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Author Topic: Evolution: Life on Land: Turn 4 "Bay 12 Solves Climate Change"  (Read 4380 times)

Sensei

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Above an uncharted planet...


"I say, Gleebork, what a delightfully primitive garden world."
"Isn't it, Gorbulon? It's been a long time since I've seen anything so untouched."
"Hey... wanna touch it?"
"Heh... heh heh heh... I fancy a wager."
"I'll wake up the whole crew."



"Now, see all that green land down there? There are plants, but pretty much nothing that can move on its own that's larger than a Jubleck."
"Yeah, all the animal life is in the ocean."
"So here's the bet- who can pick a sea creature, and make it the dominant species on land first?"
"It's ten Megabux to join in, and winner takes the whole pot."
"Genetic modification only, no freehand, and no cheating with the death ray either."
"One last thing- don't mention a word of this to the Federation."



Evolution

This game plays a little like a "lazy" Risky Ventures. Each turn you do your own accounting!

To join the game, simply describe the sort of sea creature you want to abduct and mutate. Keep it short, not a lot of special features. You'll see a little more of what makes a complete description below.

Abstract:
Each creature gets a short description! Just a few sentences.

Size: The size your creature grows to as an adult. This is a number, and is roughly the order of magnitude of its weight, in Kilograms.
Spoiler (click to show/hide)

Population:
Spoiler (click to show/hide)

Features:
Spoiler (click to show/hide)

Intellect and Behaviors:
Spoiler (click to show/hide)



Selection

Each turn, you declare changes you want to make to your population and then let 'em loose. Then I'll write a report on how well you did.

Each change costs Money.
Money is measured in Megabux, ♍︎.
Making a change costs ♍︎1. Making a second change in the same turn costs an additional ♍︎2, for a total of ♍︎3. Making a third change costs ♍︎3 for a total of ♍︎6, and so on.
At the start of a new turn, you are given ♍︎2.

Possible changes include:
Adding a Feature
Removing a Feature
Changing Size (one step up or down)
Changing Intellect (one step up or down, one downgrade per turn is free)
Learn a Behavior

Calorie Requirements:
Your species has a Calorie Requirement, which describes how much it needs to eat. It is the sum of:
Size
Population
Intellect
Feature Bonuses

As you can see, big, powerful, and intelligent creatures need to eat a lot!

Getting Food:
This is mostly up to me! I'll consider your creature's advantages, the type of food it eats, and whether other species are competing for your food sources. Using my Super Secret Formula, and maybe some dice, of course. If your food is 2 or less BELOW your Calorie Requirement, you will LOSE POPULATION. If it is 2 or more ABOVE your Calorie Requirement, you will GAIN POPULATION. You can't control this directly.

Ending the Turn:
After you've submitted your changes, I'll write a report, tell you how your changes turned out, and tell you how much food you got. Other things, such as predators, climate changes, and hazards, will affect your population as well. You will gain your new money for next turn. If a species goes extinct which you're preying upon or competing with, you'll gain a bonus ♍︎2. There may be other opportunities to make some money.



Joining the Game

Just fill out this form, to start, and keep copying it with your updated details each turn.

Creature Name:
Spoiler (click to show/hide)

As you can see, you start with some basic modifications to make your creature amphibious. You also have ♍︎3, so declare one or two changes on your first turn.

Winning:
To win, be the only species with a Dominant population for three turns. I might move the goalposts closer or farther as I get a feel for the game, haha. There may be alternative winning conditions.

RULES ARE SUBJECT TO CHANGE FOR 24 HOURS
« Last Edit: July 20, 2021, 02:59:30 am by Sensei »
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IronyOwl

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Re: Evolution: Life on Land
« Reply #1 on: June 28, 2021, 11:39:46 pm »

Add feature: Mud burrow construction


Creature Name: Plorks
Spoiler (click to show/hide)
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The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Shadowclaw777

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Re: Evolution: Life on Land
« Reply #2 on: June 29, 2021, 12:32:30 am »

Creature Name:: Scarlets
Spoiler (click to show/hide)

Develop the proboscis, and allow the Scarlets to become hematophages and be able to drink blood from other creatures.
« Last Edit: June 29, 2021, 02:01:58 pm by Shadowclaw777 »
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Sensei

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Re: Evolution: Life on Land
« Reply #3 on: June 29, 2021, 12:40:04 am »

It occurs to me now, that shells should be available as a starting option. You may use them if you wish. By default shells are thin like those of a shrimp, providing little armor but not hindering mobility.
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Leonardo8

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Re: Evolution: Life on Land
« Reply #4 on: June 29, 2021, 11:06:51 am »

Adaptations: A strong sense of smell
A strong, adaptable digestive system able to squeeze nutrients out of rotting organical matter without falling ill.

Name: Verderame
Spoiler (click to show/hide)
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Powder Miner

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Re: Evolution: Life on Land
« Reply #5 on: June 29, 2021, 01:29:42 pm »

Spoiler: STOMPULONS (click to show/hide)

Add Feature: Make crustacean legs much larger and flat-ended.
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UristMcRiley

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Re: Evolution: Life on Land
« Reply #6 on: June 29, 2021, 02:47:59 pm »

Skorpi
Spoiler (click to show/hide)

Learn Behavior
Defensive Schooling, whenever a larger creature or plant dies the carrion inevitably draws large crowds of Skorpi while the Skorpi are more then willing to share food amongst each other they are resistant to sharing with other competitors and will attempt to drive them off this is often done by congregating together and aggressively waving they're forelegs at the interloper. While it is rare occasionally a competitor will within reach of the Skorpi in that event they will attempt to latch on and nibble the competitor to death though this almost never results in any real harm to larger creatures it can discourage them from competing for the carrion. The only other time that this behavior is seen is during breeding seasons where the Skorpi gather in large enough numbers to make this defensive strategy effective.

If this is to much for level one intellect just add a intellect for this turn
« Last Edit: June 29, 2021, 03:00:28 pm by UristMcRiley »
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a1s

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Re: Evolution: Life on Land
« Reply #7 on: June 29, 2021, 03:53:50 pm »

Spoiler: Megadont (click to show/hide)

Develop Air-Breathing Gills into more efficient lung analogues (can't breathe under water, but can process more oxygen).
Remove Amphibious trait.
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flazeo25

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Re: Evolution: Life on Land
« Reply #8 on: June 29, 2021, 07:18:53 pm »

Spoiler: Anirum (click to show/hide)

Add feature: Develop pinchers directly in front of face(infront of mouth) for crunching. Develop secondary feature improved Intellect.

« Last Edit: June 29, 2021, 07:38:40 pm by flazeo25 »
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Knightwing64

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Re: Evolution: Life on Land
« Reply #9 on: June 29, 2021, 07:55:02 pm »

Name: Xelqu
Money: ♍︎3
Description: A floating squid with sharp teeth and compact eyes.
Population: 1
Size: 2
Intellect: 1
Features:
Carnivore
Skin
Limbs: Tentacles with suckers on them.
Air-Breathing Gills
Amphibious
Climate: Cold
Calorie Requirement: Wip

Add feature: Gain a hive mentality and the ability to generate bioelectritcy like a eel to scare off predators.
« Last Edit: June 30, 2021, 06:23:47 am by Knightwing64 »
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Sensei

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Re: Evolution: Life on Land
« Reply #10 on: June 30, 2021, 12:05:44 am »

Turn 1

Each of you take turns abducting animals, after scanning the ocean deep for your darling sea creature of choice. Once the alien specimens are on board, you do some quick genetic sequencing, splice in a few features the make them move on land, and send a few members back to the population with their reproductive organs full of a payload of custom genes. With a flick of the time dilator, you can watch new members of your chosen species mature and move on shore looking for food and safety from the crowded oceans, just in time for brunch.


Add feature: Mud burrow construction


Creature Name: Plorks
Spoiler (click to show/hide)
The Plork is fat, and slow, and slimes on the shores.
Behavior: Mud Burrow Construction
With your modifications, the Plork digs a burrow which it hides in when it senses danger. Assuming, of course, it's near the burrow, it is safe from larger predators. The Plork has extremely simplistic intelligence, so while it can dig burrows in the sandy beaches it doesn't make very strategic use of them. Fortunately, it's a good enough defense against the Xelqu to prevent population loss. As an amphibious herbivore, it grazes mostly on seaweed. It gathers only 5 food, which is not a lot, but is enough for such a simplistic creature.

Creature Name:: Scarlets
Spoiler (click to show/hide)

Develop the proboscis, and allow the Scarlets to become hematophages and be able to drink blood from other creatures.
The Scarlet skitters onto hot, sandy shores.
Proboscis: The Scarlet's proboscis allows it to suck blood from other creatures.
As an omnivore, the Proboscis is a fairly specialized eating tool. It's not really capable of eating seaweed, grass, or anything else that requires chewing. There are large, tough nuts with milky innards on the shore, but the Scarlet cannot penetrate them. It can suck the blood of other creatures, but only if they are incapacitated or much larger than itself for its sucking to go ignored. The largest sea creatures tend to be swimmers not easily reached by the crawling Scarlet. It gathers only 5 food.


Adaptations: A strong sense of smell
A strong, adaptable digestive system able to squeeze nutrients out of rotting organical matter without falling ill.

Name: Verderame
Spoiler (click to show/hide)
The Verderame scoots on shore, searching for food, where it competes with the Anirum. It's not as able to eat some food sources, such as hard nuts, and it too is only scavenging on the ground.
Sense of Smell: The Verderame can smell potential food sources, and danger, from further away than most creatures.
Omnivore Scavenger: The Verderame has a highly active digestion system which kills foreign bacteria and parasites. It can eat rotting food and digest bone and cellulose which many animals cannot. +1 Calorie Requirement
While it's not that fast, it does a good job of searching out some food which is inedible or well-hidden from similar creatures.  The Verderame population eats 7 food.

Spoiler: STOMPULONS (click to show/hide)

Add Feature: Make crustacean legs much larger and flat-ended.
The STOMPULON stomps onto hot, sandy shores. Its exposed skin dries quickly, making for only short sojourns.
Hooves: The four legs end in large, flat hooves made of sturdy keratin.
As a carnivore, it mostly chases down smaller creatures. It often encounters Scarlets, which can outrun it. These Scarlets sometimes attempt to prey upon the Stompulon, but this usually gives the Stompulon the opportunity to kill and eat them. There is little prey on land the Stompulon can consistently chase down, and it spends much of its time in the water stomping silt to scare up vulnerable tiny crustaceans. While in the water, it's vulnerable to larger swimming predators. The Stompulon gathers 6 food.

Skorpi
Spoiler (click to show/hide)

Learn Behavior
Defensive Schooling, whenever a larger creature or plant dies the carrion inevitably draws large crowds of Skorpi while the Skorpi are more then willing to share food amongst each other they are resistant to sharing with other competitors and will attempt to drive them off this is often done by congregating together and aggressively waving they're forelegs at the interloper. While it is rare occasionally a competitor will within reach of the Skorpi in that event they will attempt to latch on and nibble the competitor to death though this almost never results in any real harm to larger creatures it can discourage them from competing for the carrion. The only other time that this behavior is seen is during breeding seasons where the Skorpi gather in large enough numbers to make this defensive strategy effective.

If this is to much for level one intellect just add a intellect for this turn
The Skorpi skitters onto cool, grassy shores. As an omnivore, it eats seaweed and dead sea creatures, since it lacks weapons to hunt down most creatures.
Defensive Schooling: The Skorpi has a pheremone-based behavior where danger causes them to group together and threaten larger creatures in unison.
In the temperate climate, the Skorpi is competing for food with the Verderam and Anirum. As smaller creatures, they sometimes get food left behind by the larger ones, but lack any special tools to really compete. Their defensive schooling sometimes helps them stay around a large piece of carrion, but there are few such opportunities. The Skorpi finds 5 food.

Spoiler: Megadont (click to show/hide)
Develop Air-Breathing Gills into more efficient lung analogues (can't breathe under water, but can process more oxygen).
Remove Amphibious trait.
The Megadont slooooowly slimes onto the shore, like a slug the size of a whale.
Air-Breathing Lungs: The Megadont can breathe air indefinitely, and it makes better use of it too.
Non-Amphibious: The Megadont can remain on land indefinitely.
The Megadont is massive, ponderous, and basically defenseless, it looks like a giant grey lump with lots of (relatively) small tentacles along the ground all around. However, since it's the only non-amphibious creature, it moves inland with no competition at all. The Megadonts move slowly over the ground, leaving wide muddy trails absent of vegetation. Its tentacles feed any object within reach through the Megadonts digestive system, and undigested mud, wood and rocks are left behind its waste ventricle. The cold climate may not have been the best choice though. There isn't much widespread grass, which it eats easily, much of the vegetation is concentrated in forested areas. The Megadont gets little value from stripping the leaves its short tentacles can reach, and needs extra effort to move around trees and suck up ferns which grow in the shade. The Megadont gathers 8 food.


Spoiler: Anirum (click to show/hide)

Add feature: Develop pinchers directly in front of face(infront of mouth) for crunching. Develop secondary feature improved Intellect.
The Anirum scuttles onto forested coasts, and begins consuming the better things to wash ashore- seaweed, and fruits, and dead sea creatures.
Pinchers: These pinchers outside the mouth can be used as weapons and to crack tough nuts.
Intellect: The Anirum is a little smarter than some creatures, it remembers danger and searches for food in strategic patterns.
The Anirum has little trouble finding food, it's highly mobile, small enough to focus on tiny items, and its pinchers help it break shells, nuts, large fruits, and that sort of thing. By eating seaweed and detritus, the Anirum finds a healthy 8 food. **


Name: Xelqu
Spoiler (click to show/hide)

The Xelqu shambles out of cold waters onto rocky shores sparsely populated with plants. You've engineered two new features:
Pheremones: The Xelqu emits pheremones which indicate to other Xelqu of food, danger, or safety.
Bioelectricity: The Xelqu can emit a shock in water around it a few times a day, and it can sometimes shock creatures which are grabbing it even on land. +1 Calorie Requirement
Maybe it's not the sort of telepathic super-mind you were hoping for, but Pheremones were the best Gleebork could do- on the budget anyway.
As a carnivore, the Xelqu spends most of its time in the water, where the majority of animal life is. On land, it finds its environment shared with the Plorks, and the Megadonts. The Megadonts move inland and are too large to attack anyway, while the Plorks are the perfect prey. However, the Xelqu is slow on land, not much faster than the Plork, and they often hide in their burrows. The Xelqu manages to gather 8 food, much of it from stunning smaller creatures in the water.
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Leonardo8

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Re: Evolution: Life on Land: Turn 1, Late Join Accepted
« Reply #11 on: June 30, 2021, 06:05:28 am »

Verderame: develop signal pheromones
When near a big source of food, like a big carcass or the likes, the Verderame emits pheromones that attract others of its kind to the banquet.
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a1s

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Re: Evolution: Life on Land: Turn 1, Late Join Accepted
« Reply #12 on: June 30, 2021, 06:27:07 am »

Spoiler: Megadont (click to show/hide)
Develop cellulose digestion, allowing Megadont to consume branches, shrubs, fallen trees and other types of wood.
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Knightwing64

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Re: Evolution: Life on Land: Turn 1, Late Join Accepted
« Reply #13 on: June 30, 2021, 06:36:51 am »

Xelqu

They give off pheromones that say “Prey” and “Food”. They use this to attract easy food and hiding things they would normally not be able to find.




Money: ♍︎1
Description: A floating squid with sharp teeth and compact eyes.
Population: 2
Size: 2
Intellect: 1
Features:
Carnivore
Skin
Limbs: Tentacles with suckers on them.
Air-Breathing Gills
Amphibious
Climate: Cold
Calorie Requirement: 6
« Last Edit: June 30, 2021, 06:51:16 am by Knightwing64 »
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flazeo25

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Re: Evolution: Life on Land: Turn 1, Late Join Accepted
« Reply #14 on: June 30, 2021, 07:47:28 am »

Anrium: Develop thicker parts to it's mouth and pinchers to allow them to be used for burrowing.

Spoiler: Anirum (click to show/hide)
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