The last thing you remember is, well, nothing. You quickly made a nest, and got more to help you grow and gathered some biomatter for a ‘rainy day.’ You are the Swarm, the Swarm is you.
This is an SG about building up your swarm to untold heights on a dreary little planet and maybe one day to the rest of the universe(if this game goes that long it will be a miracle). Some things you might want to know:
The members of your swarm, they are divided into 5 parts soldiers, harvesters, breeders, thinkers, and tinkers.
- Soldiers are your scouts and fighting force, generally they start off pretty weak but will grow to be unstoppable.
- Harvesters are the backbone of your growing swarm, they gather biomatter from the surrounding area for use in the swarm.
- Breeders are your main way of growing your swarm, other ways will be discovered later.
- Thinkers are how your improve your swarm, they get you Upgrade Points(UP) that can be used later for upgrades for the swarm.
- Tinkers are how you build certain buildings and units, they get you Build Points(BP) that can be used to build buildings and units to better the swarm.
The things your swarm has to grow and better itself, they are divided into 3 things biomatter, UP, and BP.
- Biomatter is the food to keep your swarm alive and growing, you gather this from your planet and your enemies. 1 biomatter supports 100 pop
- UP is the power to make your swarm better, you get this from thinker.
- BP is the energy to build the hard stuff, you get this from tinkers.
The structures that support your swarm, there are many, like your swarm.
- Nests: provides storage for 100 Biomatter and housing for 10,000 pop; cost 5BP
- Growing vats: produces 100 pop/turn; needs 1 biomatter/turn; cost 10BP
- Evolution Chambers: upgrades 100 soldiers into the next tier; requires 10 biomatter; cost 15BP
- lab: doubles thinkers output, supports 1,000 thinkers; cost 5 BP
- water extractor: passively gain 100 biomatter from adjacent bodies of water, requires 100 harvesters; 20 BP
- bio-vat: provides storage for 10,000 biomatter; 25 BP
- more to come
The 'techs' that you can get to make your swarm better.
- Larger mouths: 10 RP; soldiers eat part of the things they kill to get tougher, 1d100 percentage of bodies gained from raids and attacks goes directly to soldiers tier ups
- Mandibles: 20 RP; harvesters gather 10% more biomatter and soldiers kill 1 more person before being overwhelmed
- Bigger brains: 40 RP; thinkers give double RP and soldiers kill 10 more persons before being overwhelmed
- Flight: 80 RP soldiers evade better, kill 100 more persons before being killed
- swimming: can move over large bodies of water; 160 RP
- more to come
More to be added when discovered.
Your current surroundings give you a decent amount of potential biomatter to work with. Your swarm has 1000 individuals in it and you have 10 biomatter stocked up in your first nest. Your swarm allocation can be messed with. How do you wish to proceed?
The Swarm:
Pop: 1000 total (10% soldiers, 50% harvesters, 20% breeders, 10% thinkers, 10% tinkers)
100 soldiers(lvl1)
500 harvesters(bringing in 50 biomass)
200 breeders(growing 400 pop)
100 thinkers(getting 1 UP)
100 tinkers(getting 1 BP)
Buildings: 1 Nest
Upgrades: n/a
Resources:
Biomatter: 10
UP: 0
BP: 0