They arrive at a similar welcome to the previous time but this time a few are more uneasy than before, while others are very happy to see you, their leader seems to have mixed feelings but appears to be mostly on the happy side. The greetings pass, and an exchange of gifts happen, you once again getting a hollowed trunk filled with honey, some of the Ursine seem to appear uncontent about you recieving it though. Your scouts begin their attempt at communicating, making varying sounds and gestures, eventually managing to form words to which the Ursine react. After a few hours of attempts to communicate only the leader, a few elderly, and a few handfulls of guards are left. The elderly male Ursine actively trying to teach you words, while the leader keeps trying to figure out what the most of you are trying to say. Eventually after both groups have stayed, even untill the sun went down one of the guards understands your message, even yells it out. All of your scouts agree, and each of the Ursine start to tell their stories, which are far more easily reproduced than understood. The Ursine leader rushes into his tent and brings a stone token, to which the elder visibly reacts, shaking his head. Some time later one of the guards throws a rock at the leader, which seems to bounce off him before hitting him. He then lays the token closely in front of you, bows, and heads to his home, to sleep. The elder looks upset, and before leaving utters "Beware the dwarves wrath."
>Ursine language comprehension: 80%
(who! Finally I get to write my Ursine lore... The only race I have lore for!)
(continued)
>>
>Continued
Housing: Your Hive, Queen's room
Tech: Agriculture (fungus), Woodcrafting, Mining, Stoneworking, Trapping, Fire
Food status: Thick (9/10) (high production) *Added a numrical value
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: 686 Insectoids (385 workers, 115 warriors, 51 tanks, 122 scouts) (160 eggs)
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
>>
>>40645013
Mutate all castes: exoskeleton 2

Mutate a small amount of workers to produce honey. 1% of our population should be enough to produce a trade good.
>>
Send a large number of warriors and tanks, lead by Myrmidon to these great metal doors
>>
>>40645057
i had the same thought! but more as a storage method for food (like real life honey ants).

>>40645013
>evolve exoskeleton 2
>increase patrols near dwarfs
>mutate 1% pop to honey ants
the honey ants dont need better exoskeleton (in case we cant do both mutations at the same time).

also, bloody dwarfs gonna be a problem.
>>
>>40645167
as you say, we can't do both mutations at the same time.
>>
>>40645165
we shouldnt reveal ourselves like this, especially when we dont know the dwarfs strengths. it's suicide.
>>
>>40645196
Taking a trip, hoping it's a nice one, after the coming turn I'll take a short break, but I'll be back within an hour from then. Feel free to keep discussing, I -will- try to reply, but I don't think I will be completely able to in that time.

I'll finish this turn first though.
>>
Hey Vaaghaar could you do us an update of which mutations each caste has?
>>
>>40645266
Gimme a moment, I'll look to find what I have exactly
>>
>>40645167
The bears love honey, we could probably get a good trading deal with them. Honey for something we need. I can't think of what we need, open for debate.

Dwarves shouldn't be too hard, we can keep mutating our hive for a couple more rounds and we'll be almost invincible. Exoskeleton 2 and armor plating should make our tanks and warriors almost impossible to damage except with war picks. Add Great Claw Teeth so we can send a tank down a hallway to eat everything
>>
>>40645266
>>40645286

Mutations
>All
Exoskeleton 1
Sleepless
Strength 2
Clawed feelers

>Queen:
Fertility 1

>Worker:
Clawed hands

>Warrior:
Clawed Feelers(better in combat than hands, except if you have good tools)

>Tank:
Poison 1

>Scout:
Vocal Chords
>>
We seem to have a consensus on exoskeleton 2, and to turn some workers into honey ants.
We have enough production left for 1 construction or tech.
>>40645165
anyone wanting to follow this up, with all our units mutating, lowering 'production'?
>>
>>40645294
i dont think our 'honey' would be like theirs, more like a sugary liquid. i'm not so sure they'd like it as much as their own real honey.
but we can try offering them some.

>>40645462
>We have enough production left for 1 construction or tech.
dig a room for our honey ants

>Send a large number of warriors and tanks, lead by Myrmidon to these great metal doors
i vote against.
>>
Writing, no combat, yes mutate and honey room.
>>
>>40645567
The Ursine already produce a lot of hunny we ought to produce something they don't have.
>>
>>40645619
Like ore for instance
>>
Posting planned mutations for our military

Tanks
>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.

Warriors
>Large claws
Replaces our knife claws with swords, no army has ever fought with knives
>Sleepless
Gotta fight all day, erry day
>Armored plating
Heavy armor, full plate infantry for cheap
>Jumplegs
To jump off Tank carriers and over walls
>Seismic Communication 1-3
So we can talk to them when they're rampaging
>Exoskeleton 2
More armor, no other explanation
>Poison 1-5
Short range acid/poison spray for when fighting formations of enemies

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

There's other things that could be useful for our military, mutations and castes, but I can't think of any
>>
Some of your workers feel that they can reproduce what the Ursine gave us for gifts, all of your other children, and yourself, know that harsh times are to come, and that you will need to have a harder outside to not be pierced by the "Dwarves" their weapons. Your honey workers decide to build a room for storing the honey, storing the honey in a similar fashion to the Ursine, in vats made of tree trunks.

Housing: Your Hive, Queen's room
Tech: Agriculture (fungus), Woodcrafting, Mining, Stoneworking, Trapping, Fire
Food status: Plenty (8/10) (high production)
Structures: Hive (2 Hatchery, 1 Reinforced guard room, 7 Fungus farm, 1 living area, 1 storage area, Queen's room, 1 Honey, room, 2 assorted tunnels), Reinforced entrance
Population: 753 Insectoids (415 workers, 130 warriors, 58 tanks, 137 scouts) (198 eggs)
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
>>
>>40645681
Build another fungus farm

Build another storage room
>>
>>40645725
Just FYI, even with a mutation that takes 4 'levels' of food, we're still producing enough to only drop 1 level because of it, we have a -lot- of food production
>>
>>40645725
He's gone for the hour now
>>
>>40645779
I'm here, just doing other things that need to be done... I don't think I'll be able to reply much, if at all. I'll read everything through as good as I can when I'm back.
>>
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>>40645681
>storing the honey in a similar fashion to the Ursine, in vats made of tree trunks.
i was thinking more of something like pic related, but trunks are fine.

We should increase patrols near the dwarfs in case they try something.

Is it worth researching blacksmithing? One of you talked about armour plating, but since we can evolve, maybe we could incorporate metal ore some other way instead of teching it? Maybe just for better mining tools, but I'm not convinced.

>>40645669
I suggest our next mutation we go
>queen: fertility 2
>scouts: glider wings OR better language
(we should try to figure out why some ursine was unhappy with our visit)
>tanks: massive mandibles OR poison 2
(op can u tell us how poison levels differ, pls?)
>warriors: jumping legs
>workers: longer legs to run faster (better efficiency)
>>
>>40646074
We could do poison for the whole hive, give tanks a short range spray and everyone else fangs

OP posted this last thread
>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.
>>
So let's examine all of our options here
>Explore
The only reason I can see for doing this at this point is finding weaknesses in the dorf fortress
>Diplomacy
I guess we could try to make friends with the Dwarves but really? No
>Research Tech
Any one have any idea for this? Maybe wooden structural reinforcements.. Actually thats a good idea in case Vaaghaar has any devious cave-in scenarios planned
>Build/dig
I like the idea of overground buildings and eventually fill the canyon but everyone else disagrees soo...
>Evolve/Mutate
This is almost certainly gonna happen unless we've got mutation fever again
>>
>>40646108
You could do (micro) mutation next turn, giving the entire hive Poison 0, for immunity?
Still busy
>>
>>40646207
If we said to upgrade our whole hive with poison, would it upgrade everyone to the next level, or upgrade everyone except the tanks to poison 1
>>
>>40646108
Ah thanks.
Then I rather take huge mandibles for tanks so they might be able to bite through tougher armour our regular warriors cant.

>>40646154
>finding weaknesses in the dorf fortress
yes, but if we cause too much trouble they might investigate us. but we should keep an eye on them.
>wooden structural reinforcements
yes, i like that.
>overground buildings ... but everyone else disagrees soo
yeah, we already have a good amount underground, plus if we build above ground it's visible and could attract unwelcome guests.

in fact i think we should remove the reinforced entrance that i remember was an eye-sore above ground for this reason. (our guard room is just inside the entrance anyway and is also reinforced with stone).

>>40646207
ah yes this would be nice.
>>
>>40646264
The Great Claw Teeth mutation would let Tanks act like a combine harvester or tunnel borer, easily destroying formations of soldiers. For tough armor, we can use our poison spray.

Im looking for pictures for ideas, right now looking at Lego power miners. Surprising amount of inspiration
>>
So very light, stealthy scouts around the DF

Research: pit props
>>40646264
Remember there are hundreds of giant Ants recurring to-and-fro there's no secrecy about us
>>
>>40646470
I dont agree with that. we have scouts around the area to warn us about intruders, and we could hide if any are detected.
>>
Right, I'm back!

>>40646243
Upgrading everyone (minor) would make everyone Poison 1, and Tanks Poison 2
You could instead micro everyone except the tanks, making everyone poison0, except the tanks who are then Poison 2

>>40646264
I had no plans of the sort, and I was going to add Structural Reinforcements under Architecture.
The underground will basicly become more and more difficult to 'build' in, but this is far in the future. (You'll start to notice at 30 rooms or so)
>>
Okay, can't mutate this turn.

Research: Pit props
Dig another storage room
>>
>>40646721
but we can mutate now. it was last turn that we couldnt.
>>
>>40646799
We mutated last turn, I think you skipped a turn?
If you insist, I could start numberng turns, but ya know...
>>
>>40646799
We just mutated exoskeleton 2, we have to wait a turn
>>
>>40646839
>>40646858
oh my bad. no mutating yet then.
>>
>>40646839
You might want to start writing when we mutate

>[blank mutation gained] [caste that evolved]
>>
I'm not exactly sure what everyone wants to do right now though? I'm seeing
>>40646721
>>40646264
and
>>40646074
(I'm not exactly sure how that would work with anything bigger than real ants, as IIRC it works with surface tension)

>>40646891
I could, and I did once or twice last session I believe.
>>
>>40646891
or
>next mutation without penalty in X turns

>>40646944
>surface tension
it's in membrane in their butts that can expand

>>40646944
>I'm not exactly sure what everyone wants to do right now

>increase patrols in direction of dwarfs
>scrap reinforced entrance
>dig emergency/escape exits (well hidden)
>take some of our 'honey' to the ursine as a gift (and try to figure out why some of them dont seem to like us)
>>
>>40647140
I fully endorse all of this
>>
>>40647173
>>40647140
I'll start writing
There's currently no membrane in which they can do this.
>>
With the gift and the warning of the Ursine fresh in your mind, you decide that you should increase patrols in the direction of the Dwarves. With your tactics and ideas, you build several emergency escape routes and exits which are well hidden, making your old reinforced entrance outdated, so you scrap it in favor of a less obvious entrance.

With your newly produced honey, you decide to send another envoy to the Ursine who all seem busy with something. Their leader greets your scouts only with the company of the elder. They look very happy with your gift after you explain that you have a way to produce it yourself now, and they offer your scouts a beverage made from honey, some accept and some don't, it appears to be alcoholic. Either way your scouts ask why some of them didn't seem to like them at their previous visit. The Ursine leader explains that a few Ursine got unwell from the fungus, and some others had hallucinations after eating, but most enjoyed it as an uncommon meal, those that became unwell weren't too happy with your return, but relaxed a lot after seeing your gifts. He also explained that some of the Ursine in a different location gave him something as a trade good, as they really liked the fungus, and while explaining he signals the elder to bring it. The elder returns with a sort of pole arm, with a turned schythe, the handle painted and decorated. The Ursine leader is happy to show off that it cleaves even through small boulders, and explains that the only time he got to use it so far was on trees, which made him feel secure, but also leaves his blood unstirred, though he does make small grin and comments "I think I'll be able to use it sometime soon.". Some smalltalk continues before your scouts return, having fuffilled their duty. (Ursine language comprehension: ~100%)

(Stats and options next post)
>>
Housing: Your Hive, Queen's room
Tech: Agriculture (fungus), Woodcrafting, Mining, Stoneworking, Trapping, Fire
Food status: Fed like a king +2 (10+2/10)
Structures: Hive (2 Hatchery, 1 Reinforced guard room, 7 Fungus farm, 1 living area, 1 storage area, Queen's room, 1 Honey, room, 2 assorted tunnels), Reinforced entrance
Population: 814 Insectoids (445 workers, 145 warriors, 59 tanks, 152 scouts) (214 eggs)
Noticable: Our Queen Tithonus, Myrmidon the Warrior, Toth the researcher

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

>>40647140
There's always a chance of a 'penalty' (of fuckup) with a mutation, it just happened yet... It's a gmroll which happened to be lucky so far
>>
>>40647488
That's reassuring.

Mutate all castes(minus the queen, no need): poison

Reinforce the hive, building defensive locations in our hive where a small number of insects can defend
>>
>>40647488
Looking at this, the unit percentages are a bit off compared to the originally intended 65/15/5/15
>>40647488
Whups, Reinforced entrance should go, and make space for 4 Hidden entrances
>>40647539
Soo... More guard rooms, or a structural upgrade in the tunnels that would allow small amounts of insects to defend?
>>
>>40647606
Structural upgrade.
>>
Did everyone else leave though?
>>
Structure
>>
>>40647425
>a few Ursine got unwell from the fungus, and some others had hallucinations after eating
LOL

>>40647488
>There's always a chance of a 'penalty' (of fuckup) with a mutation
ok, so without a MAJOR penalty ;)
btw i think you put a comma too many in your post (1 Honey, room,)


Mutate:
>queen: fertility 2
>scouts: wings 1 (gliders)
>tanks: massive mandibles
>warriors: jumping legs
>workers: longer legs (work efficiency)
>honey ants: expandable abdomen (liquid storage)

>>40647606
>>40647539
Dont we get a penalty if we try to do something while evolving everyone?
I say we don't do anything else than mutate this round.
>>
>>40647707
25% penalty on a micro, 75% on a minor an 160% on a major (divided in 90/70 or 100/60)
All of your mutations are Minor (I never wrote longer legs as options IIRC, what are you trying to achieve with this?) and would reduce the total production by 75% this turn, for all castes.
>>
>>40647811
>(I never wrote longer legs as options IIRC, what are you trying to achieve with this?)
Make them work faster/harder/better. more efficient. maybe 'Efficiency 1' would be better.

>and would reduce the total production by 75% this turn
so there's room to upgrade poison for everyone aswell?
>>
>>40647707
I'm pretty sure our workers have long enough legs. A better thing would be the ability to dissolve stone, letting us bore through rock easily. Right now, we have to scrape and stab at it.
>>
>>40647931
We'll keep it at efficiency 1, that works better for me as well

@poison Well, we are able to do a major mutation this turn, so we could add it in and do 2 minors at the same time. But if I mess up my roll you're going to be in for a treat.
>>
And dangit, I didn't actally get to where I wanted to get with this session, which is kinda sad, I'll definitely get to it next turn.
>>
>>40647990
k then skip poison this turn.

i vote for the ones i listed in >>40647707
maybe jumping legs for scouts too (if we can do 2 simultaneously)
>>
>>40648162
Long legs isn't as useful as poison, if we need to drop something it should be legs
>>
>>40648162
We can, it'll keep the scouts completely out of commission this turn though.
Anyone else voting?
>>
>>40648225
Drop the long legs or a risk
I think we ought to take a risk
>>
>>40648336
Same, our population is large enough to take a hit. If we fail the roll, send the mutants to the dwarves in a suicide attack. If we pass, poison for everyone
>>
>>40648394
So am I correct to read this as two votes in favor of
>>40647707
this (where longer legs = efficiency1) + poison for everyone?
>>
>>40648458
Sure

Can we make a new caste as well? The flying aces, modified scouts. After the scouts get wings, no need to waste a turn
>>
>>40648225
>>40648336
>long legs
changed that to efficiency, see:
>>40647931
>>40647990

>>40648236
ok, i rather not do that.

so my vote to clarify:
>queen: fertility 2
>scouts: wings 1 (gliders)
>tanks: massive mandibles
>warriors: jumping legs
>workers: efficiency 1
>honey ants: expandable abdomen (liquid storage)
>>
>>40648536
Add
>poison for everyone
>Flying Aces(working name,suggestions welcome) caste creation

And it has my vote
>>
Waiting for Unification, I'm not seeing a real consensus here
>>40648536
at the least is locked though.
>>
>>40648525
why not just make the scouts better flyers first? they currently dont have any wings at all and level 1 is only for gliding.

and we could do poison for everyone in the same turn as all listed in >>40648536 if people are willing to risk taking the penalties, im ok with that.
>>
>>40648654
I'd like to have them ready for the dwarf attack, if we can get them to poison 3+ we can just cropdust their whole army
>>
>>40648591
Fuck it, writing
>>40648536
With no further actions
>>
It is time for your people to enter a new age, for the queen to become more fertile, the scouts to become able to glide, the tanks to have massive mandibles which will allow them to crush our foes more effectively, our warriors to get jumping legs, to more effectively move around in and to combat, our workers to become better at what they do, and our honey workers to become better at what -they- do.

Mutations:
>queen: fertility 2
>scouts: wings 1 (gliders)
>tanks: massive mandibles
>warriors: jumping legs
>workers: efficiency 1
>honey ants: expandable abdomen (liquid storage)

Just as the evolution of your people is on its way, you and all of your people hear a rumbling coming from the east, through the canyon. Your scouts, dazed as they are from the mutations report that it's a horde of goblins, hundreds of them, if not thousands, all wearing leather armour, wielding swords and axes of all sorts of materials, ranging from copper to iron, silver, bronze, and some even out of gold and highly decorated with gemstones all come rushing down along the canyon. Your other scouts also come in to report that even more goblins come rushing from the east, both on the north and on the south side of the canyon. Their estimate is that in total there have to be over ten thousand of them. Your furthest scouts come rushing, telling you that at least a thousand of them are assulting the gate of the dwarves, and are being shot down by them.

The goblins are approaching your hive fast, your scouts estimate that their numbers are between one and two thousand.

What do?


I could give options if you'd like, but I'm giving it open here. I'll be taking a shower while you all discuss.
And yes, I'm a nasty dm, but I warned you at the end of last session, and in the comments of the Ursine
>>
>>40648942
Retreat into our hive, station tanks at all of our entrances. Hide a few scouts in the trees, to keep lookout and kill anyone climbing the trees. Spread the warriors out in our hive, reinforcing the entrances and around the eggs and queen. Use the hidden exits to charge with tanks and warriors at groups of goblins that look like they could do damage.

So glad we upgraded exoskeleton, I doubt some weapons can even damage us except in the joints.
>>
>>40648942
HOLY SHIT!

>>40649100
>reinforcing the entrances and around the eggs and queen.
this

also:
>send a small scouting party to the ursine to check on them.
>all other scouts hide in the trees around our canyon and avoid detection.
>tanks up front at the entrance and exits with most warriors behind them

and i'm glad we got that jaws upgrade for tanks :D
>>
>>40649186
like achilles said we might be able to ambush them if we get an opportunity.
and probably need a lot of the workers as backup in the fight.

we can sacrifice everyone except the queen and eggs.
>>
>>40649186
Same, my only complaint is we don't have poison spray. It would make it so easy, just block up the entrance and release the gas into the horde of goblins.

OP, how tall are our tanks?
>>
>>40649186
>>40649228
oh and to clarify i suggest we only fight if they find our hive.

if they find us, let them focus on the entrance they find for a little bit, then we can launch a surprise attack from the other exits and the trees to surround them and cause confusion.
>>
>>40649276
Our workers are about 90cm to 110cm tall, goblins average 120-150cm, which is slightly taller than our Warriors, with 110-130cm average. Our tanks are huge and are 180-220cm average, our scouts are 40-60cm tall and the queen is humongous and is just over 3m tall
all of this is -tall-, not long. (generally they are 4x as long as they are tall)
>>
I can btw combine all the options, them so far being:
1. Retreating into the hive
2. Reinforcing the entrances and around the eggs and queen.
3. Stay hidden untill they find an entrance, then surprise them with groups from the other hidden exits.

4? Hide a few scouts in the trees
5? Small scouting party to the ursine

pre-writing 1-3, waiting for reactions regarding 4-5 before posting.
>>
>>40649472
Thanks you dirty Europoor

Leave one entrance very obviously camouflaged, and have a tank waiting to jump out at them once they are forming up to attack.
>>
>>40649603
i think we should hide all scouts in the trees. it's a better use of their abilities (gliding). i dont think they are much use down in the tunnels.
it would give us a better surprise attack from above.
>>
>>40649622
i'd wait as long as possible before attacking so we can choke their attack in the entrance, and their focus is on that entrance. that will let us launch a more effective ambush i think.
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>>40649749
I was assuming they would assemble their PC's, the best fights, rangers, and wizards to attack our hive. A few heavily armored ants the size of fire trucks could do some serious damage to an unorganized group of the goblin's elite.
>>
As you hear the news, you quickly order all of your children to retreat into the hive and obscure and hide any entrances, then hide behind them to fight if they do find them. You quickly order all the workers to reinforce the entrances and make more defences near the queen's nest and hatching areas, then order your children to stay hidden untill further notice. Except of course the scouts, who you order to stay in the trees

The goblins rush past your main entrance as well as some of the more hidden ones, but quite soon one simply runs and falls in, yelling to notify the other goblins before soon being crushed by the mandibles of your tanks. More goblins follow, rushing into the main entrance, slowly chipping away at the frontmost tanks their hard exoskeleton, while being slaughtered one, sometimes three at a time.

Myrmidon leads a group of warriors through one of the hidden exits, then rush in to the group of goblins assulting your main entrance. Though this plan succeeds at first, the horde of goblins is humongous, and Myrmidon quickly decides to leave after slaughtering only a handfull confused goblins. Myrmidon rushes into one of the other entrances and then heads towards the choke point, right before our reinforced guard room, and there notices that over half the group is dead.

The scouts launch their sneak attack from above, dropping down into the canyon in the timing of another surprise attack from Myrmidon and a group of warriors. The scouts only manage to attack once or twice before fleeing up the walls of the canyon again, to prepare another attack. Some being burned by an off fire mage among the goblins. This happens two more times before all hidden tunnels have been used and being defended against the horde of goblins.
(continued, still writing)
>>
>>40649815
ah i see, yeah that sounds good.

and if their ranged/magic units take cover we can jump on them with our scouts in the trees!
>>
>>40649868 (continued)

As the first layer of tanks falls, Myrmidon decides to make it a battle of attrition, moving back to our greatest chokepoint, the guard room. The goblins mindlessly keep rushing at us, clogging the pathways with their corpses and making it difficult for them to get closer, but as the goblin corpses pile up, so do ours ever so slowly. Our corpses are dragged away by our workers, and stashed in the fungus farms, and as the numbers of tanks and warriors decline, the workers and scouts start joining the fight, often only quickly sneaking past a tank, while a group of goblins is ramming into them, snatching one to be slaughtered behind the front line.

The battle rages on for hours, if not a day, with the goblins pouring into the hive in a seemingly endless matter, passing past the guard room after maybe four hours, then the fight got harder for our side, retreating to the living area, the fungus farms, eventually even the honey farms, and for every one of ours, less goblins seemed to die untill eventually...

The fighting stopped, there were no more goblins heading your way... Either they were all dead, or they had fleed or retreated, you don't know. All you know is you are happy your hive is safe. Your children come to you for guidance as to what to do next, and you order them to clean up, eat whatever can be eaten, and throw the inedible parts in the fungus farms or outside, to fertilise the soil as needed.

Myrmidon lost four legs, and part of the exoskeleton, but will recover, Thoth stayed out of the fight, as the fighting never reached the hatchery, but many, many of ours are dead... And you are ready to have them replaced by the new generation.


Session end, I'll write our total losses and damages down in the next post. It was nice to finally get to this point. I'll probably continue tomorrow, starting at least 6 hours earlier than today. If anyone would want to archive this, it would be much appriciated.
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>>40650096
FUCK YEAH!
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>>40650096
Well, we may have lost part of our military, but at least we have food for months from all the goblins.

We need to get armor plating and poison tomorrow. The new caste of flyers should help stop this from happening again, if we follow my older post with something add ons.

Thanks for running OP, I'll be late cause you're starting at 6 AM.
>>
The guard room is effectively useless, as the floors, walls and ceiling are practically made out of goblin. Three farms have been raided clean, one more is goblins, the living area should be usable again once cleaned, the honey room is nearly empty except for some goblin corpses, and the hidden entrances have been dug out, and are wrecked open.
>Structures: Hive (2 Hatchery, 3 Fungus farm, 1 living area, 1 storage area, Queen's room, 1 Honey, room, 2 assorted tunnels), 4 entrances

Eventually only 3 tanks were left, most of our warriors died, leaving only 25, the scouts were slightly more fortunate as they were in combat less, but they were still squashed and burned to 29. Workers suffered a same fate, but with their far larger numbers still stand 95 strong. The eggs are unharmed, and some have hatched to help with the cleanup.

After hatching
>Population: 253 Insectoids (160 workers, 32 warriors, 12 tanks, 39 scouts) (113 eggs)

>>40650274
Thank you for playing at least. It's currently 3am for me, as I started past 9pm, I'll be starting 3pm my time at the latest (I'm setting alarms...) If by any chance I'm doing Yeti civ instead (don't think so, but it depends on the crowd), just leave a message in the chat with your name, and I'll try to start a second thread. (if the Yeti civ is dead, I'll just instantly make a new one)

Anyone archived yet, or is it up to me again?
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>>40650332
how do i archive?
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>>40650377
Nevermind, it's done. (for a change I'm not lazy)
http://suptg.thisisnotatrueending.com/archive/40643313/

I'm off to bed, sleep well you all. Or have a nice day, depends on where you live.
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>>40650332
My vote is for insects again, goodnight OP

I'll see you guys tomorrow, for the end of the thread most likely



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