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.