Recent posts by ZigZagZombie on Kongregate

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Topic: Forum Games / War in Numbers(Stategy Game,Turn 3)

Still missing part of Gamma’s action.

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 3)

@ilovekirby12

I just wanted to post to say that I love these blogs. They’re hilarious and I love the dedication

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 3)

Originally posted by gammaflux:

Is the big red dot an enemy or a volcano?

New worker unit: Create the Splitting Chambers

Military: (Wait until question is answered)

No, the red dot is the volcano. Military always have a inner circle and outer circle, usually the same two colors as the faction itself, and the neutral mobs will have a very defining symbol to avoid confusion

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 3)

@DrOct.
The Brown unit is your military, the green is The Ornu Conglemerate’s military.

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 3)

Turn 3
PS: Sorry for the short delay, was with my missuz.

Exploration has proved to reveal valuable information for many. One thing is for sure, the local wildlife seems to becoming more active at the presence of the colonies.
Starting on this turn, small mobs may spawn and roam around, attacking a unit that enters the same tile as them

The Rooted

Initial Settlement (Name Needed)
A New Unit has been born!
Units: 4
Idle Units: 1
Growth Rate: 1 GP/Turn
Next Unit: 4 turns
In progress
Border Expansion
-Southwest: 2/3
-West: 2/3
Buildings
-Adrenaline Tree 2/5

The Ornu Conglomerate
The Ornu Conglomerate has met No Man’s Land! The leaders may now enter communication

Drywood Forest
Next Unit in: 1 turn
In Progress
Border Expansion
-Northwest: 2/3
-Southwest 2/3
-East 2/3

Krustal Ampir

Buildings:
Sham
Next Unit in: 1 turn
In Progress
-Animating Crystal 2/3
-Hivemind Conduit 2/3
-Construction Appendage 2/3

Xenospores
Xenospores has met No Man’s Land! The leaders may now enter communication

Puffport
Next Unit in: 1 turn
In Progress
Border Expansion:
-Southeast 2/3
Buildings
-Fume Shroom Garden 2/5
-Fungal Cavern 2/3

No Man’s Land
No Man’s Land has met Xenospores and the Ornu Conglomerate! The leaders may now enter communication

Construction of the Slave Warren and Shrine of the Savior has finished
Unity
Units: 3
Idle Units: 2
Productivity: 0.5
Growth Rate: 1.5 GP/Turn
Next Unit in: 1 turn
Current Buildings:
-Slave Warren
-Shrine of the Savior

In Progress
Border Expansion
-Right 2/3

Reminder, of what Settlement Units can do

-Buildings
-Convert to a Military Unit
-Claim Tiles
-Research: You can assign a unit to research a particular field, right now there are 2 options and each takes 3 turns.
Military: Unlocks 20 point-units
Expansion: Unlocks the Settler Unit
-Prototype a Unit, Building, Tile Improvement, Concept, etc.. You can propose something to me. This will occupy a Unit, and take two turns more than it would normally take (since it is a prototype) during which we look over balance or conceptual issues.
-Etc

 
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Topic: Forum Games / Master Thread

Could you add War in Numbers to the current games? :3

Edit: Looking at it, the current games need to be updated 0-0

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 3)

Turn 2
It’s a slow beginning for civilization. Although some take the initiative and start exploring, others are content staying inside, protecting themselves from whatever may lurk outside, though for now the area seems to be peaceful.

Btw, the circles represent your military units

The Rooted

Border Expansion
-Southwest: 1/3
-West: 1/3
Buildings in Progress
-Adrenaline Tree 1/5

The Ornu Conglomerate

Border Expansion
-Northwest: 1/3
-Southwest 1/3
-East 1/3

Krustal Ampir

Buildings:
-Animating Crystal 1/3
-Hivemind Conduit 1/3
-Construction Appendage 1/3

Xenospores

Border Expansion:
-Southeast 1/3

Buildings
-Fume Shroom Garden 1/5
-Fungal Cavern 1/3

No Man’s Land

Border Expansion
-Right 1/3

Buildings:
Slave Warren 1/2
Shrine of the Savior 1/2

If there are still any confusions feel free to message me. Or else, from now on I expect turns to fly by rather quickly, and I will be on the ball for that

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 3)

Originally posted by DrOctaganapus2:

My bad. Just got home actually. I did mean Tribal Village. I can’t build it on the tile I have?

Also, does the Desolator Totem Pole increase the chance of turning a piece of land into No Mans Land like the desc. says? If not build a Shrine of the Savior.

No because the only tile you have is where your main base is.

And I guess its my bad for the DTP, because the effect is: increases border spread. The rest below is just lore stuff.

Getting next turn ready right away!

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 3)

Originally posted by ilovekirby12:

Thanks, eta on the next update?

(At this rate it’ll literally take a month for one building to be built, or two tiles to be claimed…)

As I said I am taking my time on the 1st one so the concept is understood, but the next ones will go by really quickly. I will wait till the end of the night for DrOct. then I will proceed.

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 3)

Originally posted by ilovekirby12:
Originally posted by ZigZagZombie:
Originally posted by DrOctaganapus2:

Instead of building the Desolator Totem Pole, can I swap that with the Tribal Village?

The village is a tile construction, you need a tile to build it on.

Unless you meant to say, Tribal Council(which unlocks next tier), that is a building, and you could build that.

I’m sure he meant tribal village, after all why build something that unlocks tier two buildings when he hasn’t built any of the other buildings?

On another note, can you explain the xp system? Do units just gains a health bonus or something when they level up?

Upon level up, the minion will have a choice on what to improve. Some are generic(hp/attack) and others are specific. How many options it will have will depend on the level of the unit, and the point cost of the unit(a 15 cost minion will have more options on level up than the 5 coster)

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 3)

Originally posted by DrOctaganapus2:

Instead of building the Desolator Totem Pole, can I swap that with the Tribal Village?

The village is a tile construction, you need a tile to build it on.

Unless you meant to say, Tribal Council(which unlocks next tier), that is a building, and you could build that.

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 3)

Originally posted by DrOctaganapus2:
Originally posted by ilovekirby12:
Originally posted by DrOctaganapus2:

So my 2 military units are building the Warren/Pole and one of them is taking the right tile, yes?

no, you have 6 units,

3 regular units that can build or claim tiles
3 military units that can attack or explore.

Your three military units are idle, while your regular/builder units are building

Oh. I see. Thanks

So knowing that you have your miilitary at your disposal, are you going ot keep them inside your settlement or explore?

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 3)

Helltank has opted out for several reasons, so his civilization has been removed from the game.
Do not worry the game will go quite quickly, it is just the first turn that is a bit longer, getting everything together.

I want you all to confirm what you are doing, to make sure everything is understood

Xenospores
Build Fume Shroom Garden
Build Fungal Cavern
Claim River Tile
Explore two tiles away, the river
Idle Units: None
Idle Military: Weather Earthstar(1), Death Cap(1), (Defending Settlement)

No Man’s Land
Build Slave Warren
Build Desolator Pole
Claim Right tile
Idle Units: None
Idle Military: Mutated Dog(1), Marauder(1), Titan(1)

Ornu Conglomerate
Claim Southwest Tile
Claim Northwest Tile
Claim East Tile
Idle Units: None
Idle Military: Elven Marskman(1), Troll Defender(1), Dryad Healer(1)

Krustal Ampir
Build Animating Crystal
Build Hivemind Conduit
Build Construction Appendage
Idle Units: None
Idle Military: Crystal Grunt(1), Crystal Shatterer(1), Crystal Burrower(1)

The Rooted
No confirmed actions.

Just to make sure everything is clear. CONFIRM with me that this is your actions. A lot of you have idle military, so I need to know that you decided to keep them inside your settlement, instead of just not knowing that you had a military to begin with.

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 3)

Originally posted by gammaflux:

Can multiple units build the same building to speed it up?

ie – 3 units build, building x (normally takes 5 turns) however because three are working on it, it’s built in 2 turns. (with one free unit who can start another project the next turn.)

Well I think I had in mind that each worker does 1 thing each. Although if it would be too late otherwise, I am all up for debate

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 3)

Originally posted by ilovekirby12:

(Just finished finals and I’m bored, also could you still place the character bios/backround in a google doc? Its cluttering up the thread)

What happens if a player is simply dragging the other players down? Seriously, it takes ~3 turns to get something done, and this great game would take forever to accomplish anything significant just if somebody halted it every now and then. And we all know long games tend to be abandoned before they finish.

Sorry, just my thoughts

If a player does not post anything after a while, I will either automate them or have them do nothing. And the game will speed up significantly, its just the start might be a bit slow. Especially since everybody is figuring things out.

And I will try and do that, the google doc.

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 3)

Originally posted by ilovekirby12:

Is there a difference between exploring and claiming territory?

Exploring: Discovering the map around you
Claiming territory: Expanding your territory. You have to claim tiles adjacent to territory you already own(your settlement) You can build on territory you claimed

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 3)

Originally posted by gammaflux (undefined):
Originally posted by ZigZagZombie (undefined):
Originally posted by gammaflux (undefined):

The Rooted – Stem:
We have finally arrived my people! Let us make haste and spread throughout this land like weeds. Take everything, all in the name of the Rooted. We will not be stepped on anymore! We will not be harassed and prodded by those bigger than us. We will become superior, because this land is rightfully ours. Now let’s go and show the world just how fast one can multiply.

Caterpillar Fleet – Explore the river to the northeast and seize the land.

Slimelings – Explore the forested area to the west and take everything it owns.

Last but not least Seed Spreaders – Explore the forested area to the southwest. Scatter your seeds like a hurricane and let us take control of this area.

Uh, just in case it was mistaken, there is a difference between Units and Military Units.

You start with 3 units and 3 military units. the 3 units are in your settlement and do the building/expansion
Your military can defend ,roam around and engage in battle.

Oh my bad. So are the other units just generic units with 1 hp with a really low attack then? Will exploring leave me open to wild animal attacks?

Yes. Normal Units are best kept inside the settlement, because they can actually make buildings, claim tiles and be converted to military, while your military units can only explore(and fight)

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 3)

Originally posted by gammaflux (undefined):

The Rooted – Stem:
We have finally arrived my people! Let us make haste and spread throughout this land like weeds. Take everything, all in the name of the Rooted. We will not be stepped on anymore! We will not be harassed and prodded by those bigger than us. We will become superior, because this land is rightfully ours. Now let’s go and show the world just how fast one can multiply.

Caterpillar Fleet – Explore the river to the northeast and seize the land.

Slimelings – Explore the forested area to the west and take everything it owns.

Last but not least Seed Spreaders – Explore the forested area to the southwest. Scatter your seeds like a hurricane and let us take control of this area.

Uh, just in case it was mistaken, there is a difference between Units and Military Units.

You start with 3 units and 3 military units. the 3 units are in your settlement and do the building/expansion
Your military can defend ,roam around and engage in battle.

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 3)

Originally posted by ilovekirby12 (undefined):
Originally posted by ZigZagZombie (undefined):
Originally posted by ilovekirby12 (undefined):

(Request: move character bios to google doc instead. Also, can a unit claim a territory, and then another unit immediately builds on it? How long does claiming take?) can buildings be built twice?

(Also, prepare for some fun conversation rp things I will have ready for next update)

Xenospores
Unit one and two build fume shroom garden and fungal cavern respectivly, unit 3 shall claim river tile.

Buildings are 1 only, unless specified. Instead of building it twice, you would unlock the higher tier versions.

Also, does the military just stay inside the settlement?

we start with free military units? then all 3 of them stay assuming they cant do anything

All they can do is explore, or they can stay to defend.

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 3)

Originally posted by DrOctaganapus2 (undefined):

Damn, really well done! You really did out-do yourself!

Initial Settlement shall be called “Unity”

No Man’s Land

Unit 1 builds Slave Warren
Unit 2 takes the piece of land directly to the right
Unit 3 builds Desolator Totem Pole

I think Slave Warren/DTP are buildings if I’m looking correctly.

Thank you!
And yes, they are buildings

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 3)

Originally posted by ilovekirby12 (undefined):

(Request: move character bios to google doc instead. Also, can a unit claim a territory, and then another unit immediately builds on it? How long does claiming take?) can buildings be built twice?

(Also, prepare for some fun conversation rp things I will have ready for next update)

Xenospores
Unit one and two build fume shroom garden and fungal cavern respectivly, unit 3 shall claim river tile.

Buildings are 1 only, unless specified. Instead of building it twice, you would unlock the higher tier versions.

Also, does the military just stay inside the settlement?

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 3)

Originally posted by ilovekirby12 (undefined):

Oh my golly how hard you’ve worked on this, kudos to you good sir.

I dont have time to formulate plans at the moment so I will simply ask for clarification on the fungal farm, does it produce units automatically or what

And my initial settlement will be called puffport


More questions sorry!

So usually it goes something like this right:
Unit claims territory
Territory can then be built on or converted into a tile
If territory is now a building, the unit remains inside of it to work the building, and a tile can be constructed underneath it.
If the territory is now a tile, it can be built on but another tile construction can not be done on it.

Is that correct? And can you build more than one building on a tile/territory? Can you cross river tiles?

A Fungal Farm will produce Units independently of your growth, so yes.

Clarification. There is a difference between BUILDINGS and TILE CONSTRUCTIONS.

Buildings do not take up place. They rest inside the settlement(inside Puffport).
Tile Constructions are built on tiles. They usually have a bigger effect than buildings, but require land to be built on.

Yes, you can cross river tiles.

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 3)

No Man’s Land
Although the desert right now is tiny, it will only take time for it to grow, even in such a moist, life filled area

Unity
Units: 3
Productivity: 0
Growth Rate: 1 GP/Turn
Next Unit in: 3 turns
Current Buildings: None

Buildings: Each can be built twice unless specified otherwise

Slave Warren: 2 turns, + 0.5 Growth,
These disgusting underground pits are the breeding grounds for most of the marauding brutes in the no man’s land.

Shrine of the Savior: 3 turns, + 0.5 Productivity (All)
This crude stone statue is dedicated to the leader of no man’s land, and inspires the people into working harder

Weponsmith Forge: 2 turns, + 0.5 Productivity (Military)
This forge is specialised in creating weaponry. Organized craft like this helps quality military be ready quicker.

Builder’s Shack: 2 turns, + 0.5 Productivity (Building)
This shack has hanging on its walls plenty of tools useful for constructing buildings. Near it is a storage cabin with building materials to accompany it

Builder’s Burrow: 2 turns, + 0.5 Productivity (Tile)
This burrow hosts many of the miners and other members of the no man’s land that were good at large scale construction. Organizing them in these burrows helps organize them and make large scale tile constructions easier to get started

Desolator Totem Pole: 3 turns, Border expansion takes 1 turn less (Can only be built once)
This totemic pole has been said to be able to conjure up land destroying tornadoes and other natural disasters to areas around it. It helps spread the No Man’s Land

Tribal Council: 3 turns, Unlocks Tier 2 Buildings or Tier 2 Tile Constructions, can be built twice, one for each_
This huge hut hosts the older and smarter members of No Man’s Land, who discuss how to best organize the brutish hordes

Ramshackle Barricade: 1 turn: Adds a defensive wall around the settlement and territory owned at the time, which counts as a unit during a siege. It has 5 Hit points and a defense of 1d6, and reduces all damage taken by 1. If the border is expanded, it takes 1 turn to extend the barricade around the new tile. Can’t be built twice (but can be rebuilt when the original one falls)
No one really knows if anyone actually designed this wall, which is composed of really anything the people found, but mostly uneven wooden boards

Tile Construction: Takes 3 Turns to Build

Barracks: Allows production of another military unit
These crude living quarters host some of the more brutish members of no Man’s Land, and a form of military education is given to make citizens capable of becoming adequate soldiers at a younger age

Gladiator’s Pit: Allows units to stay in there and gain EXP.
Any kind of threat is enslaved and thrown into these pits to help the military practice

Mine: Gives varying bonuses depending on what is mined. Lasts a couple turns, then can be rebuilt to go deeper into the ground.
These mines do not take into account the security of the worker, but the methods that put these workers at risk allows them to dig deeper and quicker, with only the occasional cave in or explosion that slows them down.

Tribal Village: Has a separate production of Units. Is not affected by the settlement’s Growth.
A collection of shacks and huts gathered together, which encourages growth compared to non organized, separate living quarters.

Military Units
Mutated Dog(5)

Dogs that were lost and ended up in No Mans Land had to be the best of the best to stay alive. What was once a dog has mutated; their very, very famished from being forced to scavenge anything, their teeth have become serrated so that they can hold food under the ridges should they not find anything, their senses have been heightened ten-fold to find prey and worst of all, they value the taste of fresh blood of anything over everything. They are all usually black, brown or in some cases, dark red.
HP: 2
Attack: Rabid Bite(1d4+1 Melee)
Prey on the Weak: Rabid Dogs deal +1 damage for every 25% hp missing from the enemy unit(s), adds up to 3 damage. (Because you cannot attack a unit who is missing 100% of his Hit points, Dr.Oct)

Marauder(10)

Marauders come in many shapes, sizes and races, but for the most part, their human. While each tribe dons a different color, the Leader/Savior has forced one universal rule; they are to don a black undershirt, black pants (typically sweats or shorts to combat the harsh elements) and a black bandanna that covers the mouth. They are just like your typical humans, but due to having to survive in the rough terrains, just like the dogs, they’re more notably skinnier yet muscular. They don weapons of all sorts, but for hunting purposes and a preference of distance fighting, Marauders will generally arm themselves with ranged weapons from Slingshots to Bolt-Action Rifles (worn by only the most elite/technologically advanced of the Marauders). They speak a universal language of clicks, grunts and war cries which are nearly un-decipherable by outsiders.
HP: 4
Attack: 1d4+1 Range 2
Bad Eyesight: Has -1 attack when attacking at max range
Homeland: Marauders have +1 on attack when fighting on No Mans Land territory
Cowardly: Has a 5% for every unit of more the enemy has that the Marauder does not attack and take instead a defensive stance, not dealing any damage but gaining +2 on his defense.

Titan (15):

Large, gargantuan, colossal, you can call them whatever you want; but they’re big. Ranging from 5 to (last recorded) 20 meters, these things are big, yet ironically are one of history’s greatest mysteries. The reason why lies in their body composition; the Titan’s chemical compositions are made up of unstable elements, causing them to quickly rot when they die as they release pheromones very attractive to the native Burrow-Spiders to eat. their built like an average human being with the exception of a lack of genitals, “flat” teeth and a nose. They walk around naked, just like dogs yet they only have hair on their heads, oddly enough. Their flesh, if that’s what you want to call their red, pasty tissue, is somewhat smooth, yet when angered is reported to turn sand-paper rough. They typically walk around with a weapon, usually either pieces of a destroyed hut or sometimes even boulders they find. They make no noises besides the monstrous thuds of their footsteps (this Desert is really big if you haven’t guessed) and the occasional moans they make when communicating or in pain. Rumor has it however they make maniacal, sadistic shrieks comparable to that of a banshee when they see fresh meat the No Man’s Land hasn’t spoiled.
HP: 13
Attack: Random Debris (1d4 Melee)
Painless: Mitigates 1 damage upon being attacked
Consume: If an enemy is 5 hit points below that of the Titan (current, not max), there is a possibility that, instead of performing an attack, the Titan will straight up eat the target enemy. The chance of the Titan consuming the unit is equal to 7% + 4% per hit point the Titan is missing (35% at 6 HP). Upon consuming, the Titan regains hit points equivalent to that of the enemy he consumed.
Temper Tantrum: Upon being trained, has a 5% chance of destroying a building inside the settlement on his way out.

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 3)

Xenospores
Moist Area Located. Landing sucessful. No immenent threats, but disturbances possibly nearby

Puffport
Units: 3
Productivity: +0
Growth Rate: 1 GP/Turn
Next Unit in: 3 turns
Current Buildings: None

Buildings:

Fungal Cavern: 3 turns, +1 Growth
This subterranean complex has the perfect conditions for rapid fungi and mold growth

Fume Shroom Garden: 5 turns, +1 Productivity(All)
The lives raised in this garden give off powerful gases that increase the energy. These fumes are produced, and then distributed through the evermassive web of hypae to all members of Xenospores

Poison Pit: 3 turns, +1 Productivity (Military)
The gases and liquids in these pits make a perfect breeding ground for dangerous spores, lichens and fungus, and allowing those kinds of creatures to be potent and ready for battle much sooner

Lichen Hive: 3 turns, +1 Productivity (Buildings)
This Hive of green biomass has learned how to brainwash and control ants and over insect, which they use to help with the construction of buildings

Fungal Deployment Unit: 3 turns, +1 Productivity (Tile)
This group of fungus has been carefully bred to be able to terraform by using a mix of volatile acids and absorbing qualities, aiding the workforce in tile improvements

Evermassive Webspinner Hive: 3 turns, Border expansion takes 1 turn less,
These spiders have been brainwashed using a special lichen, and now help make the web of the Mothershroom larger_

Cerebrate: 3 turns, Unlocks Tier 2 Buildings or Tier 2 Tile Constructions, two can be built, one for each
This large fungal creature has the appearance of a tumor, and is located near the core of the Mothershroom. It is actually a separate entity created from the same essence of the mothershroom, and is thus capable of sentient thought. It aids the Web of Hypae in organizing its citizens and settlements

Defensive Web: 2 turns: Adds a defensive wall around the settlement and territory owned at the time, which counts as a unit during a siege. It has 10 Hit points and a defense of 1d6+1, and reduces all damage taken by 1. If the border is expanded, it takes 1 turn to extend the hedge around the new tile.
The web is spun and organized very tightly around the edges to form a barrier, preventive outside forces from penetrating inside Xenospore settlements

Tile Construction: Takes 3 Turns to Build

Fungal Cloud: Allows production of another military unit
This nebulous, floating fungal hosts the genetic material necessary for the more violent members of Xenospore, so long as the web keeps feeding it. On demand, it can infest the tile it is on, raining spores over it which quickly grows into a military unit

Poisonous Pool: Allows units to stay in there and gain EXP.
_Similarly to the pit, large pools of gaseous and liquid poison are created for the fungus to bath in. Although harmless to them, by staying in it they become more violent and deadly

Mine: Gives varying bonuses depending on what is mined. Lasts a couple turns, then can be rebuilt to go deeper into the ground.
The web can expand to even underground, using its strong structure and placement it can make the ground around it collapse, opening up an entry for the walking fungus to dig out powerful minerals and crystals

Fungal Farm: Has a separate production of Units. Is not affected by the settlement’s Growth.
The entire landscape is changed into one huge garden, capable of hosting and growing all kinds of fungus, lichens and more

Military Units
Weather Earthstar (5 point unit)

Mobile mushroom the size of a small dog with a starlike cap. From the center, the earthstar can fire off a deadly beam of sunlight.
Hp: 2 (1 pt.)
Damage: Energy Beam (1d6-1 Ranged)
Specials:
First Strike – The first attack roll of this unit is always increased by 2 after rolling.
Giant Puffball: (10 point unit)

Large massive mushroom, resembling the real life puffball fungi, known for it’s round shape and large size.
Hp: 9
Damage: Pummel (1d4 Melee)
Specials:
Regeneration: This unit regenerates at the rate of 1 hp per turn, at the beginning of said turn.
Death Cap: (15 point unit)

An offwhite shroom with a menacing gaze. Resembles real life death cap.
Hp: 7
Damage: Death Spores(1d6+1 Melee)
Specials:
Poison Cloak: Everytime a unit attacks this unit with a physical attack, or the same unit is hit from an attack by the death cap, it rolls a (1-2) dice. If it rolls a two, it is afflicted with a poison that lasts five turns and deals one damage per turn. Upon
Power Spores: The ally targeted (even itself) will receive a +2 modifier on their next attack roll.

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 3)

Khrustal’ Ampir
The landing was successful, the impact of the meteorite just about destroyed a river and what was surrounding it.

Sham
Units: 3
Productivity: +0
Growth Rate: 1 GP/Turn
Next Unit in: 3 turns
Current Buildings: None
Buildings:

Animating Crystal: 3 turns, +1 Growth
The Aura that emanates from this large shard brings life to the previously lifeless crystals,, who then join the forces of the Ampir

Energy Crystal: 5 turns, +1 Productivity(All)
Placed around the workforce, these pylons energize the citizens into higher productivity

Military Conduit: 3 turns, +1 Productivity (Military)
The aura of this conduit transforms the normally peaceful citizens into aggressive soldiers, when the time is needed

Construction Apendages: 3 turns, +1 Productivity(Building)
Created by the hivemind, these crystal apendages specialise in construction

Crystal Spider Hive: 3 turns, +1 Productivity (Tile)
This hive produces large crystal skeletons, who aid the workforce in large scale landscape construction

Hivemind Conduit: 3 turns, Border expansion takes 1 turn less,
This large conduit allows the Hivemind’s signal to reach further and stronger, allowing the Ampir to expand quicker without any moments of signal interference or distance issues

Hive Mind Brain Crystal: 3 turns, Unlocks Tier 2 Buildings or Tier 2 Tile Constructions. Two can be built, one of each
Enhances the mental capacity of the hivemind, allowing for more complicated thought and designs

Crystal Palisade: 2 turns: Adds a defensive wall around the settlement and territory owned at the time, which counts as a unit during a siege. It has 10 Hit points and a defense of 1d6+1, and reduces all damage taken by 1. If the border is expanded, it takes 1 turn to extend the hedge around the new tile.
Hardened Mineral with the only goal to protect the hivemind, has been expanded to protect the entire settlement out of practicality

Tile Construction: Takes 3 Turns to Build

Military Crater: Allows production of another military unit
This stalagmite filled pit is the perfect environment for turning the peaceful crystal beings into hostile killers

Signal Enhancer: Allows units to stay in there and gain EXP.
Staying around this conduit like crystal increased the link of the unit with the hivemind, allowing for faster reception of orders and overall reflexes

Mine: Gives varying bonuses depending on what is mined. Lasts a couple turns, then can be rebuilt to go deeper into the ground.
Being mineral based lifeforms, the Ampir is ver yinterested in the minerals beneath the planet’s surface, and extra care is taken not to damage any important mineral in the initial excavation

Miniature Hivemind: Has a separate production of Units. Is not affected by the settlement’s Growth.
This entity functions similarly to the hivemind, and can create new crystal beings on its own, but does not have the independance of the Main Hivemind

Military Units
Crystal Grunt(5 Cost):

The most common Khrustal militrary creature, this being simply attacks other creatures if commanded to with a simple attack, although they’re more sturdy than anything. They tend to take shape of a small crystal torso with small and chubby limbs
HP: 5
Attack: Punt (1d4 melee)

Crystal Shatterer(10 Cost):

_ This weak creature will explode at the minor exaltation, dealing high amounts of damage to the enemy. They take shape of a small ball, but they have the tendency to lunge towards the nearest enemy creature, destroying themselves in the process._
This weak creature will explode at the minor exaltation, dealing high amounts of damage to the enemy. They take shape of a small ball, but they have the tendency to lunge towards the nearest enemy creature, destroying themselves in the process.
HP: 5
Explode: Upon becoming adjacent to an enemy(or dying) the Crystal Shatterer will explode, dealing damage equal to 1d6 + Crystal Shatter’s remaining HP (So max 1d6+5) to adjacent units(Crystal units are immune). The Crystal Shatterer does not survive the explosion.

Crystal Burrower(15 Cost):

A strong creature that balances out attack and defence to make a sturdy fighter. These are quite some rare sights, and they take the shape of scorpions. They are also capable of building tunnels, allowing movement from one place to another.
HP: 7
Attack: Tunneling Claws (1d6+2 Melee)
Tunneler: Crystal Burrowers can spend a turn on a tile to create an underground tunnel, allowing units to travel beneath the ground. While tunneling, the Crystal Burrower and his squad can only move 1 tile/turn, unless there are 2 Crystal Burrowers in the same squad.