Civilization Name: United Collective of Spore
Theme: Fungi
Day 2 Entry, Day 4 in other countries: Collective Assessing. Suggest investigating other technology? Reassess threat.
Threat Assessment: Satyr are noted to be fast creatures, however our numbers still allow us the advantage. There is little reason to be afraid. The giant snake however seems to have their aid, which makes combat against it pointless, we cannot properly wear it down. It's speed is also many times greater.
There seems to be some sort of illusion over the forest, making Pathing difficult. However, we completely counter this by being able to update our knowledge in real-time. However... Other groups would likely have far more trouble, and it is the Spore's collective opinion that current operations should be aborted for now. Without greater speed battle won't be possible, and the fighting would drag on for far longer. Better to let the other group fight first. The Spore returns home to regroup, for it seems that there is easier prey nearby, and our first Infectors are being grown.
Home Territory: Underveil
Underviel, located on the shoreline, the United Collective have risen from underwater to land, and shall begin their spread.
For that which feeds on death and sups on life shall never end. For the Spore!Other Territories:
Owned Strategic Resources: Biomass- Used to develop new Spore strains, create troops, covert other races, or restore Spore troops to full health over time. Can be harvested from fallen troops, or local fauna/flora.
SR AmountsBiomass: 200(+100 income)
Research Points: 4(+2 income)
Recruited last turn: 160 Sporelings.
Losses last turn: 291 Sporelings
Current Troops:
x1709 Sporelings: NEE, location Shadowed Woods.
x 160 Sporelings: NE Home.
Creating This Turn:
x 39 Sporelink Slime Infector: 19.5 Points, 200 Biomass
x 143 Sporelings: 143 Points
Heroes:
Supplies:
Recruiting this turn: 162.62 Points Available. 162.5 spent, 0.12 unused.
[(1+1) * 100-((Sum of troop point costs)/50)]
Day 0(Day 2)
(Cost 1/ Project Cost 2/2) Sporelings: A form of shambling fungi shaped like a blob, they eat their foes through the rapid creation and growth of fungi in the target once they engulf them, and are hard to kill due to a non-centralized system, though destroying the mobile core, the brain so to speak, will do it. Weak to fire and heat. Does not need to breath, but gathers air from both water and air to aid it's processes. Will increase in size and number as biomass is made/gathered from the dead.
The only way to prevent them from repopulating their number from their own fallen is of course to burn them completely after killing them. Bring lots of fire.
[Note for the GM: for the core, think slime core. That is their basic structure after all.] [Weak to fire/heat drying them and burning them. Get one on you, and that part is infected rapidly. You'd need ridiculous antibiotics/specialized recovery magic at that point, if you actually survive in the first place without your entire body becoming a fungal colony and body functions dead as a result. Given it is on you at that point, that is the likely result, since they come in numbers.] [Other types of magic than fire may or may not be very effective. Depends on function.]
Day 1(Day 3)
(Cost 0.5-Biomass 5/ Project Cost 2/2) Sporelink Slime Infector: A small round spore that moves around with a lifting gas. These spores are specially designed to survive any level of acid. Their main purpose is to infect Slime cores and take control of them, creating Spore-Infected variants under our control. The slime ingests the spore, but cannot dissolve it, as it infects the core. Sporelink Slime Infectors maintain their link to the Hivemind, but can't leave once infecting the slime. Biology of the afflicted remains the same, only under Spore control, if host dies, so does the Sporelink Slime Infector. Opens up the ability to create a new spore strain, using the infected as the basis.
[Note for GM: Sporelink Infectors are specialized to take control of targets. Their names change to {Spore-Infected (Name of target)} once they've done so, and still cost the same. If the infected dies, they die. Since I have them, it should also allow reverse-engineered research into creating that type of unit, so long as I have them, using Biomass rather than points.{since that is something my special resource can do. (If not, clarify please.. As it may be something else overlooked, what were your thoughts on the SR I made.)}]
Completed
Technology: United Collective of Spore Hivemind- 16/16: The unique ability of the Spore to be a single conscious of made up of many fungal colonies main minds. Death is but rebirth anew, as it spans beyond mere physical limits.
Prevents loss of information due to unit death, helping greatly in scouting forces
Allows near perfect coordination and near-instant reporting times.
Battle Experience for troops is retained, allowing the Hivemind to learn from mistakes.
In Research
Technology: Refloral Bloom- 0/10: Allows dying fungi in Spore troops to be used in the rebirth of new blooming fungi. This effectively allows them adaptive resistance and regeneration of a sort.
Grants [Death:Rebirth Regeneration] to Spore troops that make use of Biomass in their body makeup. The newly created fungi will have a resistance to whatever killed the old bloom. Resistances only apply to chemical/elemental damage, not physical. Does not apply to damage caused by fire. Note that full loss due to body destruction will prevent [Death:Rebirth Regeneration]. Only applies if unit does no die in one hit..
Boosts researched resistances' effectiveness, other than physical and fire.
To GM Note: Fungi can grow on themselves, so the dead will be used for new life. A regeneration of sorts, but not a normal one.]
And now for something different.
A brief synopsis of UnderveilUnderveil grew beneath the waves, feasting on biomass. From the first sphere, until the many became the one, we grew beneath the waves. Eventually we no longer were content, and our central city of fungal flesh emerged above the waves. So done, we adapted, and our reach grew to the land, before eventually forming the first fungal colonies separate from the main mass.
The first Sphere is a glorious structure strecthing above the waves, the secondary spheres and their reaching tunnels flooded, nutrients extracted from the water. The spheres on land are different, hardier, connected to the water of the land and of different make. The ones underwater do not share a weakness to fire as we on land do, but the Spore colony underwater is adapted to the water, and has not yet gained the ability to move without it.
A Spore's Fortress is one of these large spheres, often placed in or near water-rich environments. They are a home for bodies to rest, and minds to sleep within the Collective. The main benefit is that those who rest near them are far livelier and o not suffer from what weaknesses they have as much. Landwalkers can leave, for Underveil is not the land, but that underwater, and none of you can breath there. We will not be destroyed no matter how much you try. Resistance is futile, so join us instead. We promise a life free of bodily concerns.