Xilph
Well worn.
- Joined
- Dec 27, 2014
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So, the numbers for Increase Creep have it be worth 4RP/Turn this time round, but we'll have 12RP/Turn anyway and right now we can't even use the 7RP/Turn we've got so we probably don't need increase creep, better to focus on other things like scouting and building up so we can get the ability to use the RP we do have. As before Work Crews are basically useless for RP gen compared to Creep.
The top goal is getting some evolution points, as if we can get another of those bonus 5EP we'll only need one more turn for Tenements instead of two. So in that vein my choices, includes a write in based off an assumption I think should be allowed.
[X] Organise Scouting Parties
[X] Organise Militia
[X] Organize Work Crew
[X] Scouting (East)
[X] Scouting (South)
[X] Scouting (South)
[X] Experiment with Monster Fighting
[X] Assign new Militia recruits to pest control
[X] Have the work crews bring back stuff like interesting plants, wood is secondary.
[X] Evolution Zerg Tenaments
So the specific goals for everything, scouting parties are for more info, they should head to the west and north as they are the safer forested areas from what I've been getting. The Zerg can scout the more dangerous hilly region to the east and cover the south, the main area we know nothing about and that doesn't have a river to protect us. The second militia is specifically for the purposes of protecting from local issues, notably they handle pest control while our more seasoned militia trains to better fight monsters, that's the write in but I figure directing the new militia to a specific goal should be allowed, put the best into the monster division and the worse from the monster division into the pest division, Tenaments is because we should get those. The potential sources for EP though and the reason I took work crews, scouting provides the potential for new samples, probable EP gain, pest control provides a decent chance of EP gain, and I figure scouting + work crew to bring back interesting and unusual plants could get some, we have enough biomass, have the work crew focus on the plants they think are interesting or weird, not just fallen wood.
Tell me if anything is up OP, but I figure directing the forming groups to specific focuses should make sense in-world.
The top goal is getting some evolution points, as if we can get another of those bonus 5EP we'll only need one more turn for Tenements instead of two. So in that vein my choices, includes a write in based off an assumption I think should be allowed.
[X] Organise Scouting Parties
[X] Organise Militia
[X] Organize Work Crew
[X] Scouting (East)
[X] Scouting (South)
[X] Scouting (South)
[X] Experiment with Monster Fighting
[X] Assign new Militia recruits to pest control
[X] Have the work crews bring back stuff like interesting plants, wood is secondary.
[X] Evolution Zerg Tenaments
So the specific goals for everything, scouting parties are for more info, they should head to the west and north as they are the safer forested areas from what I've been getting. The Zerg can scout the more dangerous hilly region to the east and cover the south, the main area we know nothing about and that doesn't have a river to protect us. The second militia is specifically for the purposes of protecting from local issues, notably they handle pest control while our more seasoned militia trains to better fight monsters, that's the write in but I figure directing the new militia to a specific goal should be allowed, put the best into the monster division and the worse from the monster division into the pest division, Tenaments is because we should get those. The potential sources for EP though and the reason I took work crews, scouting provides the potential for new samples, probable EP gain, pest control provides a decent chance of EP gain, and I figure scouting + work crew to bring back interesting and unusual plants could get some, we have enough biomass, have the work crew focus on the plants they think are interesting or weird, not just fallen wood.
Tell me if anything is up OP, but I figure directing the forming groups to specific focuses should make sense in-world.