Bay 12 Games Forum

Finally... => Forum Games and Roleplaying => Topic started by: Fualkner on July 12, 2008, 01:45:44 pm

Title: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 12, 2008, 01:45:44 pm
SPECIES REGISTRATION IS CLOSED. IF INTERESTED IN PLAYING A DEITY, CONTACT VIA EMAIL.

Since it's the trendy thing to do, and I've always loved forum games, let me introduce my game, Evolution. It is a direct rip-off of other Evolution games, so truly, it's not mine. But anyway, to the rules. The goal of the game is whatever you make of it. Total world dominance? Sure. Grand structure? Awesome. Basically, the only goal is survival. You get 50 Evo Points to invest in whatever you want. The scale at which you spend them is 1 for 1 until you get to 10, then 2 for 1, ect. So, as an example, I evolve claws to 15 points. It would take 20 EP to get there, 10 for 1-10, 10 for 11-15. Evo points are spent whenever you make an advance in any way. Language, tentacles, and pottery are all examples of things you can spend EP on. The more EP there is in something, the more knowledge you have about it, the stronger it is, ect. 1 point in something is practically a waste, because it's just beginning it's development. Total mastery is reached at 50 points, which takes 150 EP total. You get EP in many ways, this will be detailed later.

When making your creature, keep in mind a few things. First of all, if your creatures have no way of communicating, they cannot share ideas. Language of some type is very important, even mandatory. However, how this language works is completely up to you, and I'll accept anything from speech to vibrations and eye winks. With that note, senses are standard, but at a low level. If you want to see farther, you invest EP. And as a general guideline, make sure your tech/magic/knowledge tree makes sense. Your creatures can not start building nukes without knowing anything about metalworking, radioactive material, propulsion systems, ect. If you need to know how much EP you have to invest until I'll allow a higher tier ability (Language to Tactics, or Poetry, for example.) feel free to ask. Know that it will definitely take 10 at the very least.

There are deities in this world, but you do not know anything about them. They will be added if you discover them with religion or they take an interest in you. Also, if this game gets enough people that want to play, I may let some people become deities, but do know that this does not make you all-powerful. You also have rules to follow.

I'm working on a map. You shall begin play with four hexes that are next to each other. Expansion is possible and encouraged, as your creatures grow and breed, there will be a need to expand. If your creatures are large, they will be strong but they will need more space very quickly. On the note of population size, assume creatures give birth to one baby at a time and the creature takes 40% of its lifespan to grow up. Default population is 20,000, spread over the four hexes evenly. You must note whether your creatures are carnivores, herbivores, or omnivores. Omnivores are a flexible option, but they do not absorb as many nutrients from their food and require both plants and animals to stay healthy. Land also has a animal and plant density rating from 1-10. The numbers will be separate and will be a good indicator as to how many creatures can live there. Obviously, these number can be changed depending on several factors, like farming, extinction hunting, random drought, angry deity, ect.

As a final note, the more interesting and RP-ish your post is, the more likely you are to get good results. This is to encourage interesting gameplay and creatures.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 12, 2008, 01:46:03 pm
Spoiler (click to show/hide)

Populations and Hex Information:
Spoiler (click to show/hide)

Base EP Division rate this turn: 7000
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 12, 2008, 01:46:21 pm
Aqizzar's Kadesh

Spoiler (click to show/hide)

Sean's Mii'Ari
Spoiler (click to show/hide)

Duke 2.0's Shrike
Spoiler (click to show/hide)

Nilocy's Jhiar'd
Spoiler (click to show/hide)

Dwarmin's Morrosur
Spoiler (click to show/hide)

Tokay's Tokay (RECURSION AAAAAAAAAA)
Spoiler (click to show/hide)

NonAnonymous's Nahuantl
Spoiler (click to show/hide)

a1s's Plantwe
Spoiler (click to show/hide)
Title: Re: Evolution: Not a debate, a forum game.
Post by: Sean Mirrsen on July 12, 2008, 01:53:58 pm
So... wait. Let me get this straight. This is, for all intents and purposes, a Spore MUD?

If I just described the primary race from an RP universe I tried to make, would that qualify?
Title: Re: Evolution: Not a debate, a forum game.
Post by: Helmaroc on July 12, 2008, 01:55:51 pm
You know what, I think I'll just watch as well...perhaps later I'll join if a slot opens. I will be watching though, this is very interesting. I've always wanted to do something like this, I've tried various times with paper and pencil, which all failed horribly.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Sean Mirrsen on July 12, 2008, 01:59:52 pm
I think we need him to finish his map first.
I suppose afterwards he'll hand out handfuls of evo points and let us customize our creatures before dumping them onto the map.
I don't think my race of warrior felines will fit into any bound he's set. :)
Title: Re: Evolution: Not a debate, a forum game.
Post by: a1s on July 12, 2008, 02:03:24 pm
sign me up.

nevermind, just sign me up.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 12, 2008, 02:51:05 pm
So... wait. Let me get this straight. This is, for all intents and purposes, a Spore MUD?

If I just described the primary race from an RP universe I tried to make, would that qualify?

In a way, yes. Except much more deep. You can literally do anything you want.

Also, you start with 50 points, so you can build your creatures now and place them where you want later.

@Sean: Why wouldn't you be able to do warrior felines?
Title: Re: Evolution: Not a debate, a forum game.
Post by: Sean Mirrsen on July 12, 2008, 03:34:23 pm
Way too complex.:) There are several anatomical quirks, they have minor innate psi-discipline ability and psi-technique affinity, plus the usual stuff with slim, yet powerful build and sharpened senses. They still dislike water though. :)

By "won't fit" I meant the starting allotment of points. 50 EP ain't altogether much, but I don't suppose that's for building the creature from scratch. Specifically, I mean to say - what is a creature with 0 EP spent on it, if EP is spent on "improving"?
Title: Re: Evolution: Not a debate, a forum game.
Post by: Asheron on July 12, 2008, 04:36:00 pm
As said, finish the map first. I'm not yet sure if I'm in.
I've taken the liberty of posting a map that I have made for a similar idea, but that never saw daylight.

(http://img28.picoodle.com/img/img28/4/7/12/t_ughm_485e020.png) (http://www.picoodle.com/view.php?img=/4/7/12/f_ughm_485e020.png&srv=img28)

With grey being stone, blue water, dark brown woods and green plains.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 12, 2008, 04:58:33 pm
Way too complex.:) There are several anatomical quirks, they have minor innate psi-discipline ability and psi-technique affinity, plus the usual stuff with slim, yet powerful build and sharpened senses. They still dislike water though. :)

By "won't fit" I meant the starting allotment of points. 50 EP ain't altogether much, but I don't suppose that's for building the creature from scratch. Specifically, I mean to say - what is a creature with 0 EP spent on it, if EP is spent on "improving"?

The point of the game is to earn EP to use to make your creature better. You make whole new catagories as you evolve. For example, say I make a blob as my creature. I want my blob to grow arms, so I invest 5 EP the next turn to grow some arms. Your starting EP is so you can get some individuality to start off with. You get EP by just surviving, expanding your empire, building impressive structures, attacking monsters and other players, etc. Then you spend the EP you earn on upgrades to your creature. So your cat-warriors would work perfectly.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Okenido on July 12, 2008, 06:02:09 pm
Sounds fun.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 12, 2008, 09:12:08 pm
Map is up! Get making your creatures and choose your positions! I'm thinking 6 people will fit comfortably on this map, and then there can be many more deities.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Helmaroc on July 12, 2008, 09:30:36 pm
I'm kind of confused on how to start.  :-[

Yes, I'm asking for help.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Zai on July 12, 2008, 09:36:59 pm
I think I'll join in later, as I'd like to see it in action first. It does sound pretty fun. =D

Also. I'm glad I'm not the only one who was reminded of Spore. XD
Title: Re: Evolution: Not a debate, a forum game.
Post by: Duke 2.0 on July 12, 2008, 09:46:30 pm

 Spore? Pah! This is much more similar to EVO, the Search for Eden.

 What a game. I imagined Spore would be like that x1000. Turns out it is merely squared to add a third dimention.

 
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 12, 2008, 09:55:16 pm
Okay. I'll do an example.

Species: Fuzzix

Description: The Fuzzix are a race of mammals that look an awful lot like a coughed up hairball. They have two black eyes set deep in their head, and are completely covered in thick brown hair. Two floppy arms extend out it's sides.

Evolutions:

Fur: 10 EP
The Fuzzix's fur keeps them warm and protected from the cold enviroments that they live in.

Arms: 5 EP
The Fuzzix has two weak arms that end in rudimentary 2 fingered hands. They are suitable for grasping but not much else.

Language: 10 EP
Fuzzix language is a low, gutural sound that is produced from the back of the throat. It is verbose enough to describe colour, shape, and other description.

Jaws of Death: 15 EP
Fuzzix can open their mouths very wide, allowing them to eat things as large as them. Also, their two rows of teeth grind around in their mouths, cutting anything in them into little pieces.

Spears: 5 EP
A Fuzzixian spear is a construction made out of solid rock. The Fuzzix selectively grinds a stone until it is both sharp and small enough to be grasped and thrown.


Now, this is a starting creature. My turn goes about as planned, and I earn 15 EP. I spend that EP to improve spears to 10, and create a new ability, Razor Fur. I would write out a new description, tack it onto the end of my post, then the writer (me) will add it to the third post that has all the creature data on it. As an example, here is Razor Fur:

Razor Fur: 10 EP
The Fuzzix have developed the ability to make their fur ridig, causing their entire body to be covered in sharp needles. This consumes energy, so they can only keep it up for a limited amount of time, long enough to scare off an attacking predator.

Hopefully this guide will help people. Any additional questions?
Title: Re: Evolution: Not a debate, a forum game.
Post by: Helmaroc on July 12, 2008, 10:00:55 pm
Thanks a ton. Sorry if this is obvious, I'm getting a little tired (coffee time), but how are turns processed?
Title: Re: Evolution: Not a debate, a forum game.
Post by: Aqizzar on July 12, 2008, 10:33:33 pm
I've never been part of a forum game, and this looks pretty fascinating.  I've got a great idea for a creautre in mind, and as soon as the rules get properly hammered out and everything starts I'd love to take part.

My big questions are-
What's the big list of traits we can choose? and How do we deal with other players?  EDIT: Ok, player defined goal, got it.


One big criticism though-
Quote
On the note of population size, assume creatures give birth to one baby at a time and the creature takes 40% of its lifespan to grow up. Default population is 20,000, spread over the four hexes evenly

Birth rate and growth speed are a huge part of evolutionary strategy.  What you've described works for human equivalents and large mammals like elephants and whales, but that's really limiting.  Obviously the idea here is a species that develops into an intelligent civilization, and it's easy to think of creatures with a human-like lifecycle.  But think of creatures like mice, ants, or octopi - nothing about their lifecycle necessarily precludes developing intelligence, and the radical difference in personality and priorities would be really fun to explore.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Helmaroc on July 12, 2008, 10:57:23 pm
But anyway, to the rules. The goal of the game is whatever you make of it. Total world dominance? Sure. Grand structure? Awesome. Basically, the only goal is survival.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Zai on July 12, 2008, 11:10:03 pm
I may join sooner than I thought. =D

I reserve this here post for editing of my creature and/or civilization.

[THIS POST IS NOW EDITABLE]

[EDIT:] NEVER MIND. I THINK I'LL JUST WATCH AFTER ALL.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Aqizzar on July 13, 2008, 12:33:02 am
Okay, I don't know if this is jumping the gun or anything, but because I'm impatient, inspired, and bored, I've typed up a species.  Fualkner, feel free to pick it apart as an example.  I've also got some ideas about rules for technology, but I certainly don't want to get out of place.  Let me know if you want to hear them.  Ahem...


Species: Kadesh  (Plural: Kadesh  Adjective: Kadeshi)

Description: The Kadesh are a semi-aquatic amphibious species of gathering scavengers.  They resemble armless kangaroos covered in teal scales, with huge finned legs and tails, giant black eyes, and a bundle of tentacles sprouting from mid-torso.  They are fairly large, 2-3 meters from beak to tailtip, and are light for their size, just heavier than neutral buoyancy.

Location: The bay/river valley at E-11+13 F-12+14

Diet: Omnivores

Lifecycle: My criticisms aside, they reproduce and age as in the OP.

Evolutions:

Amphibious 10: 10 EP
A Kadesh must immerse itself in water or stay in a humid climate or it will begin to dry out and weaken.  They are still ultimately tied to breathing water, but can stay in air for many hours in the right conditions.

Manipulators 5: 5 EP
Kadeshi tentacles are evolved to pick through riverbeds and coral reefs for morsels.  They are deft at manipulating small objects, but have very little strength.

Speed 15: 20 EP
It's muscular legs and finned tail make up half of a Kadesh's mass, and propel them through water at considerable speeds.  On land, they can cover some distance in great strides.

Vibration Sense 5: 5 EP
Kadesh have an array of streamers and antennae around their faces which can detect vibrations in water, and to a lesser degree in air.

Language 5: 5 EP
Kadesh communicate with sounds and body movements.  Underwater, they produce a range of singing noises.  Out of water, they can croak and gurgle, and use “hand” signals.  Their actual language is limited to declaratives and warnings.

Fiber Use (Weaving): 5 EP
Some Kadesh have learned the weave fibers into useful shapes and tools.  Though crude, their nets and bags can catch and store much more food than simple gathering.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 13, 2008, 12:53:37 am
There is no grand list of traits. You make up the traits, magic, tech, whatever. Anything and everything is viable here, the only measurement is how many points you invest into it. Turns are done every 72 hours (3 days) or whenever I can update. If everyone has gone, I'll update.

The basic structure of a turn is as follows: You write out your fluff (More fluff = better chance at good results) and, to avoid confusion, spell out your moves at the bottom in simple no-fluff english.  So, say I want to have my Fuzzix to mass produce spears, then they go ahead and do that. If I need materials, I need to send out scouts or settlers to get them. Large quantities of stone come from mountains, wood from forests, sand from deserts and water/fish from rivers and ocean. Smaller quantities can be found almost anywhere. In general, if you have a question, ask here or send me a mail.

Also, the default starting litter size/growth rate is a base line, and can be changed with EP. If you invest in Rapid Growth and Development, for example, your creatures could potentially be full grown in a week.

Aqizzar, your creatures are impeccably done, and are accepted as the first official submission to this game.

EDIT: The map will be updated when all players are signed up.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Sean Mirrsen on July 13, 2008, 04:55:57 am
Hm. I guess I'll have trouble getting Mii'Ari (the humans dubbed them "pantherians" later) to survive there. They followed quite a nonstandard evolution method, according to their own mythos anyways, so I don't know what to do.

I guess I'll have to make up anoher evolution theory here. :)
I'm not sure of the exact point values though...

Description: The Mii'Ari are a race of upright felinoids, with tails and other corresponding features. Their size is roughly that of an average human, but eventually several sub-races became discernable. This description is of a theoretical Mii'Ari ancestor, since no such prehistoric form is known to exist.

Location: An oceanside plain with forests at M-25/27,N-26/28

Diet: Carnivores

Life span: around 70 terran years, longest recorded life was 115.

Evolutions:

Language: 10EP
The language of the Mii'Ari consists of vocal sounds, mimics and body language, capable of either long-range transmission of simple mesages containing basic warnings or conditions, or close-range conversation including emotions and description of actions or events.

Overall physique: 6EP
The Mii'Ari are slim in build, yet they are capable of displaying bursts of speed, strength, or agility, due to the high endurance. They are capable of managing their breath to this extent.

Senses: 8EP
The Mii'Ari have two eyes that cannot see color, yet have improved vision during the night. They also have vibration-sensitive "hairs" situated on the face, but these are mostly a remnant of their true feline ancestors, as the Mii'Ari rarely put them to use.

Arm, Legs - 8EP each
Their arms are equally well-developed, with four digits on each appendage, suitable for grabbing and utilizing basic tools. The arms and legs are strong enough for climbing trees or mountains alike.

Fur: 4EP
Short fur covers the entire body, with varying coloring of shades of gray and yellow. Patches of longer fur can exist around the head, primarily on male specimens. The fur yields no physical protection, but helps withstand cold. The Mii'Ari dislike water because it denies them this defence, but are lightweight enough to swim if they are not disoriented.

Claws: 6EP
The Mii'Ari have two sets of claws. The claws on their feet are 1-2cm in length and are permanently visible, being situated on the tips of their toes. Their hands have a set of claws usually consealed in "flesh pockets" within the palms. Small muscles can move these claws in and out, and by closing the fist, a Mii'Ari can lock the claws in place with the hand's bones. Due to the importance of these to survival, physical movement of a claw against the pull of the internal muscle causes discomfort and pain.

It's a total of 50, but I don't know how much would it actually total to per the description. Can you review that and tell me if I went over the top?
Title: Re: Evolution: Not a debate, a forum game.
Post by: Duke 2.0 on July 13, 2008, 08:51:52 am

 While I want to help with this, I just want to suggest first that we could use the DF creature codes for the RAW's. Then we have a good starting point where we can add tags of our choice.

 But anyway, onto my beast of awesomeness.

 Species name: Shrike

 
Spoiler (click to show/hide)
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nilocy on July 13, 2008, 11:59:39 am
Wow, sporey licious. Im in for this. I shall now list my creatures awesomes. (Be warned, I did not make this to sound quite so un-pc as its turned out to be :D)

Name: Jhiar'd

Location: P-18, O-17, Q-17, R-16

 Description: The Jhiar'd are a race of giant sentiant insects that live in the dense forests of Harzoor (Thats what my race has named their home). The race is split down into several 'sects', the 'Worker' bug comprises the majority of the population and does the menial work supporting the 'Mother' and 'Warrior' bugs. The workers are relatively weak and have spiked hind legs (for grip) and a mandible on each forward leg to provide manipulation of foods.  The 'Mother' bugs are large fat soft slug like creatures whose sole purpose is to provide eggs for the colonies. 'Head' bugs are the genetic stalk of the colony.While larger than both workers and warriors and coming with 6 legs and 2 maninpulators they look relatively the same. 'Warrior' bugs are larger than workers and have larger claws and thicker exoskeletons.


 Diet: Omnivores

 Life Span: 6 years. (2% as children)

 Evolutions:

Senses 3:3EP - The bugs are mostly blind, reacting to movement, sound and smell with their antenna. Although warrior bugs do have a slightly increased ability to see clearer detecting changes in colour aswell.

Language 5:5EP - They chirp and sing to each in a high pitched noise expression most emotions and conversations. The Heads have another vocal cord which allows them to send an ultralow frequency single that can be picked up by every bug touching the ground within a mile radius. These are usually used for warnings of attacks, need for contructions or rallying of troops. The bugs also have a very primative written for of expression that is carved or painted into walls to instruct of terriotories and warnings.

Hierarcy 9:9EP - The colonies are organised into seperate sections all providing the most efficient work they can. Heads are always incharge of import things, expansion, conflict, diplomacy etc. Workers co-ordinate their work patterns to improve efficiency within the colony. Mothers birth when most needed (after attacks, colony splitting (The process of a formation of a new colony) )as not to waste resource and energy.

Genetic aquisition 6:6EP - The 'Head' bugs can aquire genetic material from fallen prey. This is done in the form of eating living DNA and mating with the mother bugs to produce a new set of bugs. New material (Other sentient creatures for example) comes extremely rarely and a usual Head won't see any worthwhile genetic harvest. Although once harvested it can have a varied amount of effects, ranging for general benifits i.e increased speed, strengh, or the understanding of a new species.

Fast breeders 6:6EP - Although short lived, the Jhiar'd replace their population fast when needed.

Constructions 5:5EP - The Jhiar'd workers can build different styles of homes to suit each sects, birthing nurseries for the 'mother' bugs, communial barracks for warriors, and hovels for the individual worker, mine shafts and walls for colony defence aswell.

Sect specialisation 8:8EP - Each sect does what it does to the best it can do. Workers are weak but can manipulate the enviroment (farming, chopping, fishing) while mothers produce alot of eggs. Warriors are tougher and can hurt things more.

Warrior claws 6:6EP - Warrior bugs have powerful claws .

Worker claws 2:2EP - Work bugs have not so powerful claws.

Weaknesses:

Very few 'Mother' bugs, about a dozen per colony. If they're murdered or die off then the colony will surely fail.

If you cut of the antenne, then you've effectively killed off the bugs senses.

Head bugs get extremely defensive over 'their' land, usually resulting in the majority of Heads to die before a new colony is founded.

Because the heads are the controlling bodies the lack of them can cause a colony to go into dissarray... Causing all sorts of weird things to happen, workers mating with the mothers... warriors murdering thier own kin. etc. etc.

[EDIT: Acctually, no tools just claws!]
[Second EDIT: Weaknesses added]
Title: Re: Evolution: Not a debate, a forum game.
Post by: Helmaroc on July 13, 2008, 01:46:19 pm
Wait. Aquizzar's creatures use over 50EP, yet they are accepted? I think I missed something.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 13, 2008, 02:03:10 pm
Wait. Aquizzar's creatures use over 50EP, yet they are accepted? I think I missed something.
Redo your math. I see no problem with it

20 EP from Speed, + 5 from Fiber Use = 25. 5 * 3 = 15 + 10 from amfibious = 25. 25 * 2 =  50.

Nilocy: You choose four hexes that touch each other. Each has 5,000 creatures in it. If you really want, you could compact them all into one hex, but you'd find yourself running out of resources.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Helmaroc on July 13, 2008, 02:06:25 pm
Wait. Aquizzar's creatures use over 50EP, yet they are accepted? I think I missed something.
Redo your math. I see no problem with it

20 EP from Speed, + 5 from Fiber Use = 25. 5 * 3 = 15 + 10 from amfibious = 25. 25 * 2 =  50.


Oh, sorry. I understand now, I was adding the second numbers that refer to the next turn's changes, correct?
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nilocy on July 13, 2008, 02:25:29 pm
Right, i fixed the area choice. So, how will resources and such be collected?
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 13, 2008, 02:51:41 pm
Wait. Aquizzar's creatures use over 50EP, yet they are accepted? I think I missed something.
Redo your math. I see no problem with it

20 EP from Speed, + 5 from Fiber Use = 25. 5 * 3 = 15 + 10 from amfibious = 25. 25 * 2 =  50.


Oh, sorry. I understand now, I was adding the second numbers that refer to the next turn's changes, correct?
No. EP is spent at 1 for 1 basis, until you reach 10 points in a catagory. After that, it costs 2 EP to get 1 point in  a catagory. To get 15 points in speed, it takes 20 EP. 10 to get to 10, 10 to get to 15.

@Nilocy: Your creatures look okay, but how did they develop the ability to use tools? I see no tool development evolution. Also, your creatures have no ability to detect vibration above the norm, so everyone will be able to sense this vibration from the Head's call ability. They may not realize the meaning, but they will detect the vibrations. You may still alter your creatures, but until i see a few points in tool development, they can't possibly know how to use them.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Helmaroc on July 13, 2008, 02:54:50 pm
I know that part, I...bleh. I'll be watching!  :P
Title: Re: Evolution: Not a debate, a forum game.
Post by: Aqizzar on July 13, 2008, 03:07:17 pm
Helmaroc: To clarify my species' EP spending, the first number (the one after the trait) is the trait's current level, the second number (after the colon) is the total of EP points spent on it.  I haven't added anything yet, since I haven't taken a turn.  Don't let a little math and my poor formatting turn you off, this'll be fun.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Helmaroc on July 13, 2008, 03:09:32 pm
The current level? I actually typed up a creature, just to delete it before posting. Nah, I'll watch. I just end up dropping out of most forum games anyway.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 13, 2008, 03:55:26 pm
Resources are collected by saying you're collecting them. I'm not keeping track of how much of everything you have, just keep it reasonable. Water has small amounts of wood (Driftwood) As do plains and deserts have the occasional tree. Large quantities of wood, stone, etc. will be found in the places you expect them to be. Keep in mind that this planet is not Earth, so weird plants, stones, and other things are very likely to appear. Things evolve on this planet quicker, so the time period of a turn will be anything from 10-20 years. I haven't decided quite yet, but somewhere in there will be good. This will allow most of the creatures to have a leader to RP through if they desire. If the leader wouldn't live that long, then at least you'll have a lineage that isn't ridiculously long.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nonanonymous on July 13, 2008, 04:01:20 pm
Spoiler (click to show/hide)
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 13, 2008, 04:11:54 pm
I've got 5 EP left, and I'm not sure what I should do with them.  Do I need to use EP to give them the ability to climb and swim?  Also, I'll try to come up with a picture of them for you, but I don't have a scanner or tablet, so it'll probably suck.

Looks good, but those 5 EP would be good to invest into the colour changing thing you mentioned in language. They shouldn't be able to do that without it being evolved. They can climb and swim automatically, but not very well. Since your species seems to be made of monkeys, I'd have them develop the colour changing later and add those points to climbing.

Also, Right Click the map then click view image. It'll open a new window and you'll be able to see the key. Light Green is Forest, Dark is Plains.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Dwarmin on July 13, 2008, 04:26:50 pm
Okay here goes, Tell me how i did-as you can see I made a race that is both culturally regressed and is trying to adapt to a new habitat lol this should be a challenge.
Edit i fixed it up

Morrosur

Description: Morrosur are a mammalian species akin to the terrestrial hog in features with two arms and legs 4 toes on each foot and 5 fingers. They seem to be permanently hunched over under the weight of their thick fur, though they walk on two legs. Individuals grow quite large-8 feet and 250 pounds plus are the norm for a fully-grown adult. They are tight knit people, prone to secrecy and value wisdom and the eldest of their clans as the important members of society, and in death even their bones are valued as important heirlooms to be passed down to their family members. They live in the colder Northern forests, building and foraging and warring with little thought to others. Weapon making is unknown to them-in combat they merely charge toward the opponent booming deathcalls and attempt to wrestle him to death.

Diet: Omnivore, though they prefer fungus if they can get it
Lifecycle: Reach maturity and breeding age at 50 or 60 and are considered old at 150, with a good supply of food and a comfortable place to live they could in theory up to 200
Location: V5 and the surrounding forested area, the mountains at U6 house only a remnant of their race that is rapidly migrating to the lowlands or dying off due to lack of genetic stock.

+10 Thick Fur-Central to the Morrosur is their thick coat of fur that covers nearly all their body. Its is obviousley used for warmth and provides meager protection against blows. Most colors are dull brown or red, and rarely white or black-which are both considered omens, with white being negative and black being positive-it a strange cultural oddity that exists in the entire race.

+10 long Life-Morrosur tend to live very long lives if they have safety and a good source of food. They have some immunity to diesease and can survive being injured to an extent greater than usual.

+8 Enhanced Smell-Morrosur have begun living above ground in the recent millennia and have developed a sense of smell that allows them to detect their favorite foods that they have trouble locating by sight, though its only dominant in a quarter of their population.

+5 Digging-Another obsolete trait, Morrosur spade like hands can be use to dig out the earth for shelter or food. It is slowly dying trait, and one that will be bitterly missed-Morrosur still prefer the safety of the Earth but have long since abandoned the tunnels for the greater room and food available on the surface.

+2 Language-Morrosur language is lacking, consisting of simple grunts and hand gestures. Lack of communication has led to much woe among the disparate clans, who often use similar signals for completely different meanings and vice versa.

+5 Hooting-Though they sometimes may seem placid, when threatened they can let out tremendous blasts of sound heard for miles round, serving as warning. Subtle differences in pitch and rhythm are used in different clans as a way of identification.

+3 Tremor sense-In times past Morrosur were burrowers, and often dug into the ground for shelter. As such they have developed the ability to feel out tremors in the grounds, though this ability is getting rare..

+7 Strong Digestion-A Morrosur is a very efficient digester, and can eat nearly anything, even things that might be poison to other races. They have even been known to eat slain Morrosur from other clans in the belief that they can gain their strength-and of course it is an honor to be consumed in death by the noble warrior who defeated you, as long he returns your bones to the clan he belonged to.

Disadvantges:

Clan Mentality-Most members of the Morrosur race have extremely tight family and clan bonds, and honor and dignity are considered the vital traits in their culture. As a people they are hostile to the unknown and have been know to even war against each other for minor insults and miscommunications.
 
Slow Growth-Morrosur grow very slowly and are born infrequently, adulthood being reached at 60 years, though this lends to their strong cultural bonds.

Poor Eyesight-A product of their past, Morrosur have poor eyesight, especially at night.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nilocy on July 13, 2008, 05:21:32 pm
Fualkner i changed my race around a bit, did away with tools. just gave them claws instead.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nonanonymous on July 13, 2008, 06:29:21 pm
Hmmm....  About where on a creature's evolution are we supposed to be starting out?  I'm starting to feel like I've gone too far ahead with my current version of the Nahuantl, maybe I should make them more like just a conventional lizard creature before I get to tool use and hand-like manipulators?

EDIT:  As in, evolution along the path to a highly sentient creature.

Other edit:  I'm suddenly considering a cluster of advanced nanites and trying to 'evolve' that.

Edit again:  As for the Nahuantl's life cycle, I'm not sure what is the most fitting.  My guess is that since they lay eggs, they would have more children than humans on average, and their lifespan should be cut in comparison by maybe...  30 years?  I'm not sure.
Title: Re: Evolution: Not a debate, a forum game.
Post by: a1s on July 14, 2008, 05:28:17 am
Disadvantges:
can we gain some EP by taking disadvanteges? (everyone will tell you that having them is half the fun, but it feels wrong to intentionally cripple your species...)

as for now:
Spoiler (click to show/hide)
Title: Re: Evolution: Not a debate, a forum game.
Post by: Dwarmin on July 14, 2008, 06:33:09 am
Well i mostly put them in to RP, Im sure theyll be balanced if theyre taken seriousely. As my race begins to evolve away from the caves I will evolve bad eyesight away, clan mentality is more of a trait that pertains to diplomacy and slow growth is fairly obvious for such a long lived species i think.
Im not much of a metagamer lol
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nilocy on July 14, 2008, 07:30:42 am
Question number 2. How does the deities system work?
Title: Re: Evolution: Not a debate, a forum game.
Post by: Sean Mirrsen on July 14, 2008, 07:34:52 am
...a *Plant* can unpant itself and...
I think you missed a letter somewhere. :)
Title: Re: Evolution: Not a debate, a forum game.
Post by: a1s on July 14, 2008, 08:08:13 am
Question number 2. How does the deities system work?
noone knows. basically once you discover religion you will be told, but not before. (my guess is that even Faulkner doesn't know, in the interest of getting this game to start faster  ;))
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nilocy on July 14, 2008, 09:39:04 am
oh well, all the better really. Makes it more interesting when the gm doesn't know exactly whats going to happen at the beginning :D not to mention a hell ova lot more fun for the players.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Tokay on July 14, 2008, 11:46:39 am
Delurk. ;D

Location: J-4, J-6, K-5, K-7

The Tokays are landliving bipedal lizards that mostly live in coasts and beaches but also in forests, they like a warm climate. They are coldblooded and lay eggs, one at a time.
A Tokay lives about 30 years and is 1 meter tall and weighs 30 kilograms when fully grown.
Tokays have stubby arms and legs and the head is large, about 50% of the body is the head. They have large eyes and great eyesight. They have three claws on their hands, one of the claws works as a thumb. They are green with beige belly skin and beige spots on the top of their heads.
The Tokay is an omnivore that mostly eats seeds, nuts, fish and less often, meat.

Tokays like collecting stuff:fine stones, sea shells and other things they find fancy, storing it in the round ditches that they use as homes.
They also regularely steal items from eachother, they do not care about their items getting stolen or stealing others items, they view it as a game.

Tokays live in large groups that live in one place and make "towns". The towns are simply a place with many Tokay ditches. They live one and one in the ditches.

_____
An not so masterfully done paint picture of a Tokay  :P
Spoiler (click to show/hide)
_____

Evolutions:

Tools:3 (3ep) Tokays know how to use basic tools, for example:stones for cracking nuts and shells.

Firemaking:2 (2ep) A few Tokays have learned the art of firemaking. They are viewed as leaders, as the fire is useful for warmth and scaring away predators.

Cooking:4 (4ep) Tokays know how to mix their food and how to preserve it in their ditches.

Language:11 (12ep) Tokays do not stay alive for long if alone, being in a group and communication is important for them to stay alive. They communicate through growling and whistling.

Swimming:4 (4ep) From living near water and hunting for fish Tokays have learned how to swim.

Claws:5 (5ep) The claws of a Tokay are more made for gripping items then for fighting.

Great Eyesight:15 (20ep) Tokays have great eyesight so that they can spot predators and warn the others.

_____
Weaknesses:
Low in the food chain
Weak


Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 14, 2008, 12:54:56 pm
Registration for species is CLOSED. We are full. Other people may sign up as dieties.

Disadvantages are RP-ish and will net you EP at some point. This is to encourage creatures that are actually lifelike. After all, overcoming adversity will make you evolve faster.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Helmaroc on July 14, 2008, 01:46:58 pm
Deity, that sounds interesting...could you post a example, please?
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nonanonymous on July 14, 2008, 02:43:12 pm
*metric measurements*

Man, it gets annoying when you live in the only country in the world that doesn't use the new measuring system.  I really have to learn to use that instead soon.
Title: Re: Evolution: Not a debate, a forum game.
Post by: a1s on July 14, 2008, 02:56:46 pm
Aqizzar's Kadesh

Sean's Mii'Ari

Duke 2.0's Shrike

Nilocy's Jhiar'd

Dwarmin's Morrosur

Tokay's Tokay (RECURSION AAAAAAAAAA)

NonAnonymous's Nahuantl

Registration for species is CLOSED.
so I take it, you didn't like the plants, then?
Title: Re: Evolution: Not a debate, a forum game.
Post by: Asheron on July 14, 2008, 03:49:27 pm
I'll have a go at a deity...

Name: Nevon
Spheres: Chaos, change and life, sometimes fire.
Form: Typically is pictured as a human-sized black butterfly when referred to chaos and change. When it changes in to his life/fire form, it ( the butterfly is genderless ) becomes a human woman with scales, a tail, a dragon head and claws.
Rituals: Nevon requires blood sacrifices of the spoils of hunting and some sort of a ritual where young believers need to pass a test of maturity.
In exchange, believers of Nevon are promised many descendants and an overall change of life in bad times.
Background: In the beginning, the universe was split in two perfect halves. One of them was filled with water, the other with fire.
Constantly, water and fire would evaporate and douse eachother in a constant battle.
After eras, the energy freed by this caused a large rift to form between the two halfs. The water and fire around the edge of this rift became solid, and formed two eggs. On the fire side, the egg of Nevon formed. On the side of water, the egg of Venon, his twin brother/sister, formed.
After they hatched, Nevon and Venon crafted the earth by making fire and water solid and then forming it like clay.
Then, Nevon created life.
Venon, who was jealous of his brother's/sister's feat, decided to flood the other's work. A battle between the two began.
After years of tiresome fighting, they decided to split up what was made to prevent any further conflict. Venon would own everything above what Nevon had made, and Nevon would own everything below.
And so, earth was placed between the two gods. Any now and then, both gods would unleash some of their power to keep the earth alive ( rain from Venon's side, and lava from Nevon's side ).
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nilocy on July 14, 2008, 04:08:13 pm
Hmm, well since EP will come from the weaknesses, do you mind updating my race then? I'ev added some obvious weaknesses.
Title: Re: Evolution: Not a debate, a forum game.
Post by: LSTAR on July 14, 2008, 05:01:55 pm
Name: Aquil
Spheres: Fate, Learning, Reality
Form: Aquil usually takes the form of a young human with a torn page of parchment scroll, although he has been known to manifest as the the parchment alone.
Rituals: Aquil accepts all prayers in writing. Once a year, he demands his followers refill the Ink-Wells of his temples with a measure of their blood.
Background: The future is predetermined. What is, was, and what is yet to come, will be. There is no alternative.

In the oldest days there was a book, and in this book the course of the worlds was laid out and charted in infinite detail. Their paths through the heavens, their fates and fates of those that called them home.

Once there was a man who was unsatisfied with his lot in life. His family were farmers and had been so for generations. The man grew weary of his arduous labour in the fields of his village and left home, vowing to find something else. His prospects were slim, for there was no learning in his world.

He journeyed for months before coming to the mountain at the centre of his world. He climbed for untold days and eventually reached the top. Resting from his labour, the man looked out at the world laid before his eyes. As majestic as the sight was, his gaze was stolen by something else. Something he had never seen before. A large, square shape of tanned leather, floating in the air, just out of arm's reach.
We today would recognize this as a book, but in the man's time and world, the science of writing was yet to be discovered.

Understanding, somehow, that this thing was the object of his search and travels, the man reached out, standing on tip-toes. As his fingers made contact with leather, he overbalanced, and in fear of tumbling to his death reached out, seeking a purchase.
With a tearing noise, a single page came free from that book and the man plummeted from the mountain.

Broken on the rocks bellow, as the breath left his body, his blood spread across the page, stolen from the heavens at such cost. In spidery trails, by sheer chance or divine intent, the trails of red spelt these words:

"I have touched the Heavens. I am now of gods"

In the Heavens the Gods wrung their hands in frustration, for Another had joined their ranks.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Aqizzar on July 14, 2008, 08:28:14 pm
Hmmm.... I suppose I should alter my race a bit in regards to the new changes in tone.  They should be more primative and have some defined weaknesses.
Spoiler (click to show/hide)
Fualkner, could you update my lizards accordingly?  And I hope we get to keep a1s plant guys, they look fascinating.


EDIT: In light of Fualkner's point about interruptions, I'll edit this in here-
(http://img413.imageshack.us/img413/9411/cre06a5dccdfulnu3.png)
More fatfaced and smiley that I wanted, but Spore can't do anything else.  That mess on it's chest is a bundle of tentacles, which Spore also can't do.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Dwarmin on July 14, 2008, 08:32:50 pm
Hey my race isnt updated on the map, do you need me to choose a new area  ???
Use the letter "O" to represent since M is already taken i guess.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 14, 2008, 09:30:50 pm
Please E-mail deity submissions to me, I'd rather not deal with constant interruptions once the game gets going. Dwarmin and a1s, so sorry for both of the mistakes, I am fixing both. I am rather forgetful at times, should have counted up the creatures, and I love the concept of A1s's plants, so I don't know why I forgot them.

Anyway, Deities: You must choose one major specilization (Can not be too broad, Life and Chaos are both to broad, as are whole elements.) And two minor ones. Form and Background are good. Please revise your submissions and email them to my address located in my profile.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nonanonymous on July 14, 2008, 10:27:49 pm
I've made some changes to the Nahuantl, and used up that wasted 5 EP, now.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 15, 2008, 12:19:58 am
Alright, let's begin play! Deities won't have to worry about this first turn, as no one has any religion.

The small, varied landscape of a small unnamed island is indeed exciting. The inhabitance of the island are learning. They are growing in new ways, evolving. What does the future hold for these eight tribes, these brave groups of creatures entering into an unknown world? Well, only time will tell.

Global Climate: Temparate

Events: None yet. Start you off clean and simple.

Well, get to it! You have 3 days to complete your turn.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Sean Mirrsen on July 15, 2008, 02:21:22 am
Can you describe at least the basic guidelines for a turn? Do we have to explicitly state how we gather food and what happens on the inside of the colony (RP aside), and what tasks are presumed to be carried out "by themselves"?
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nilocy on July 15, 2008, 05:33:59 am
Turn: [From the P.O.V of one of the workers] It just another normal cycle in colony four. Nothing special interesting happening except for a Head murdering another Head over a mother bug, again. There had been calls for a new colony to be founded somewhere to the south as the hovels were becoming crowded again.

Hir'd was working away with his food collection duties when all of a sudden he heard a loud crash coming from the mountain way. He quickly dropped the Macher berries he was carrying and sense a distress smell coming from the source of the noise. Scurrying across the forest floor he arrived at the mountains floor. Only to find several worker bugs piled under several tonnes of collapsed trees. A nearby Head sent out a distress tone and within minutes several more workers arrived. After the wood was cleared, and the dead buried, the lone survivor had a tale to tell.

"Forg'd (a fellow food gatherer) was gone for long time. Coming back for meal and drink only. "As he said holding up a small, rock with a handle of wood covered in thin strands of Roitcha (Basically vines)."Forg'd made tree claw. It makes trees fall better. Forg'd called group over to see his new thing and show us what did. And then tree fell on us."

Hir'd demonstrated by hitting the tree at an angle and the sharp tool sliced a full four inches in.

[With no-one to teach people how to re-make this, it takes my people quite a long time to re-discover how to build these tree claws. But once they finally learn how to make them, workers adopt the ability to cut down trees, allowing them to clear land and use it for planting.

Mean while, a new colony is going to start up after lengthy discussions between the Heads of each colony and the mothers. Planned expansion into O-19. It will reduce the number in each colony by about 100 and move them to the new colony. Farms and food collection increases to compensate colony five before it can become self sufficient. Making it about 500 or so colonists. This includes a small amount of mothers, 2 or 3, 2 heads and the same proportions of warriors to workers.

Depending on how much EP I get. 4 EP into tree cutting. New skill, not 2 EP into tree cutting tool making. They can now make basic tree cutting axes. 1 EP into New Colony Establishment, colonies become quicker and easier to set up. 1 EP into food management, food is gathered more efficiently than before.

[OCC - NonAnon, have our species come into contact with each? Cause if they have then that'll change my turn quite a bit. Or, we could just ignore it and pretend the mountain is in the way, well at least so much so that my creatures cant walk over it.]

Question at Fualkner - In the later years or what ever of our races would it be possible to combine skills into one skill?
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 15, 2008, 08:26:41 am
Can you describe at least the basic guidelines for a turn? Do we have to explicitly state how we gather food and what happens on the inside of the colony (RP aside), and what tasks are presumed to be carried out "by themselves"?

They gather enough food and water to survive, but no more then that. Everything else must be stated. More things will be happening on later turns, so the game will become more interesting as play continues.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Duke 2.0 on July 15, 2008, 09:11:33 am

 Well, I guess I should start my turn. Need something to do while figuring out the new options for DF.

 The Southern School of Shrike decide that there is not enough food to be had here. As much food as they can get feasting on the creatures of the bay and the occasional Kadesh, there is not enough food to support all four schools. So starting this turn, they start migrating south. They cannot enter deep water, just the shallows near the land.

 The other schools just continue to hunt, surviving off the various marshes around the bay. One even decided it is a god idea to harass the Kadesh, although no major attacks are done. Just the odd one that strays from their groups.

 I'll wait for you to award EP, but whatever it is, I'm going to invest some.

 Language: 5EP
 With basic methods of transmitting ideas through body language, these creatures can communicate with eachother. One of those methods is altering their hunters organ to make varied electric fields. This is mainly to aid in the hunt.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 15, 2008, 11:26:40 am
Nilocy (d% roll: 8 ): The colonizers move out into the desert, hailed as heroes as they leave. However, the first food caravan that tries to find them can't. When they return, only half of them are unharmed. Nearly all of the warriors are babbling odd phrases. The workers tell tales of the sand attacking and biting them. The warriors came to help, and took the brunt of the attack until the caravan was far away enough to escape. The warriors eventually return to sanity after 4-6 months, but most are just a bit too odd to fit back into society. They are mostly sent out to guard remote locations where they won't bother anyone else.

(Loss of 500 bug colony, along with 250 warrior bugs that are just not right in the head and are essentially useless.)

(d%: 58): Worker bugs examine the tree-cutting tool, but to no avail. Perhaps a dedicated team could figure it out.
(d%: 91): Inside the trees that were felled, your worker bugs hear some suction noises. Cracking the trees open, you find large maggots. They are weak, but seem to eat wood voraciously. (You may say what you wish to do with them.)

Nilocy's EP:

Base: 5
New enemy: 1
Failed expansion: 0
New creature discovered: 2

Total: 7 EP


Title: Re: Evolution: Not a debate, a forum game.
Post by: Dwarmin on July 15, 2008, 11:41:57 am
This is one the first know writings of the Morrosur, a plain marble slab upon which has been chiseled the words of the Elders.

Grimoire of Morrosur
My name is Toth’tam’tatarkatan, elder of the Bone lord’s tribe, and I lay these words truthfully, on my honor. 

First Row
The true tale of why we chose to leave our caverns will likely be forgotten in time eventually, so I tell now our origins, so that it may be remembered by the wizened.

We could not know what lay beyond our dark homes, and in fear and doubt we indeed may have remained there to this very day, were it not for the War. As you no doubt know, chief among our beliefs is in the power of the bones-structure or all life, order and perfection and strength. Long after out flesh is undone the bones remain and the spirit lives on-if the bones were to be destroyed the soul, while immutable, would be cast to the Void Halls for eternity. Such a fate is reserved only for the vilest criminals, and so the great wheel turns-a vile criminal was the precursor to our exodus. His name is long forgotten, and his clan is long dead we hope, for he was a destroyer of life and order with no respect to the ancient traditions. His will was great, and he attracted the weak to his service, and is doing so he became stronger himself. His clan claimed home after home, slaying those who would not leave. We were forced closer and closer to the surface, and they dug deeper and deeper into the Earth. This cycle of self-destruction could not continue forever. Eventually he realized the error of his ways-the caves can ill support such numbers, and he was consumed by the very monster he had created. The clans that decided to stay in the caves began to fight amongst themselves and are now gone to nothingness, and those of us that left had changed so that we could live in the upper world. In the next row, I will tell of our present and future.

Second Row
Here was food aplenty and space unending, and other odd things. Imagine our surprise when water, such a valuable resource in the deeps began to fall from the blue roof in unending torrents-one could place out a hollowed shell and catch enough water for a day easily. There are great pillars that reach up to blue roof, brownish in color and strong as stone yet easier to carve. There are also other creatures; some hostile and some skittish-though few will dare to come near when our clan is aroused and shouting warbooms. Our great size makes it difficult to for us to catch smaller animals, but the larger ones are simple enough to catch and crush. A great variety of fungus grows here, such as flavor and texture much greater than what we had before, I find myself catching their scent as I walk the great pillars in morning meditation.. And so we are here-and more arrive every day, many clan less and needing a home. Many who arrive already begin to feel the affects of living under the blue roof-the weakening of our hands to dig and our ability to hear the Earth. We know must learn to construct new hands to replace our lost ones, though it will not be easy. Another difficulty is attempting to talk to rival clans, as our language is primitive and hardly unified. I have called a meeting of all the clan elders, so that we may from a unified system or words for all, but it too will require much effort, as violence has already occurred and if we do not learn to live as one, we will end up the same as those who languish in the caves. But my bones are not yet wearied, and many I teach to continue my work when I leave.

Non RP
For my turn we are collecting wood and stone and learning our crafts for each. We’re gathering food through foraging, and hunting parties occasionally embark upon the nearby plans to hunt larger game. A unified language has begun to be developed, but for now only clan Elders and their students know it in any useful amount. Tensions amongst the clans are high, and even the children are making wards against evil. Most of race is leaving the mountains, but at least 25% of the clans still remain near the lower slopes to provide resources-namely stone, fresh spring water even gemstones if they can be found easily.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nilocy on July 15, 2008, 12:20:57 pm
Question number 3 faulkner, should i have 8 or 7EP? not to sure how the additional EP gain system works.
Title: Re: Evolution: Not a debate, a forum game.
Post by: a1s on July 15, 2008, 06:22:04 pm
Once upon a time Nonrot the Smartstalk came to his friend Bigtwig the chief, and told him that the Plantwe were becoming too plentiful. Bigtwig said that there was a lot of soil, but Nonrot replied that soil will become bad of too many Plants will grow from it. Then Bigtwig said that not even a Sapling would just stop growing, but Nonrot replied that they didn't have to and could just go somehwhere. Finally Bigtwig said that they were plants and plants stay in one place and eat one kind of fly, but Nonrot said that they were actually Plantwe 1), and could move if they wanted. This debate went on for very long, until Nonrot said that there is one way to solve their disagreement, and if Bigtwig could solve his riddle, than he would go away and not bother him with his nonsence again, but if Bigtwig cold not, than he would do something. Bigtwig agreed and was asked this:
*moves* *but* *isn't* *water* *grows* *but* *isn't* *shadow* *eats* *but* *isn't* *locust*. *what* *is* *it* *?*
Bigtwing thought until sundown and asked if it was the sun, because it moves across the sky, and eats the puddles on the ground, but Nonrot said no, because sun doesn't grow. then Bigtwig thought until sunrise and asked if it was a lily, because lilies float down the river, and grow, but Nonrot said that lilies don't eat. Bigtwing thought until noon, and said he gives up. "*It* *is* *you*" 2) said Nonrot, and Bigtwig agreed to help.
Bigtwing wanted to go ahead all at once and settle a new territory, but Nonrot told him that if all the Plantwe went away to a different location that there would be too many of them there, and it would all be pointless, instead he suggested they send out scouts who could find out if it was better there. Bigtwing then rounded up a few Plantwe and told them to go into the desert to the east 3), but Nonrot said there would be no water there, then Bigtwig said then he shall send them into the southern sea, but Nonrot said there was too much water. Bigtwig said that if Nonrot was going to make fun of him, he can do it all by himself. Nonrot said he was sorry, and they should send the scouts along the riverbanks, because the would be water there, but also soil...
-- excerpt from "the collected olfactorial tales of ancient Plantwe".

what is going on:
There is an expedition sent to R22 (from S23) and U25 (from T26). 150 Plantwe each. These Plantwe are fit 5-6 year olds, and in fact most of them are the pride of their respective tribes.
in addition to that Plantwe try to deal with salt water environments, without much direct success.
offscreen are much more mundane efforts to develop food preservation techniques, to make movement of large numbers of Plantwe possible.

____________________
1)
Spoiler (click to show/hide)
2)
Spoiler (click to show/hide)
3)
Spoiler (click to show/hide)
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nonanonymous on July 15, 2008, 09:07:59 pm
Up until evening, the day had been fairly routine.  However, now, in the evening light, a dispute was arising between a young male and an older, more experienced one.  Perhaps mostly by luck, the younger male managed to knock the elder out of the canopy.  His victory was somewhat short-lived, however, as the branch he sat on suddenly broke as a result of the prior stress.  Avoiding a narrow death at the hands of gravity, the branch landed hard on the body of the now dead elder, audibly smashing the bones into tiny pieces!  A spark of insight struck, then.  The young male paced around, then hooted for the others to come contemplate the possible use of this impromptu discovery...

[OOC:  Try to imagine the fall to Richard Strauss's Also Sprach Zarathustra.  It was a lot harder coming up for anything to do RPwise with a culture this primitive :-\.  And, Nilocy, based on the way it looks from the map, I'd say the Jhiar'd are seperated from the Nahuantl by a mountain range.  Wouldn't be much interaction aside from frightened/angry hissing from the Nahuantl if they met up right now, though.]
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 16, 2008, 01:23:40 am
Question number 3 faulkner, should i have 8 or 7EP? not to sure how the additional EP gain system works.

8. It's summer and I don't use math in summer. Sorry.

Duke (d%: 21): The rogue fish eats a stray Kadesh, but his friend spots the Shrike and manages to give a general description to the others of his tribe.

Expansion (d%: 75): The waters to the south are warm, and plentiful in prey. In this environment, the Shrike thrives and its population increases quickly.

EP

Base: 5
Successful Expansion: 2
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 16, 2008, 08:31:53 pm
Dwarmin:

Havesting Resources d%=24: During one of the many stone gathering expeditions, several workers all pull a large stone out. That stone triggers a large rockslide that crushes the spring and kills many Morrosur. A total of 600 Morrosur die from the rockslide or its collateral damage.

Hunting d% = 64: The hunting is successful, and casualties are very minimal. The meat that is brought home feeds families well, allowing them the time to learn the unified language (+1 EP to unified language)

Ward-making d% = 8: The wards seem to have some sort of evil presence about them, and more fights break out. This causes the Morrosur in M27 to divide into two clans, making trade and sharing of resources between them impossible. This lowers birth rate and productivity in that hex until the issue is resolved.

EP

Base: 5
Unified Language +1


a1s

(To be done later)
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nonanonymous on July 16, 2008, 09:11:11 pm
Ehh...  Do I need to write more for the Nahuantl or something?
Title: Re: Evolution: Not a debate, a forum game.
Post by: Dwarmin on July 16, 2008, 09:30:24 pm
Curse the Dice Gods for our bad luck!
+2 points to language, as we scramble to avert diasaster
+3 points into Tool Making, as we learn a painful lesson in humility

You took in account of the tremor sense ability in the casualty numbers correct?  :P
Surely some of them would of gotten out of the way....*throws a hail mary*
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 16, 2008, 09:32:39 pm
Ehh...  Do I need to write more for the Nahuantl or something?
I'm just slowly updating. I've had a horrible headache all day, and I just can't bring myself to write more then one result post at a time. I'm sorry about that. Yours will be done soon.

Oh, didn't notice the Tremor Sense, I'll take off 150 deaths.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Dwarmin on July 16, 2008, 09:35:37 pm
Get better soon dude, I hope its not the flu.

Edit. Thanks, we need all the help i can get lol
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 16, 2008, 10:43:09 pm
Get better soon dude, I hope its not the flu.

Heh, it's a retainer. I'm 15, just got my braces off and the retainer was badly made, twisting my right I tooth and giving me a horrible headache. They re-did it today and I'm picking up the new one tomorrow. Nothing to worry about  ;D

EDIT: Ah, what the hell, I'll finish these updates. Hopefully the others post their moves tomorrow or I'll be forced to skip.

a1s:

R22 Expansion d% = 24: The land here recently suffered drought, and the existing plants have used up the resources. The Plantwe die out. (This area is converted to a semi-desert)

U25 Expansion d% = 83: The soil here is nutrient-soaked, and the prey is slow and stupid, being herbivores that like plants that have similar leaves to Plantwe. The Plantwe thrive here. (+5% birth rate this turn)

Salt-Water Adaptation d% = 6: One of the Plantwe gets too close to the edge and tumbles in, crumbling the dirt edge of the shore. It opens a breach into the fresh-water aquifer, and the salt-water pours in, contaminating it. The Plantwe grow sickly and cannot spawn seeds at all (No birth this turn in that hex, also 1,000 dead from poisoning.)

EP:

Base: 5
Failed Expansion: 0
Successful Expansion: 1
Birth Rate up: 1
Birth Rate down : -1
Good RP (I liked the riddle =P): 1

TOTAL: 7

NonAnon:

Branch Incident d% = 35: The Nahuantl do not make the connection between gravity and the stick, and instead think the stick is a great and powerful weapon. They bicker over it for a while, and a dominant male claims it. He hands it down through his family as time goes on.

EP

Base: 5

TOTAL: (Bet you can't guess)
Title: Re: Evolution: Not a debate, a forum game.
Post by: Sean Mirrsen on July 17, 2008, 06:04:01 am
The Mii'Ari live their lives as they always did, hunting the wild creatures in the plains, and living in the safe cover of the forest. While not warlike, the Mii'Ari families periodically engage in fights, driven by the need to train the younger ones to hunt, to survive. These battles rarely result in serious injury, as the participants are closely watched by the leaders of the families - the older, experienced members of the race that have no need to prove themselves in combat. The Mii'Ari live happily, unabated by hot winds from the nearby deserts, or sudden squalls of rain, though the latter upsets them. As seasons change and weather worsens, however, many begin longing for more protection from the elements, especially rain. One day, a Mii'Ari family roaming the forest found an odd location - a large, leafy tree has been felled, broken by the wind, and lay now on the top of a cluster of short, rigid bushes. The 'construction' was very like to the much-needed shelter. Being curious by nature, the family carefully examined it, and wondered if they could make one themselves.

In the meantime, expansion of the Mii'Ari continued in all directions. While they dislike water, small packs of fast scaly creatures reported by the scouts near the coasts and in the river prompted experiments with catching the fish by patiently waiting near the water and quickly grabbing them. Though only moderately successful, the experiments led to the Mii'Ari occupying the plains to the south for better ocean access, and sparked a greater interest in developing ways to reach the fish without contacting the water.

ooc> I'm rather at a loss as to what to say about the race's development. I never actually bothered to think through the social aspects of the race in its earlier history. I'd like to think I did alright for the first turn. I'll distribute the points as I get them.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nilocy on July 17, 2008, 10:00:25 am
Heh, it's a retainer.

Ah, it sucks to have them. But the pains worth it in the end when you have nice teeth :D I've had my retainers for a few months now. Just remember NOT to leave them off for a few days (i've done that a fwe times now lol) it hurts like a bitch when you put them back on.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 17, 2008, 02:32:02 pm
Hunting d% = 53: With the help of their claws, the Mii'Ari manage to hunt the packs of large, shaggy beasts. They have little defence except for their tough skin, but some have been spotted with very long tounges. While they don't seem to do much right now, more and more of the creatures have them.

Leafy Discovery d% = 34: The family returns to the clan telling stories of this lovely construction. When some Mii'Ari finally go to check it out, the tree has withered and become infested with bugs, and the bush has been crushed. The Mii'Ari family is scoffed at for their tall tales (No developing shelters until next turn)

Scouting d% = 43: The forests here are relatively healthy, with the last 50 miles a heavily forested swamp. The ground is nearly quicksand, but the roots are above ground and they are able to climb on them.

EP:

Base: 5
Scouting: 1

Total: 6
Title: Re: Evolution: Not a debate, a forum game.
Post by: Sean Mirrsen on July 18, 2008, 03:03:47 am
It's mostly scouting the two hexes south of the current inhabited location. Being rather apt to stick to already inhabited places, the Mii'Ari don't migrate easily.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Aqizzar on July 18, 2008, 03:23:58 am
Sorry I took so damn long to get with the program.  I've had a really hectic week and work's been killing me by the time I get home.  And Aqizzar cancels job: forum game: new DF.  So here we go.


The waters were calm.  The bay was always calm.  The waters were quiet.  The bay was always quiet.  The waters were cloudy.  The bay was always clear.  The Sounder tried to look through the thick water, as he always had while wandering the edge of the Herd.  But he had to stop and remain still, to let his tendrils hang and hear the best they could.

The Sounder had no name beyond recognition.  If he had a concept of naming, he would know only the Old One had a name.  The Old One had seen the Herd thrive and grow.  The Old One had made the Sounder, and many more like him, stay away from the Herd, and made others bring food.  The Sounders heard the Predators, and drove the Herd and Predators apart.  All had food, the spawns produced many more young, and the Old One was happy.

But the waters were cloudy.  The bay was cloudy.  The others searching the reefs found less to eat, only more clouds.  There were many more to feed, and less food to do it.  So thin was gathering in the reef, that some were moving farther onto dry land, where strange but eadible plants and insects lived.

And lack of food was not all the clouds signaled.  They held dangers – little fish that ate the spawn, vicious eels that ate the young, mighty crawlers that ate the gatherers, and the huge terrible Fish that ate anyone they could catch.  And with the Herd growing larger, there were always more to be lost.

For a brief instant, the Sounder thought these two problems might meet each other, but his tendrils drew him back to the bay.  Somewhere beyond the clouds moved something large.  And in an instant, the Sounder kicked off.  The Fish were upon him.

As fast as he was, as the Old One had chosen him, the Sounder could not outrun them for long.  They lunged for his tail, and cut ribbons in his fins.  They lunged for his feet, and tore off his toes.  But a great mound of reef lay just ahead, and with the last desperate spasm, he burst into the open air and fell to hard ground.  The Sounder quickly leapt up and danced from foot to foot to keep the pain away, watching the murky waters froth in rage.

And for another brief instant, the Sounder had a thought he had never had.  He did not want to go back in the water.

[Behind The Scenes]  The Kadesh have developed simplistic, herd-style division of labor, and the improved food-gathering has let them overpopulated their side of the bay.  Their traditional gathering grounds are being depleted and their large numbers are attracting more predators.  These will probably even each other out over time.

In response, they're starting to move out of the water more, probably up into streams and shoals, and the ones that are surviving predation are passing on better senses.  My EvoPoints will be spent half and half between improving Amphibious and Vibration Sense.  I'm assuming that such primitive division of labor is effective free, since without it they wouldn't be much of candidates for civilization, however far down the road.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Sean Mirrsen on July 18, 2008, 04:04:35 am
@Fualkner: I suppose I'll get the EP count for my turn, right?
Title: Re: Evolution: Not a debate, a forum game.
Post by: Tokay on July 18, 2008, 04:59:34 am
Skip my turn.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 18, 2008, 01:25:10 pm
Sean: EP is updated in post

Aquizzar:

(Basic division of labor is free, but anything more structured or better, an assembly line for instance, will require EP.)

Predators: d% = 41: The predators remain at more or less their same number, eating the other inhabitants of the bay.

Sounder Survivor: d% = 38: The Sounder eventually goes insane and jumps in the water, taking a chunk of reef with him. He bludgeons the predators with it until he's reduced to a bloody pulp.

EP

Base: 5
Fight for Survival: 2
Good RP: 1

Total: 8


TURN IS OVER! Map and Populations are being updated now.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Sean Mirrsen on July 18, 2008, 01:40:58 pm
Fualkner - I said SOUTH. To the south there are plains, not forests. Just in case, south is down. :)
I don't suppose the roll for scouting went so bad they went in the opposite direction? :D

Also, 1 AP goes to improve physique (due to the play-fighting, it will always be, each turn) and I'll describe the rest in my next turn.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 18, 2008, 01:58:46 pm
Oh DUH. I know you scouted south, but I mixed up the colours and thought it was a forest. Anyway, the description stays the same, except less trees.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Sean Mirrsen on July 18, 2008, 02:07:06 pm
I suggest you use light green for plains and dark green for forests. It's more natural, and changing won't cause any more damage.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Dwarmin on July 18, 2008, 02:31:27 pm
Hey Faulk, how many points into language do we need to develop "Alphabet" skill, written instead of oral language used for poetry, books, philosophy etc.? In my case I have two language skills-could they be combined when they both hit a certain level?
And before you cite the inaccuracy of my RP with a Elder using perfect English, note that is a dramatized version of prelinguistic archeological recreation.  :P
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 18, 2008, 10:22:55 pm
Two skills cannot be combined, however, most or all of the EP will be transfered into the new skill. This is to simulate how a race still knows this old information, but also knows the new stuff. It's important to see where your creatures came from. And an alphabet... would probably be developed around 20 EP. Most languages have some sort of written counterpart, so it's pretty low. Keep in mind that I see English at about a 35. It's got plenty of words, and you can say anything with it, but frankly, it's confusing (Since there is no time like the present, I present you with this present...  :-\) and you must use alot of words to get a point across. Latin is a 50, being that you can say much with little.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 19, 2008, 01:30:21 pm
NEXT TURN IS ACTIVE! Populations have been updated, and a new map will be posted shortly.

Global Climate: Rainy

Events:
V5 - The water in this hex has blasted upwards, forming a cyclone shape. It is unknown why it does this, but it seems to be stable and continuous.
O19 - Much of the land here has fallen into a pit. Deep within the pit is a magma pocket.
Global - Because of the rain, streams are eroding land. A new stream could easily be formed, and a flood is possible.

Also, if you have interactions with another race, you want to do something with something I choose to give you (Nilocy's maggots, for example) You are allowed to post more than once. I'll probably only award EP for the first post unless under special conditions.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Dwarmin on July 19, 2008, 02:31:34 pm
Third Row

I am Moltaratan the scribe. In the absence of our Elder, I am tasked with writing his memoirs

Our story has just begun, but already the weight of my duty lays heavy on me. Our people have been at odds as of late, and waves of shock and sadness radiate out from the fields of conflict. What was once a peaceful land has grown weary under the shadow of war. Violence against innocents is prohibited, but it is an eventuality that it will be broken. Already our youngest are trying to use our tools of carving and digging to kill quicker and in greater numbers. The son of the rival clan, the Stonesnouts, fell into a muddy ravine while he was attempting to lead a group of warriors into our camp…we should be lucky that they retreated, as he was their bone shaman. Without him the proper rituals of death may not be done to your enemies, and that is something no clan has dared break yet. As since time immemorial, blood calls for blood. So in act of self-sacrifice, Toth’tam’tatarkatan has traveled to the enemy camp in a final gesture of peace. The rituals call for the shedding of his blood so that no more can be spilled. If they do not agree we will have more war…

But life goes on…it always does. The water from the blue roof was a welcome sight after so much hardship…it seems to have dampened the spirits of the warriors who see it as an omen…some say when the rain clears we will have peace. Others say it will never stop, and we will drown for our sins. The clans have relocated to high ground where they can, and we lay stones around the village to block the rivers anger. In a more puzzling development a strange beast has risen in the sea, one of sky and yet of water as well. A dozen brave souls have volunteered to go-we are trying to develop a way to travel upon the rolling water so that we may offer it sacrifice in return for his favor and mercy. If one thing is sure, sacrifice will be needed soon for all.

Non RP
Well my clan elder has decided to sacrifice himself so that peace can break out, with the giving of his life in the deal. Weapon development has begun due to the hostilites. Were pretty much staying put, cause I hope the mountains will protect us from the flood. We are moving our camps onto hilltops and lining them with boulders to make dams. A dozen Morrosur have agreed to travel into the reverse cyclone lol and toss gifts of meat and wood to appease it, so were trying to make wooden boats with our new tools, and practicing sailing in the calmer streams and ponds. I hope I get better rolls this time haha
Title: Re: Evolution: Not a debate, a forum game.
Post by: Sean Mirrsen on July 19, 2008, 03:41:11 pm
Mii'Ari development: 5AP to introduce Basic Tools. The Mii'Ari still prefer their own claws and strength for attacking the prey, but fishing has proven far too difficult bare-handed. In spite of the frustration with frequent misses, and the general dislike of water, a few males have conversed and decided that maybe throwing something other than yourself to hit the fish might yield better success. While experiments with the readily available small rocks were fruitless, continuous trial and error finally led to someone breaking a straight branch off a tree, and sharpening it with the claws. After several attempts, and taking a slightly longer branch, the hunter was able to impale several fish in a relatively short time.

As the weather continues to become wetter and wetter, shelters are becoming vital to survival. A whole family has drowned at night, when a small, but sudden flood caused by heavy rain filled the small depression in the ground where they were sleeping. With the rest of the tribes warned of the danger, the tragedy did not repeat again, but hunters were also getting tired, as frequent rains denied them rest, and the ever-dwindling food resorces pushed some families to the brink of starvation.
With this new threat clearly visible, many Mii'Ari families have decided to travel. Some simply moved into already occupied places, some started a selfless trek into a nearby desert, in hopes of drier weather and maybe better provisions.
While this was happening, some have remembered the natural shelter described by one of the families. While the idea was not well received at first, the need for a shelter was rising, and the family has been offered help in making one. Some of the tribesmen who were fishing heard of the latest developments, the sharp wooden sticks used to impale fish, and tried to relate the idea to the family, hoping it would be of some use to them.

ooc> You'll have to roll for the success of the shelter's creation. If it's successful, I'll get a shelter building skill for the base EP from my turn, with 1 subtracted into physique. Increasing the physique should have beneficial effects on hunting and combat.
The migration goes without scouting, as follows: some 2000 of the population move from M25 to M27, while 1000 more move to the desert square L26.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Duke 2.0 on July 19, 2008, 04:11:11 pm

 The Southern School of Shrike continue their journey through the unknown, watching the waves above them splatter from the raindrops. They are puzzled by this, and find it hard to survive near the surface. They get sluggish, like humans in high altitude. While they find this unhealthy, and with unknown hunting grounds around them, they decide to stay near the surface to get used to this strange happening.

 The Northern Schools are also finding this, and also decide to try the same. They know that they can't stay in the marshes forever, particularly with the Kadesh moving away from the traditional habitats and the hunt growing smaller. They know that there is something in the Kadesh waters that makes this place different from the Deep Blue, and they know that if they don't do something about it they will perish.

 One Shrike, a large bull male for his kind, lead the raids into the Kadesh waters. His first target is a lone Kadesh, which tried to put up a chase towards a reef. While they were able to nip off the fins of the Prey, they could not fell it before it reached a stretch of reef. The Bull looks at the Prey, feeling a rage similar to what the Prey was feeling.

 Of course, when the Prey came down on him with a club of coral he stood no chance. The Shrike rely upon their speed to do damage, and the best he could do at this range was flail. The Bull was struck down, his blood driving the rest into a frenzy to avenge their leader.

 The attack was not over. Through the electric pulses and clicks of the Shrike, the news of a Great Bull spread through the Schools. He died to find the source of the bay, the source of their life. The greatest Shrike Bulls start a large raiding party towards the river, trying to find the thing that makes the difference between here, the Deep Blue, and the disturbances on the surface.

 Out of Character:
 Just connecting the events Aqizzar outlined to the death of a particularly large Shrike. And now the Shrike are trying to adapt to feshwater, getting way from their dependency on brackish water. Also, the Southern School moves further south. I'm sure they would get a bit farther than they have been reflected in the map. I hope by next turn, they can reach the turn around the peninsula on the southwestern side of the island.

Also:

 Half of the EP: Towards freshwater adaptation.
 Freshwater:
 While the oceans are large and provide much food, freshwater streams and lakes provide a staging area to evolving onto land-based tribes.

 Other Half: Limbs

 Limbs(Lets assume +3 to reach 8 )
 Limbs: The once-before lobes for fins are now growing larger, stronger, and more complex. A new joint has been added to the fins, and now they allow this creature to move faster and more swiftly than before. Not by much, but now it looks like it could eventually be a full-fledged limb.

 At what point should it become capable of holding things? Or at least supporting the body on land? This is going to be a four-legged creature.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nilocy on July 19, 2008, 04:58:06 pm
[OCC] Do I have 10 or 8 EP to spend?
3EP into tool construction. After the studying of this tool for many days the know how of construction these tree cutters became apparent. It required a small wooden shaft with a sharpened stone cut from other stones. This skill lets the bugs construct a few axes per colony.

3EP into tree cutting. After the local head gave the order to investigate this new tool it became apparent of its immense implications to speeding up forest removal. Training of this tool became imperative within his sub colony. The removal of trees may allow the expansion of bigger farms and the possible harvesting of the little tree maggots.

2EP into trench digging. Mimicking what the rain does to rivers the Bugs develop a rudementry irrigation system. The bugs move the soil with their bare claws, but create a small test channel through a farm yard. After noticing the water flowing through the channel instead of the surrounding lands they decide to make a small criss cross grid of channels ultimately leading to the nearby rivers.

1EP Nature investigation. The bugs had known they wern't the only living creatures around, but it came as quite a shock when they found these interesting smaller bugs suppoesedly eating the tree apart. Maybe the insects could gain some sort of important genetic material from these little bugs(?).

1 extra point into my already existant Genetic Aquisition skill. The more the heads eat, the better they become and processing the good and bad genes.

[ICC] After the recent discovery of not one but two new life forms within the bugs lands, the heads started to grow excited about the prospect of new fresh genetic material to be harvested. Although the recent change in weather was a concern to all the bugs, the forest bugs seemed content to live in the forests which had survived many floods themselves. On the other hand the bugs living in the outer reaches, at the mountains base and river might find it a bit harder to cope with the sudden increase in rainfall. But the recently discovered trench digging technique might help their survival. The relentless expansion into the forest continues as the populations are now reaching another fission point. The use of the tree cutters will help with the clearing of lands and allow for the quicker colonisation of the lands. Meanwhile the a head sends out a calling signal for the head and warrior bugs of O-17 and P-18 to mass in O-17 to begin their attack on O-19 where the last colony failed.

My turn:
If O-19 is cleared the workers and mothers will return back into the old colony site and try once again.
While on the other side of the colonies where the maggots were discovered a bunch of Heads started to devour the little tree maggots in an attempt to produce fertile offspring that should hopefully reveal some of the maggots secrets.
A new colony 1000 strong will be attempted in Q-18. The usual complement, a couple hundred workers, 250 warriors, 5 heads and 15 mothers.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nonanonymous on July 20, 2008, 12:48:26 pm
The advent of the cyclone deeply troubles the Nahuantl, and many begin to worry that it might be the cause of the rain, and that the rain would likewise be poisonous.  To make matters worse, with food beginning to run scarce, the troupes of R-12 turn to war as a solution to their problems.  Fearful of being the next victim if there still wasn't enough for their neighbors, the Xahutec, a group of 300 led by Loqoatl the Spirit Mother retreat to the base of Q-15, which they dub Zlatlan.  They begin to search for less obvious hiding places than the canopies during their stay.  They also begin combing the local flora and fauna for possible defences, such as the corpses of horned creatures or other similar things.

I'll put 3 of the previous base EP into manipulators, and 2 EP into a completely new skill.

Electromanipulation 2:  2 EP
Nahuantl can generate a mild electric shock.  This is too weak to kill on its own, but can generally stun creatures for a short while, possibly giving the Nahuantl the upper hand.

Also, I really thought of the Nahuantl as generally laying 3 eggs, not just one.  But maybe it's too late to change that?
Title: Re: Evolution: Not a debate, a forum game.
Post by: a1s on July 20, 2008, 06:57:58 pm
<OOC post>
I'll spend 1 EP to speed the Plantwee up (Movement 2, from experience a better regimen of rest and movement is developed to get a sustained speed of 0.4 miles per hour)
Also (off-screen  ;D) 5 EP go into food storage (Food storage 5: by sucking the insects dry rather than digesting them, a durable source of food can be obtained.)
And 1 EP goes into object manipulation (for a total of 6)

there's something wrong with my populations, I seem to have a colony in R24 when in fact the successful one was in U25, and the guys in T26 seem to have somehow died in large numbers (there were 1000 deaths from the saltwater contamination, but it would seem 3000 died? or is that damage from lack of births? what is the timescale of the game, BTW?)
I will make an RP post tomorrow.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Aqizzar on July 20, 2008, 07:40:56 pm
As he had grown fond to, the Old One stared up and long into the wet sky.  He watched with much  fascination as the air turned to water, his great eyes unblinking as the falling sea pelted his face.

Some were sure that the Reefs that had always been their home would keep them fed forever.  Some had starved.  Some were reluctant to leave the water over distant dangers.  Some were eaten.

The terrible Fish came in greater numbers, and seemed more dangerous with every encounter.  Nowhere in the Bay was safe any longer.  The Bay was lost to the Kadesh anyway – there was so little food, even the Fish were hard pressed to find prey besides stubborn Kadesh.  Only the mouth of the River was safe, the Outriders keeping the Fish away by bitter violence or unthinking sacrifice.

But here, on this Land, they were safe, and food was plentiful.  The Old One had told them the Land would be their home, and the Waters had rushed up to meet them.  The great swells made the hills into gathering grounds, and the floods washed the predators away who could not hold and swim as the Kadesh could.

The Old One looked down to his gnarled tentacles.  They were all but useless to him now, and he knew the next Flood might wash him away as well.  Already the young, those spawned in their new Land, could lift and hold better than he ever could.  And their eyes did not betray them in the wide open air as his did.

But he knew the Floods kept the Herd safe.  The Herd had moved up into the River, and the Old One knew they must move more.  The River, that flowed from up and out of the World, was their life now.  And the Kadesh must know where their life came from.

[Behind the Scenes]When I looked at the map, I thought the light green areas (like grass) were plains and the dark green areas (like trees) were forest, but this way works as well.  The rains and floods have made that big river valley they're next to just the sort of place they can live in.  They'll soon leave the ocean completely, moving into F-10 and the river valley at G-13.  They've sent explorers, such as the Kadesh have them, up the river into the mountains to see what's there.

Points wise, they're adapting to life on flooded land.  Their tentacles were evolved for use under water, and are now getting stronger.  Their eyesight is improving to see better in the air on open land.  However many points I get, 5 will go to Manipulators, and the rest will go to eyesight.
Title: Re: Evolution: Not a debate, a forum game.
Post by: mutant mell on July 22, 2008, 08:31:42 am
(OOC: Hehehe, time to play God.  Takes place in R24)

While the Plantwe below were spending their time growing, in a nearby tree was a little songbird, singing to its hearts content.  It had just discovered the little insects in the tree, marching their way up and downbringin food to their queen, and for the rest of the colony.  A wonderful display of selfless cooperation in the colony.

While the bird sang, he flew from tree to tree, finding more and more of these insects.  He found that they tended to live inside the trees, or inside dead logs, or even once inside of an acorn.  Truely, this was a wonderful discovery.

While hopping from tree to tree, he soon found himself looking down at some strange creatures, the likes of which he had never before seen.  They were plant, yet animal.  They were solitary, unless they wanted to move.  Puzzled, he moved in for a closer look.

One of the larger Plantwe, Bigleaf, saw something of interest coming towards him.  A rather tasty little songbird was flying right into his range.  While he had eaten recently, he had never before caught a bird, and wondered if they tasted any different than insect.

The stupid bird flew right next to him, but rather than loot the ground, it stared at him for some reason.  However, Bigleaf was not one to question the strange habits of the flying folk, and instead grabbed at the bird.

Bigleaf knew something was amiss when he passed right through where the bird should have been, grasping at thin air.  Strangely enough, the peculiar smell of *funny* right was next to him.  Turning around slightly, he saw a Plantwe right next to him that he didn't realize was there.

*funny* the stranger said again.

*what* *funny* Bigleaf asked.

*smallWing* *fly* *away*

*food* *fly* *away* *Notfunny* Brigleaf returned with annoyance.

*what* *strange* *smellSpeak* the stranger returned, nonsensically.

Annoyed now, Bigleaf decided to look for another songbird.  Then, he noticed a lack of the smell of the stranger next to him.  Looking around, he saw nothing.

[OOC: Essentially, I establish contact with one of the Plantwe, confusing him in the process.  I also learn about the odd way that the Plantwe speak, but then I leave after a rather confusing conversation.]
Title: Re: Evolution: Not a debate, a forum game.
Post by: Sean Mirrsen on July 22, 2008, 10:33:33 am
Where'd our GM go?
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 22, 2008, 10:54:29 am
I'm here, and I'm updating now. I'm sorry guys, been busy.

Also, base EP is determined by total population, divided by a rate that is under the map.

Dwarmin:

Weapons d% = 91: The Morrosur make tools that have sharpened edges, until someone decided to make an elongated sharpened spade. The weapon was very effective on the surrounding grasses, and she decided to help others make these tools. (+5 to Stone Swords)

Dams d% = 92: The dams are very well built, completely watertight. One of the Morrosur had the idea of sealing it with mud, and it was very effective. Using this knowledge, the Morrosur are capable of building simple structures. (+3 to Construction)

Boats d% = 10: The Morrosur throw their sacrifices into the cyclone, but fall in themselves. Their absence sparks fear into the Morrosur, making them paranoid of the cyclone, believing it to be an evil spirit. Cults dedicated to keeping it at bay start to pop up, and young Morrosur pups go missing...

(Great rolls, until this one.)
EP

Base: 6
Engineering and Design: 2

TOTAL: 8

Sean:

Shelters d% = 17
The shelters leak, need constant repair, and occasionally collapse. They are so awful more Mii'Ari start the immigration to the desert. (1000 more Mii'Ari go to the desert, no shelters)

L26 Settling d% = 18
The sands rise, biting the traveling Mii'Ari, driving them mad. The frenzied ones are killed, and eventually the swarm of sand dissipates. The Mii'Ari settle in a small canyon with a small oasis, where they are protected from the sand swarm.
(500 killed total by sand swarm)

EP

Base: 6
Neutral Expansion: 0

TOTAL: 7! Nah, 6.

Duke:
(Sorry, I posted the map and for some reason, it was un-updated. I have your moves, they are on my copy of the map, and they will be added next turn. Also, which peninsula do you mean? The one way in the corner, or the one that's closer? If you mean waaaay down there, you'll be broken into two colonies, if that's okay with you. Rolls will be done when you tell me where you're moving.)

Nil:

(The hex you are trying to settle (Q-18) does not exist. Please give me a new hex.)

Invasionary Forces d% = 80:
Combat rolls:
Jhair'd: 17 (d20)
Swarmers: 6 - 3 = 3
Events: The Jhair'd invade the forests with the fury of, well, an angry colony of ants. The swarmers look upon the feast, and rise from their hiding places... only to get caught in a smog cloud. The nearby smoldering crater blinds and disorients them, making it an easy fight for the Jhair'd. The swarmers are almost completely obliterated from the area.

Resettling the Crater d% = 32:

The colony quickly moves in, and tries to settle the area. The crater nearby proves to be difficult to live next to, as the smoke chokes the plantlife, making it hard to grow. However, with the military victory hot on their heels, the colony fights on and eeks out a survival in the area, with help from the neighboring colonies. (Colony survives, but is not self sufficient. Also loses 200 to early starvation.)

Genetic Aquisition d% = 1:
(This is gonna sting.)
The heads eat the maggots, but something goes horribly wrong. Perhaps they have an atrocious set of genes. Perhaps they just don't taste good. But they turn the heads into monsters. Horrible, all consuming monsters. Luckily, only 5 ate the maggots before their effects were discovered, but by then the damage was done. They killed an entire colony. Every single Jhair'd on that mountain died by their own leaders. After they ate, the twisted Jhiar'd disappeared, crawling away to some other place. Only a few survived to tell the tale, and they were badly hurt. They died shortly after.

EP

Base: 4
Flawless Military Victory: 2
Successful Settling: 1

TOTAL: 7

(Not enough EP to add all the things you asked for, so do you want Nature Investigation or Genetic Acquisition?)

NonAnon:

(It would be annoying to go back and balance it again. If you added 10 EP into egg laying or the like, a 3 egg average would be appropriate.)

Settling the Mountains d% = 73:
The mountains are a good place to hide, lots of caves. Also, plenty of fruits grow nearby, giving a steady food supply. However...

Combinations d% = 17:
The experimentation with the plants is a general failiure. The mixing of two plants that didn't cooperate well together burst into flames, catching the fruit trees on fire. The fire didn't spread too far, but much of the food was burned. (200 die before more food is found)

EP

Base: 6
Bad Expansion: 0

TOTAL: Erm... I don't know. 6?

Well, I'll finish this tonight. Please, people that I've left notes for, respond.


Title: Re: Evolution: Not a debate, a forum game.
Post by: Dwarmin on July 22, 2008, 02:36:38 pm
Good turn for me. How did my inter-clan diplomacy go? It's already considered resolved correct?
Edit: V8 has very low food density, Taking into account my traits how many Morrosur can live their comfortably, maximum? Im thinking I need an exodus!

+3 Points into Strong Digestion: Morrosur have perfectly adapted to plants and animals in the top world. Finding food has become much easier.

+1 Language: The Morrosur have expanded their language-they have named many things, and the unity of language means that most understand as well.

+1 Unified Language: The sacrifice of the Elder is a sign of good faith, there is another convention of the Elders and the language is unified further.

+2 Tool Making: With the making of simple stone and mud huts, new tools are being made to build them faster and upkeep them.

+1 new skill, Military Organization: The veterans of the inter-clan wars have returned with a new sense of military discipline. They have learned the basics of unit cohesion and military ranking, taking a small step above the disorganized horde they previously fought in.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nilocy on July 22, 2008, 03:08:05 pm
Fualkner, I said Q-19 didn't I. And how many points do i have to spend? I get confused.

And if this did happen in my secquence of turns the colonisation happened before my heads went murderously craaaazy. So it wouldn't have any effect on the numbers going there.

P.s Post 100 GO!
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nonanonymous on July 22, 2008, 03:38:47 pm
Could you roll for the wars in R-12?

+3 Farming:  Because so many are beginning to starve to death, the Nahuantl are beginning to get a grasp around the concept of farming.

+1 Language:  More adaptive signals and communications are becoming a necessity for the Nahuantl.

+2 Manipulators:  The Nahuantl now posses prehensile tails in addition to their hands and feet.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 22, 2008, 07:03:00 pm
Fualkner, I said Q-19 didn't I. And how many points do i have to spend? I get confused.

And if this did happen in my secquence of turns the colonisation happened before my heads went murderously craaaazy. So it wouldn't have any effect on the numbers going there.
Well, you have the 7 I gave you, plus...

Q-19 Settlement d% = 99: (As the dice gods taketh, they giveth also ;) )

The Jhiar'd move into this area, finding it a perfect area to live in. Birth rate skyrockets, and they send over a defensive attack to defeat the crazy heads. They drive them off, saving 5000 of the bugs. They move into the new settlement, as the old one is completely ruined (They can move back next turn.)

Very Successful Settlement: 2

TOTAL EP: 9

You may spend all that. You also have 2 left over from last turn, so you may spend, in total, 11 EP.

Could you roll for the wars in R-12?

Is it a civil war? Erm... why would you kill off your own troops? I didn't really understand that part, but if you're willing...

Event roll: 23%
Agressors: 11
Defenders: 11

Combat: The agressors charge into the Nahuantl settlement, screaming warcries. Luckily, a scout returned, warning the others. The defenders hide, and when the agressors land in the settlement wondering where everyone is, they are ambushed. In all, about 1000 casualties were reported. (Tactics +2)
Title: Re: Evolution: Not a debate, a forum game.
Post by: Duke 2.0 on July 22, 2008, 10:55:02 pm

 Yes, I did mean for a school to split from the others. I figure that being a more physically dominant water creature, I can have 'em statr to bug the coastal civ's before getting them on land.

 Err, expect a roleplay post by next turn!
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nonanonymous on July 22, 2008, 10:57:42 pm
The reasoning is that there's not much unity amongst the larger clusters of Nahuantl, and not much civilization either.  I need to spend more EP so I can get them into a mindset that involves expansion.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Tokay on July 23, 2008, 10:17:36 am
Krrr-Rrr Phii was the firemaster of the southern town Huii Urr. He was also known for having more seashells an Tokay could ever imagine. His ditch had seashells covering the ground everywhere and in the middle there was a huge pile of seashells with the largest seashell Huii Urr could find on the top.
He was usually sitting in front of that pile, studying the seashells, only leaving them to light the fires in the evening or going to the beach to search for more.

One day whilst searching for seashells, he just couldnt find anymore of them. He searched the beach for 3 days but no seashells was to be found. He looked out over the sea and had an idea. He had realized that on the other side of the sea, there must be another beach with seashells. Maybe it would be possible to swim across?

He gathered the others at his ditch and told them about his plan to swim across the sea. At the thought of unfound land with unfound treasures many Tokays decided to follow him there. The idea of going to the land on the other side of the sea spread between the towns and eventually, a thousand Tokays had gathered at the beach to swim with Huii Urr.


In a town on the plains of the northern part fo the island a Tokay has started to build a roof over its ditch using sticks with from trees with many broad leafs to protect itself from the rain. The other Tokays in the town copy it and soon everyone in the town has built a small hut.
____

750 Tokays from J-6 and 250 Tokays from K-7 move to L-8 to make a colony.
For the hut building i put 2 ep into a new tech, construction.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nilocy on July 23, 2008, 11:59:12 am
Ok then, EP into:

6EP into senses: The recent attacks and civil dissarrey has weeded out the blinder kin of bugs. Theres now a more complex set of light senses on the bugs. And they have better antenne sense.

1EP into tree cutting. The bugs are becoming more effecient at chopping trees down and the construction of tree cutters.

1EP into genetic aquisition. The recent failure, and horrific deaths of a colony, have weeded out the weaker head bugs, ensuring their genes will not be passed down.

3EP into Hieracy: The recent crashes with unknown species and civil disruptions have persueded the heads to organise mothers, warriors and workers more efficiently in the times of need.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 23, 2008, 12:21:01 pm
The reasoning is that there's not much unity amongst the larger clusters of Nahuantl, and not much civilization either.  I need to spend more EP so I can get them into a mindset that involves expansion.

Ah... good RP! Expect EP in your future.

And Duke:

Southern Expansion d% = 15:
(I'm going to assume that enough went to survive the travel with 1000 left, so... 2000.)
The travel is harsh and the predators strong. But they eventually make it to the southern peninsula.

The Southern Peninsula d% = 29:
The water here is fraught with danger, but has enough food to get by. While establishing territory, 500 die.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Aqizzar on July 23, 2008, 02:13:35 pm
Hey Fualk, forgetting somebody?

When did you add that Dividing Factor/Litter/Death Age bit?  And why's mine 100/6/12?  What effect does it have?
Title: Re: Evolution: Not a debate, a forum game.
Post by: mutant mell on July 24, 2008, 04:54:14 pm
And do I get a post measuring any notable progress/events that occur because of me?
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 24, 2008, 10:01:32 pm
Aquizz, you'll get your update in a couple hours. SWAMPED this week guys, I'm truly sorry. The factors are to let you have to parameters of the birth-death cycle you each set up differently, but to keep the factors relatively balanced.

Mell, the reaction is up to a1s. I can't do anything, the choice of what to do is with a1s.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 25, 2008, 02:43:14 am
Aquizzar:

You succeed. I don't have the time to write flavor right now.

Tokay, you got a 1. They all drown.

New turn tomorrow morning. Sorry for the horrid post, but again, in a hurry.
Title: Re: Evolution: Not a debate, a forum game.
Post by: a1s on July 25, 2008, 05:23:43 am
like I said in that city game- crazy time right now. sorry for not posting.

first things first:

curledRoot, the leader of a scout party had returned home, only to see that
his home has been destroyed by saltwater, the sickly survovors occupy hills, and there isn't a Sapling in sight. troubled by this he leads all who will follow (wich is half of the populace) to the newly discovered land. they also pick a few other adventurous settlers along the way (1000 from each hex). the settelers bring most of the newly made dried food with them.

inhabitants of T23 and S24 are unnerved by the rising river waters, some try to dig a canal for the water away from the main settlelments (without tools), while others move to higher ground within the same territories.

Bigleaf, a former scout, claims to have seen a bird that didn't *smell* right, and could dissapear at will. his friends agree the event was strange, and spend a day unsuccessefully looking the land over for more phantoms. All but Bigleaf (who is allways on the lookout for fake birds now) forget about it in a week.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 25, 2008, 01:26:16 pm
a1s: Which hexes are you moving to? (I'll do the move immeadiatly, but next turn must start now, it's unfair to have the others wait)

TURN!

The pouring rain comes to a sudden climax, as gallons fall from the sky at a time. The world seems to be drowning itself, and all upon it. For the Kadesh, the Tokay, and especially the Shrike, this is a good thing. They cheer on the rain, hoping it will flood the world. The Morrosur believe the cyclone is the source of the rain, and this downpour is the end of the world. They, however, survive because of their effective dams. The Nahuantl climbing in their canopies are also safe from the downpour. The extra water helps the Plantwe to grow, but also causes some root rot in the older plants. Yes, all of the creatures on the isle weather the storm. Except for 1500 Mii'Ari pinned in a canyon. The extra water cause the canyon to flood and connect to the nearby lake. The flood destroyed everything and killed half the inhabitants.

The torrential rains stop, and the world dries out for the first time in years. During this time, however, fungus has been growing, and has gotten enough of a foothold to continue spreading...

Global Climate: Temperate, with mostly clear skies.
Global Event: Fungus is prevailant, many types both beneficial and dangerous.

M23: The fungus here grows amazingly quick, and there grows a fungal forest.
Various: Glowing spores given off by the forest spread over the land. They float very easily, and where they land, another patch of mushrooms grow. Every race sees at least one, more depending on proximity to the patch.

Populations will be done momentarily.
Title: Re: Evolution: Not a debate, a forum game.
Post by: a1s on July 25, 2008, 01:52:53 pm
I didn't get any clarification on that (see my pre-previous post). basically it's whichever one that was successfully settled (R24 I think...).
Title: Re: Evolution: Not a debate, a forum game.
Post by: Dwarmin on July 25, 2008, 03:37:39 pm
Precious fungus! Manna from Heaven!  ;D
Surely the Morrosur are blessed lol
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on July 25, 2008, 03:56:10 pm
Okay, want to tell something to everyone. For every point of food density, a hex can support 100,000 of a creature. If the creature is larger, it can support less, and viceversa. Also, farming, advanced foraging, great digestion, etc. will allow more creatures to live there.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Dwarmin on July 25, 2008, 08:01:51 pm
This was found in a strange stone circle located in the plains....they're might of been more but there was too much radiation for us to stay long....

As surely as the great light rises and sets each day, so now must a time of peace and growth follow so much hardship. The great beast that dwells upon the rolling water-who we have simply named “The Eater”, is horrible in his wraith. The world would of surely been destroyed had he not been pacified with our gifts-it seems he prefers blood most of all, as he consumes all who approach. So the tradition has been laid down-a dozen Morrosur every 10 years, volunteers, those who bravely choose to slake the monsters thirst. And behold…the grief of the blue roof has ceased.

With the ending of the great floods, the world is changing again. Already we had noticed that fungus had grown in damp areas, so we were not surprised that now it grows everywhere. We have already discovered many new varieties; many are both delicious and nourishing.

*Illegible* news of all! A capital for our people, a *Illegible* meeting places where the tribal leaders may convene in times of trouble. It is being built upon the lands of the Bonelord tribe, as they have been the most active in the manners of diplomacy. The walls haven’t been laid yet, but meetings are already taking place nearby. The first decision was such: The forest in which we live is growing smaller-already several daring adventurers have mapped the borders and noted spots of interest, So many tribes in the barrens have agreed to resettle and *illegible*  we are doing much to help them, *illegible* more food, more pe *illegible*

The rest of the slab shows evidence of burning and tool marks and is impossible to decipher....

Non-RP
V8 is in need of immediate resettlement-8000 Morrosur are leaving there

4000 move to W9
4000 move to T10

Each group has a complement of 500 additional skilled warriors taken from various clans who will return to their homes after the colonies seem self-sufficient. We’re sending them extra food and weapons, and tools when it can be spared, and shelters are can be made on sight and the fungus that grows everywhere is great for staving off starvation.

The fungus of course to us seems like a miracle, and were generally testing it out by eating it all-though we are also studying it in other ways, seeing if it can be used in crafts making, and trying to cultivate it and testing out other useful properties. Out sense of smell helps us here to find and identify them.

Finally were attempting to construct an 1 story adobe temple at V10 as a sort of capital building and meeting place-it’s the first permanent building we’ve tried to build.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Dwarmin on July 26, 2008, 09:57:10 am
I've been thinking Faulkna, tremor sense and digging should probaly be reduced by 1 EV point every turn to simulate the loss of those traits.

Tremor sense will be totally gone, but reduce digging until you decide that our tools make up for the loss. In return the loss of eyesight should'nt be hurt us as much, if you assigned any specific disadvantage, maybe we could gain points into enhanced smell based upon your judgement. Sound good?
Title: Re: Evolution: Not a debate, a forum game.
Post by: Aqizzar on July 26, 2008, 12:59:13 pm
Without really knowing how my frogs are doing, I'll just kinda stab at this one.  You will figure out my EP earnings for the last turn and add them right Fualkner?

I'm in a hurry myself this time and can't write up a big RP-ish post.  Be back in a few days.


The Kadesh are living it up on the fat of the land.  After a generation of flooding and now fungi falling from the sky, the amphibious scavengers are swamped with food, and happily sit around munching on whatever they find.  Some of it is dangerous of course, but they don't pick up much from the experience save a “eat this, don't eat that” bit of understanding.

All the same, the Kadesh who've traveled up the rivers into the mountain came back with tales of glowing lights floating through the air.  The lights are drifting into the river valley now, and the Herd leaders are eager to know what lays up beyond the mountains.  They're having a hard time persuading anybody to go though – mostly the Herd just sits around growing.

They know the fungi and lights are connected though.  Some Kadesh who came back from the mountains tell tales of eating certain spores and caps, and seeing sights like nothing before, and believe themselves capable of talking to plants and insects.  They're not paid much mind, but their wild gestures and seemingly limitless memory have inspired some greater sense in the Kadesh.  Though they have little to talk about, they suddenly have more to say.

(Behind the Scenes)  The shroom bit isn't flippant – the Kadesh are getting smarter with no impetus.  They're picking up real language sense and individuality beyond their simple herd-like existence.  The lights in the sky and wild tales also make them think of a world larger than whatever they're eating at the moment, and of life within things they can't see.

Points will be split half between language ability and a new skill – Spirituality.  As of yet, it's just a primitive shamanic belief in spirits that live in all things.  The Herd has moved a bit southwest too – enough that the population numbers of F-10 winds up in G-15.  Mostly they just eat and breed.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nonanonymous on July 26, 2008, 06:34:32 pm
Loqoatl smiled on her Children as they gathered to hear her address.  Despite their hardships, they had managed to prevail above the terrain and even thrive in it.  "The stars have spoken Children, and what they revealed to me will bring about a great change for our people.  In order to better serve ourselves, we must divide by our skills.  Those who hunt and fight shall be the Fangs, the growers and gatherers shall be the Claws, and I shall be seated at the Head."  The Nahuantl below cheered at this, even without quite understanding it themselves at the moment.  "Those who are birthed will be divided into the castes as well, and apprenticed to the most experienced of you throughout their lives.  Soon, we shall be the most powerful of all the Nahuantl, but we shall not turn away those that wish to join us and accept me as their Spirit Mother."

[OOC:  2 more EP into farming, and 4 EP into caste systems.  The first steps to greater civilization are beginning, and along with what's going on there, a few Nahuantl have been sent out to gather more followers to assist the budding society, as well as to investigate the source of the glowing fungal spores.]
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nilocy on July 26, 2008, 07:11:33 pm
With the great changes in the sky the Jhiar'd are now beginning their second phase of expansion into the unknown. Sending hundreds of warriors as scouts out into the wilderness. The word of a new source of heat, the volcano, comes as a shock to the bugs as they've never experienced this before. As inquisitive as they are they decided to see if they could exploit this source of heat. Accidentally some of the workers fall into the magma pit chirping and whistling in distress as they fall, they never return and this sparks fear within the colony, this force of nature that can kill without warning. Some bugs do manage to reach the lava pit and investigate it further without great losses but a better understanding is achieved. The local Heads are trying to understand this new amazing source of power and one self obsessed head suggests that bugs should be sacrificed in order to please it. The idea catches on, and even in this unsustainable environment they continue to offer bugs to the lava. Meanwhile at the home colonies the mothers and heads are preparing another fission which will result in a continued expansion.

My turn.
A new religion (Lava praising) is established with some moral codes.
Expansion into Q15 (our side of the mountain), O21 (The coast) Q21. 2000 bugs from the two 10000 population colonies.
Scouting of the coast on our side of the lake(river?) and R24.


Title: Re: Evolution: Not a debate, a forum game.
Post by: Dwarmin on July 28, 2008, 08:26:39 pm
BUMP! We will not fall off the "Various Nonsense" board!   >:(
There is one dwarf yet on this thread who still draws breath!
(http://tbn0.google.com/images?q=tbn:0GRou5eZvTGTdM:http://www.tvsnob.com/pictures/Gimli_With_Axe.jpg)
Title: Re: Evolution: Not a debate, a forum game.
Post by: Asheron on July 29, 2008, 05:27:10 am
The Jhiar'd's new religion is still chaotic and divided between different beliefs.
One of them is the cult of Nevon, a cult of lava, curiousity and honesty. The few cult members that exist say they see an image in the lava of a strange creature, standing on two feet, covered in rough scales, with a long tail, it's head shaped as the small lizards that crawl around the land.
However, these cult members do not believe in bug sacrifice. They do, however, offer some of their spoils of hunting. Nevon is also seen as some sort of a patron of inventors.
It is yet to be seen if this religion will prosper, or if it will die out prematurely.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nilocy on July 29, 2008, 03:36:28 pm
Yey! Cultural divisions!
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nonanonymous on July 31, 2008, 07:48:50 pm
Bump.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Aqizzar on July 31, 2008, 07:55:43 pm
Yeah, c'mon Fualkner.  I feel sorry for my frogs.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Dwarmin on July 31, 2008, 08:44:20 pm
Hey Faulkner, i'd be perfectly willing to take over this game for you if you don't want to play anymore-assuming anyone else still wants to play?
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on August 01, 2008, 12:11:07 am
Hey Faulkner, i'd be perfectly willing to take over this game for you if you don't want to play anymore-assuming anyone else still wants to play?

I would still do some stuff, but yah, I have a workload now and updating this is getting difficult. I'm sorry for all the delays. Yes, you can take over, I'd still like to do some of the writing, perhaps play the deities. That way, when people start religions, they don't have to wait for other people to post that may not ever respond.

Thanks for taking over Dwarmin, if you give me population numbers, modifications to the map, etc. I'll edit them in.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Dwarmin on August 01, 2008, 03:45:55 am
Well seems i'm taking over for now, so here are the results! Tell me if missed anything. Things i've marked with an * are problems that have to be dealt with in your next turn some way.

EDITEDITEDIT:Adding Dukes turn

EDITEDIT:Adding A1s turn ooops....

EDIT: Okay Faulkner told me to make bad rolls !!REALLY BAD!! and consistent across the board, So im upping Kadesh casualties. If your wondering why the Jhiar'd had such a hard time it's because im assuming that every additonal colony you attempt to make in a turn taxes you resources and man(?)power further and further-you can risk it but expect to face more harsh penalties for failure, and more rewards for success. I'll start the new turn in a couple hours, after the map and pop gets updated. Reserve your post so I know who's still playing...

1. Kadesh
Minor Migration D%=12
Travel takes its toll on the Kadesh as they make a gradual shift into new lands. Mostly the older and youngest fall behind and are consumed by new airborne predators that snatch them from the surface of the water or wait for them on land. These beasts are named the "Blur" for the speed at which they move. They are starting to swell in population as of late…all in all, the losses are significant, but in some cases viewed as beneficial in culling the weak. These encroaching beasts are viewed as a potential threat that must be dealt with if possible.
-1500 Population

*New Foe, "The Blur": These viscous beings are a distant offshoot of the Jhiar’d race, but no one seems to have told them that…they greatly outmatch an individual Kadesh in land combat with ability to move through the air at great speed and long slashing arms that can clove a warrior in two in a fraction of a second. Surprisingly, their colonies are built in the treetops instead of the ground, and are made of wood pulp. Their numbers are much fewer than the Kadesh and they seem less organized, though they will attack unceasingly anything that approaches their territories. Indeed the areas populated by the Blur quickly become barren of animal life, as every bit of biomass is consumed to feed the ever-expanding hives. They are entirely centered on the forest in G10 and will spread if not checked.

Spiritual D%=52
The new religious beliefs of the Kadesh are generally accepted among their population, though most ignore it for more physical matters.
+2 Spirituality

EP
Base: 7
New Foe: 1
Successful Migration: 1
=Total: 9

2. Nahuantl

Farming D%=93
The new farming techniques of the Nahuantl are immediately improved by the unification of labor. Several skilled Nahuantl can know call themselves farmers, and provide a small but stable bumper crop for their tribe.
+3 Farming

Caste Systems D%=95
Skilled diplomacy by Loqoatl results in widespread support amongst her people, and she is hailed as the first and greatest rule-maker for generations to come.
+5 Caste Systems

Follower Gathering D%=9
Despite the success in their own clan, many outsiders are extremely wary of such new ideas and turn away the warriors, or in some cases even attack them on sight. Counter attacks are quickly ordered, and battles tend to be short and bloody-casualties are taken but they win eventually. Instead of execution, most non-combatants are taking prisoner and forced to work. If there is an upside, the blood spilt has resulted in new tactics.
+1 to Tactics
-1000 Population

*Slaves: Though many higher ups of the Nahuantl refuse to admit it, the captured prisoners are being put into the most strenuous and back breaking of work against their will. The value of such workers is unquestionable, as it frees many others for more essential work, and even free time. But a subtle disquiet runs through the population, a moral schism that needs to be dealt with.

Exploration D%=16
The new landscape is quite dangerous, but deaths are inconsequential and a few new things are found including…

A) A blue and white spotted mushroom that is hollow on the inside and is hard as stone-a few Nahuantl suggest using it to fight with, as to deflect blows, but the warriors are reluctant to burden themselves with it

B) A Bright orange Lichen that causes madness in all who approach it. Those infected begin to weep hysterically and endlessly and lose all will to eat, drink or sleep and are usually killed in mercy.

C) A red mushroom that feels warm and fleshy to the touch-closer inspection revealed an odd insect that seems to live all throughout, and yet doesn’t damage the plant.in any way, instead protecting it from other bugs.

In other news...
*Contact: Scouts have located an odd insect race that has begun to busily tunnel into the hills on the opposite side of the mountains. There has been a few small skirmishes, but is seems to have quieted down for now..
-105 population

EP
Base: 7
Farming: 1
Caste System: 2
=Total: 10

3. Jhiar’d
New Religion D%=91
The lava praising quickly spreads throughout the colony and nearly thousands pf Jhiar’d quickly gather and volunteer to toss themselves into the magma. Foreseeing this the head bugs set up a daily allotment of sacrifices, and it’s not coincidently the more deranged and non-conformist that are sacrificed.
-100 Population
+3 Spirituality

Q15 Colony Expansion 1 D%=44
The colony arrives intact, but they soon realize strange creatures are watching them from the treetops-they are quickly chased off. Not too long afterwards, a few are caught and killed. Not long after that a small troop of bugs on patrol are ambushed and take heavy losses before retreating. Nevertheless, the colony is not slowed in any way-it takes a long time to chew through the tough bones of the mountain, but they eventually establish a bulwark against these strange creatures.
-450 populations, Colony Success

021 Colony Expansion 2 D%=63
Close proximity to the larger colonies assures the safe arrival of the settlers. They find a remarkably placid, if not so bountiful area. A strange type of beast stalks the water, snatching a few foolish workers, but that’s the limits of the danger, and the scouts had already warned them. They quickly establish a robust and peaceful colony-even the head bugs visit for rest and relaxation now and then.
Colony Success

Q21 Colony Expansion 3 D%=13
Expanding into the forests Southward, the Jhiar’d do not claim the land as easy as before-reinforcements and supplies are somewhat limited with all the other expansions going on. They find an odd land stripped of plant and animal life, with strange empty nests of wood pulp built into trees. Well mostly empty…a few dangerous mantis-like beings that can easily destroy a dozen Jhiar’d in single combat occasionally swarm from across the river and kidnap live and screaming Jhiar’d to a undoubtedly cruel fate. Even worse, the ground is muddy and moist and digging shelter is nearly impossible. They fight to maintain a toehold in the horrible land, but too many die due to sickness, disease and starvation and the monsters-they withdraw in shame back to their homes.
-1500 population, Colony Fails
 
Scouting D%=55
Long range dispatches of scouts along the shores and the distant lands reveals much. First that the rivers on the edge of their forests are quite calm, and are infested with strange snatching monsters that strike from the shore. Word spreads of the danger in the water, and few go without caution. The group that returns from R24 seemingly speaks in riddles-about plants that can move like living things, and how they avoided contact when approached. They are all summarily executed for such blatant fabrications, but privately some head bugs wonder…

EP
Base: 7
New Religion: 1
Successful Colonies: 2
Failed Colony:-1
=Total: 9

4.Plantwe

Tool Making D%=80
The councilors arose from their lofty seats-before they even “spoke” out loud the scent of affirmation had already begun to spread through the chamber. Bigtwig was given the go ahead to procure more of these tools, and teach others how to gather and use them  The naturally inquisitive Plantwe quickly adapt-Bigtwig even figures that some can be used to kill and others can be made to build.
+3 Tool Making
+1 Weapons

Exploration D%=46
The 50 Plantwe sent to the far lands in search of the odd smell return with their numbers greatly reduced by predators, but the information they bring is vital. They tell of large creatures covered in fur and holding tools similar to what they have just developed. Apparently the mutants didn’t notice them, and they certainly didn’t show themselves. Oddest of all, the creatures didn’t make smells of communication and yet seemed intelligent as the Plantwe themselves. Of the strange things reported, they see nothing.
-40 Population

EP
Base: 7
Tool Making: 2
=Total: 9

Shrike

River Adaptation D%=7
Precursory searches up the river are disastrous. Shrikes are slowly adapting to fresh water, but they are still sluggish and weak-easy prey for the more vicious predators, as well the occasional aggressive Kadesh hunting party. Your Shrike are also being harassed from the air by the “Blur” (See the Kadesh above for information)-they have little defense save for diving deeper into the water. And of course with the loss of valued warriors, comes the losses due to a lack of defense, as opportunistic aquatic predators prey on the defenseless young. Your dead are heavy, but you deep down the Shrike realize that staying down in the dark seas would have been far worse in the long run. Through pain comes strength, as always…the survivors are the ones that are most able to thrive in these new waters.

-5000 Population
+1 Freshwater Adaptation

Food gathering D%=23
The far southern group of Shrike manages to survive another year, though the population stands on a knives edge. They find a small reef that hides almost their number-a third volunteer to head back North with news rather than burden the colony with them. Though none say it out loud, many believe they will not make it. In the coming months, many more die before the population stabilizes out. These Shrike who survive are both hardy and nearly mad…now they fight for what’s left of themselves as well as their lives.

250 Shrike leave and attempt to find they’re way back North
Another 100 die from the difficult conditions

*Desperation: The remaining 400 Shrike are in dire straits-they contemplate involuntary cannibalism rather than losing their colony completely. Others disagree, saying that only if they begin to consume their brothers, they will be unworthy of surviving in the first place…
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nilocy on August 01, 2008, 06:06:44 am
Faulkner, you'll have to update the posts if you don't mind. I'm getting a bit lost with my races advancements and stuff. Any way to let dwarmin do this for you?

P.S Thanks Dwarmin, good to see this game back up and running.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Asheron on August 01, 2008, 07:59:44 am
Just a little question, how are dieties going to work? I've introduced mine now, but I'm unsure what I can and cannot post, ( that is, if i can post ).
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on August 01, 2008, 10:58:38 am
For every X* number of followers, you get 1 deity point. Points do not stack. 1 Point is enough to give a race a +2 boost to learning anything within your domains.

3 is enough to boost population, 5 is enough to create a minor artifact. So on and so forth. Assume that you can kill 1000 of something with one deity point.

*Dwarmin may decide how many this is, and he is free to change these rules as he sees fit.
Title: Re: Evolution: Not a debate, a forum game.
Post by: a1s on August 01, 2008, 12:07:54 pm
[reserved for turn]
//it would seem I didn't get EP last turn (or any rolls really, all my [very simple] actions had just enjoyed moderate sucess). I'll just assume I got 5. I'll develop movement by 1 more point (to 3), object manipulation by 2 (to 8) and 2 go into language (to 11)

"it was on the third growcycle of my life that I smelled the *sourFlowery* pollen of the west. My mentor, twigLeaf, claims that it is sent to us by the Notbirdsmell, and as a Smartstalk he probably knows. He Smellmade that we need to go find the source of the stuff, and that he chose me, and half a branch1 of others to do it. We leave at sunrise, I miss this land allready"
--from the diary of lightRoot the stemleader.

It was madness! It was offcourse true that the Plantwe weren't always kind to other plants, they could usurp water or light or fertilizer. That was ok. That was survival of the fittest. But this?! Bigtwig stood before the council with a branch torn off a nearby tree, with it he had already killed more birds than the rest of his hunting party and was trying to popularize his invention. and he wasn't even a talkSmarts! The councilors deliberated in subdued smells as he waited for his fate...

NON-RP: a group of 50 Plantwe from R-24 are going towards M23 to look for mutant mell.
also Planwee are on the verge of discovering tools, will they make it? won't they?






1
Spoiler (click to show/hide)

Title: Re: Evolution: Not a debate, a forum game.
Post by: Nilocy on August 01, 2008, 12:38:07 pm
[RESERVED] Said the man with no face.

yeah ill post my turn here. Howl ong before the first 3 pages are updated?
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nonanonymous on August 01, 2008, 10:23:39 pm
[OOC:  +3 tool making, +3 construction (ropes and such with vines), +1 electromanipulation, +1 language, and +2 tactics.  I'll get to the rest later.]
Title: Re: Evolution: Not a debate, a forum game.
Post by: Duke 2.0 on August 02, 2008, 09:57:05 am

 Lets see...

 The waters have gone. No longer is the surface a place to grow accustomed to the strange water. Even so, the bulls feel it is time to find the source. Time to find what the kadesh have been holding in the center of their domain. Bulls from all the major schools collect on the borders of kadesh territory, the waters humming with the rapid messages of electricity they use.

 Suddenly, all humming stops. The attack has begun! The Shrike jet around the bay, any and all life being devoured. Anything that moves except for fellow Shrike get shocked. The move like wolves over the many beaches and corals of the bay.

 And yet, they found nothing. No kadesh. This troubles the Shrike. They were expecting a feast, a glorious battle over the bay. Some of the bulls move towards the outlet of the river, observing and studying the strange water. They have spent generations growing accustomed to this water, and find no problem with it other than the current.

 Meanwhile, nearly 750 miles away is the southern school of Shrike. Their journey has been slow, focusing more on making a living where they stand than migrating. They start a search for any place where they could live, because moving like this any further could doom them all. Even the mothers and pups are taking active part in the hunts, just to get enough to live on.
 Even in their simple brains, they know that if they stayed there would have been starvation anyway. Some return to near the surface, observing the small layer of freshwater their parents used to grow accustomed to. However, instead of freshwater they found small spores. At first they wre confused. They shocked them, but that didn't cause any movement. It smelled like food, but didn't act like it.
 In their hunger, they decided that it was best to try it out. They would nip at the spores, a megar meal that helped their hunger and supplimented the hunts.

 Anyway, no EP investment this time. I'm saving up for a grand evolution, and having them focus more on moving then growing. The southern school should be more of a migration and less of a general growth. The northern tribes are moving into former kadesh waters, a little shocked by the lack of prey. Now just having them grow here before moving up the river.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Dwarmin on August 02, 2008, 12:12:22 pm
Duke 2.0: So you are you actually moving population this turn? if you are then give me the specific hex-but if your not never mind heh heh...

For all players, here's a Hint: Migrating your whole pop will *probaly* succeed no matter what, but expect some casualties even in the best roll.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Nilocy on August 02, 2008, 12:49:46 pm
oh, question. Dwarmin could you maybe hold the next turn off and fix up the maps/population stuff? Maybe even start a new thread on the forums. Cause i like to know where i've expanded and things, I'd be willing to help collate all the turns and info into one new thread if you want?
Title: Re: Evolution: Not a debate, a forum game.
Post by: Dwarmin on August 02, 2008, 01:08:28 pm
Yeah my thoughts exactly...send me all the info you get in a private message and i'll make the new post.
Do you mind Faulkner?
Title: Re: Evolution: Not a debate, a forum game.
Post by: Fualkner on August 02, 2008, 10:04:46 pm
Ha, not at all. In fact, it would be easier for you to do all the updating. Again, I'm sorry for making you all pack up like this, and thank you all for being patient with it.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Duke 2.0 on August 03, 2008, 07:27:40 am

 Hurah! Movement!

 Now to have 'em settle. E27 or H28 would be good places, being isolated bays. As for the main population, they are moving into previous Tokay waters.
Title: Re: Evolution: Not a debate, a forum game.
Post by: Dwarmin on August 03, 2008, 03:31:20 pm
We've Moved! No more posting here

http://www.bay12games.com/forum/index.php?topic=22241.0