Also you need swimming of high level to control where do you want to go in the big water…
Just don’t drown, and a tail to help direction and you’re set in reality you can be dog awful at swimming as long as you don’t drown which is likely how sauropods did it. Thanks to their airsacs adding boyance.
Though it’s up to cat in reality and what he thinks.
You may freeze to death before you’ll reach the desired shore…
Because of the strong waves/tides, in order to survive you need powerful swimming, regardless of your size.
If I develop a good enough flight ability, will I be able to fly to the other islands?
Yes, flight is one way of migration. However, the islands are quite far away, so you will need good flight.
By that you mean which flight “level”?
The nearest Island would need 15.
That will… require quite the much more mutations.
It’s the same as what is needed to swim there, as it takes a lot of swimming power to get there.
I see. And beyond the islands lies a much more vast expanse, correct?
A lot of the land outside of the continent you reside on is just islands, but there are some large landmasses, far away.
They will only be reached in a way higher amount of rounds I can imagine though.
Round 11
@Cha @willow @aah31415 @AnthropocenianAge
The world
98% Complete…
The Drought
Over time, the Drought only got worse. Many Creatures died, unable to find food or water. There was no hope…
Lake A Becomes Dried-up Lakebed A
False Salamander: No extra food from eggs/endosymbiosis in temperate patches.
All creatures: -7 Sustainable population (increases each round)
Tier 1
The Two-Headed Ompard is the first creature to reach Tier 1, and gain use of actions. It also can reason and think better allowing for more complex traits (such as traps, sociality, and eusociality), that can provide significant advantages.
Creatures
cha - Greater Ompard
A large grazer, with complex mating rituals using ultraviolet plumage.
The Greater Ompard’s population has decreased, but is still very large. It’s size is now larger to forage easier (+1 Foraging), and has herd behaviour, to help with finding food (+1 Foraging)
Massive Herbivore (Foraging Level 10)
Stats:
-
Movement: 5*0.5 = 3 (Swimming 1) (Mud Walking 1)
-
Strength: 1*1.5 = 2
-
Stealth: 2
-
Intelligence: 1 (Tier 0)
Feeds on: Vegetation
Hunted by:
Suited for: Plains, Forest, Jungle, Swamp, Lake, Desert, Dried-up Lakebed
Population: 31.6
Sustainable population: 31.6 (+35.6 from food, -4 from the Drought)
Distribution: Plains A = 1.6, Plains B = 1.6, Plains C = 1.6, Forest A = 2, Forest B = 2, Forest C = 3.125, Jungle A = 3.275, Jungle B = 3.275, Jungle C = 3.275, Lake C = 1, Swamp A = 3.125, Swamp C = 3.125, Desert A = 1.25, Desert B = 1.25, Desert C = 1.25, Desert D = 1.25, Dried-Up Lakebed = 1.6
Mutations:
Stats:
-
broad circular feet to spread the weight evenly out and not sink into the ground (+1 Mud Walking)
-
Air sacs for swimming (+1 Movement, +1 Swimming)
-
Hollow bones (+1 Movement)
-
Unidirectional Air System (+1 movement)
*Throat sacs (+1 Movement)
*Ultraviolet vision (+1 Stealth)
-
Tusks (+1 Strength)
-
Nervous system (+1 Intelligence)
-
Legs (+1 Movement)
-
Eyes (+1 Stealth)
Size
-
Bigger size (Massive size)
-
Large plumage (Large size)
-
Medium Size
Diet
-
Larger Size (+1 Foraging)
-
Herd Behaviour (+1 Foraging)
-
Larger Fermentation stomach (+1 Foraging)
-
Larger Fermentation stomach (+1 Foraging)
-
Longer neck (+1 Foraging)
Longer neck (+1 Foraging)
-
Conical teeth (+1 Foraging)
-
Longer neck (+1 Foraging)
*Fermentation stomach (+1 foraging)
-
Herbivorous Diet
-
Longer Intestines (+1 Foraging)
Environmental Adaptions
-
Improved smell (+1 drought resistance)
-
Leathery feet that can walk on hot sand (+1 Heat Resistance)
-
A coat that defects heat during the day and keeps it in during the night (+1 Heat Resistance)
-
More water in hump (+1 Drought Resistance)
-
Flaps beneath the head to increase surface area and cool down (+1 Heat Resistance)
-
Hump/fat storage to endure harsh times without food and water (+1 Drought Resistance)
-
Thicker Skin (+1 Humidity Resistance)
-
Temperate Climate Adaption
Willow - Pecuarius falsalamandra - False Salamander
An amphibious reptile that looks like a salamander. Lays slimy eggs that can digest food.
Medium Herbivore (Foraging Level 2)
The False Salamander is significantly more intelligent, it’s brain now using logic gates using light (+1 Intelligence). It also removed it’s myelin sheathing, allowing them to be better at deflecting light (+1 Intelligence).
Stats:
-
Movement: 8*1 = 8 (Swimming 5) (Climbing 1)
-
Strength: 1*1 = 2
-
Stealth: 2*1 = 2
-
Intelligence: 4 (Tier 0)
Feeds on: Vegetation,
Hunted by:
Suited for: Plains, Lake, Forest, River, Dried-up Lakebed, Coast
Population: 23.08
Sustainable population: 23.08 (+27.08 from food, -4 from the drought)
Distribution: Plains A = 0.32, Plains B = 0.32, Plains C = 0.32, Lake B = 2.5, Lake C = 2.25, Forest A = 0.4, Forest B = 0.4, River A = 2.75, River B = 2.75, River C = 2.75, Coast A = 4, Coast B = 4, Coast C = 4, Dried-Up Lakebed A = 0.32
Mutations:
Stats:
-
Light Logic gates (+1 Intelligence)
-
No myelin sheathing (+1 Intelligence)
-
Lumenoplasts and Photoplasts on each axiom to think at the speed of light (+1 Intelligence)
-
Endosymbiosis a microbe with bioluminescence, to communicate and warn each other of hiding predators (+1 stealth)
-
Durable claws for burrowing underwater (+1 Movement, +1 Swimming)
-
Lung cells produce lots of myoglobin (+1 Movement, +1 Swimming),
-
Better Swimming Muscles (+1 Swimming, +1 Movement)
-
Pointy teeth (+1 Strength)
-
Sticky feet (+1 Movement, +1 Climbing)
-
Swimming tail (+1 Movement, +1 Swimming)
-
Swimming legs (+1 Movement, + 1 Swimming)
-
Lung sacs (+1 Movement)
-
Tusks (+1 Strength)
-
Nervous system (+1 Intelligence)
-
Legs (+1 Movement)
-
Eyes (+1 Stealth)
Size
- Medium Size
Diet
-
Instinct to lay eggs on moss and algae (+1 Foraging)
-
Herbivorous Diet
-
Longer Intestines (+1 Foraging)
Environmental Adaptions
-
Thicker fat to withstand the cold (+1 cold resistance)
-
Tubes to supply ammonia to amnioplasts, and take water back into the blood (+1 Drought Resistance)
-
Small external gills to hydrate faster in water (+1 Drought Resistance)
-
A wax layer that can be shed after spending an hour underwater (+1 Drought Resistance)
-
Temperate Climate Adaption
Egg
-
Sync the cell cycles of the chloroplasts with the cells. and have them specialize into amino acid factories and nitroplasts when not exposed to light (+0.25 food per humid, temperate or aquatic patches)
-
Fins running down the sides of the torso, increasing surface area exposed to light (+0.25 food per humid, temperate or aquatic patch)
-
Endosymbiosis an algae Endosymbiosis a small algae (+0.25 food per humid, temperate or aquatic patch)
-
Ditch sexual different ion (+0.25 food per humid, temperate or aquatic patch.)
-
Ability to lay eggs in small pockets of water (+0.25 food in temperate humidity and +0.5 food in humid humidity)
-
Thin, sticky egg membrane + phagocytic eggs (+1 food in aquatic patches, slight chance of endosymbiosis)
aah31415 - Pecuarius Maxillaavis - Two-Headed Ompard
An aerial, duel-headed scavenger.
The Two-Headed Ompard is now the first creature to reach Tier 1, now gaining use of actions… (+1 action per turn)
Medium Herbivore/Scavenger (Foraging Level 7)
Stats:
-
Movement: 6*1 = 6 (Flight 4)
-
Strength: 1*1 = 1
-
Stealth: 3*1 = 3
-
Intelligence: 5 (Tier 1)
Feeds on: Vegetation, Scavenged Corpses
Hunted by:
Suited for: Plains, Forest, Dried-up Lakebed
Population: 7.78
Sustainable population: 7.78 (+11.78 from food, -4 from the drought)
Distribution: Plains A = 1.87, Plains B = 1.87, Plains C = 1.87, Forest A = 2.15, Forest B = 2.15, Dried-Up Lakebed = 1.87
Mutations:
Stats:
-
Tier 1 Intelligence (Tier 1 Intelligence)
-
Better Co-operation between the two heads (+1 Intelligence)
-
More Intelligence (+1 Intelligence)
-
Proto-feathers become closer to normal feathers (+1 flight, +1 movement)
-
More intelligence (+1 Intelligence)
*Proto-feathers (+1 flight, +1 movement)
-
Organ for smell (+1 stealth)
-
Better Eyesight (+1 Stealth)
-
Wings for flight X 2 (+2 movement, +1 flight)
-
More neurons (+1 intelligence)
-
Better heart (+1 Movement)
-
Tusks (+1 Strength)
-
Nervous system (+1 Intelligence)
-
Legs (+1 Movement)
-
Eyes (+1 Stealth)
Size
- Medium Size
Diet
-
Longer neck (+1 Foraging)
-
Rudimentary grasping limbs (+1 Foraging)
-
Grinding teeth (+1 Foraging)
-
Fermentation Stomach (+1 Foraging)
-
Separate digestive tracts X 2 (+2 foraging)
-
Herbivorous Diet
-
Longer Intestines (+1 Foraging)
Scavenging
-
Scavenging beak (+0.25 food per patch)
-
Different heads for scavenging (+0.5 food per patch)
Environmental Adaptions
-
More Cytoplasm (+1 Drought Resistance)
-
Mesothermy (+1 Cold Resistance)
-
Temperate Climate Adaption
Immune System:
- Basic Immune system (-1 pop damage from The Fungus)
AnthropocenianAge - Precuarius taurum - Bull Ompard
A stealthy, horned forager.
The Bull Ompard has increased the amount of blood vessels in it’s brain (+1 Heat Resistance), helping it to cool off, and it’s nose is bigger, also allowing it to cool off (+1 Heat Resistance). It can now inhabit the desert.
Medium Herbivore (Foraging Level 6)
Stats:
-
Movement: 6*1 = 6 (Swimming 3) (Mud walking 1)
-
Strength: 2*1 = 2
-
Stealth: 3
-
Intelligence: 1 (Tier 0)
Feeds on: Vegetation
Hunted by:
Suited for: Plains, Lake, Swamp, Forest, Jungle, Rivers, Dried-Up Lakebed, Desert
Population: 12.04
Sustainable population: 12.04 (+16.04 from food, -2 from the Drought)
Distribution: Plains A = 0.96, Plains B = 0.96, Plains C = 0.96, Lake B = 1.5, Lake C = 0.8, Swamp A = 1.875, Swamp C = 1.875, Forest A = 1.2, Forest B = 1.2, Jungle A = 1.875, Jungle B = 1.875, Dried-Up Lakebed A = 0.96
Mutations:
Stats:
-
Mud walking (+1 movement, +1 mud walking)
-
Webbed feet (+1 swimming, +1 Movement)
-
An extra tail to warn and communicate (+1 stealth)
-
An extra pair of legs (+1 Movement)
-
Eyes on the top of it’s head (+1 stealth)
-
Bull horns (+1 strength)
-
Tusks (+1 Strength)
-
Nervous system (+1 Intelligence)
-
Legs (+1 Movement)
-
Eyes (+1 Stealth)
Size
- Medium Size
Diet
-
Longer Neck (+1 Foraging)
-
Longer Neck (+1 Foraging)
-
Longer Neck (+1 Foraging)
-
Ruminant Chamber to the left of the the main stomach (+1 Foraging)
-
More teeth (+1 Foraging)
-
Herbivore teeth (+1 Foraging)
-
Herbivorous Diet
-
Longer Intestines (+1 Foraging)
Environmental Adaptions
-
More blood vessels in the brain (+1 Heat Resistance)
-
Bigger nose (+1 Heat Resistance)
-
Minimal Water Waste when breathing (+1 Drought Resistance)
-
More Fat reserves (+1 Drought Resistance)
-
Absorbs more water in dry climates, producing solid urine (+1 Drought Resistance)
-
Longer intestines absorb more water (+1 Drought Resistance)
-
Mucous secretion (+1 Humidity resistance)
-
Instinct to create mud wallows (+1 Heat resistance)
-
Temperate Climate Adaption
Immune
-
Innate Immune system (-1 pop damage from The Fungus)
-
Adaptive Immune system (-1 damage from the Fungus)
Patches
Key
Pale Green-Yellow: Plains
Needs: Temperate climate resistance,
Light Grey: Cliffs
Needs: Cold resistance,
Light Green: Forest, needs Temperate climate resistance, Climbing 1/Long neck 3,
Teal Green: Swamp
Needs: Swimming 1, Mud walking 1
Light Blue: River
Needs: Swimming 3
Blue: Lake
Needs: Swimming 1
Yellow: Desert
Drought resistance 2, Heat resistance 3
Dark grey: Mountains
Needs: Cold resistance: 2, Climbing 3
Dark green: Jungle
Needs: Climbing/Long neck 3, Humidity resistance 1
Light Beige: Coast
Needs: Swimming 5, Cold Resistance 1
Light Pink: Coral Reef
Needs: Swimming 6
Dark Orange: Snow Fields
Needs: Cold Resistance 5
Light Orange: Dried-up lakebed
Needs: Drought Resistance 3
Blue Grey: Open Ocean
Needs: Swimming 10, Cold Resistance 5
Radioactive Green: The Wreck
Needs: Drought resistance 2, Heat resistance 3, Radiation Resistance 5
Dark Blue/ Indigo: Depths
Needs: Swimming 15, Cold Resistance 5, pressure Resistance 5
Black: Sea Ice
Needs: Swimming 10, Cold Resistance 10
Seaweed Green: Seaweed Forest
Needs: Swimming 10, Cold Resistance 1
Explored patches
Plains A
Food: 4 Vegetation
Creatures: Greater Ompard (1.6), False Salamander (0.32), Two-Headed Ompard (1.87), Bull Ompard (0.96)
Plains B
Food: 4 Vegetation
Creatures: Greater Ompard (1.6), False Salamander (0.32), Two-Headed Ompard (1.87), Bull Ompard (0.96)
Plains C
Food: 4 Vegetation
Creatures: Greater Ompard (1.6), False Salamander (0.32), Two-Headed Ompard (1.87), Bull Ompard (0.96)
Lake B
Food: 2 Vegetation, 3 Fish (Meat)
Creatures: False Salamander (2.5), Bull Ompard (1.5)
Lake C
Food: 2 Vegetation, 3 Fish (Meat)
Creatures: Greater Ompard (1), False Salamander (2.25), Bull Ompard (0.8)
Swamp A
Food: 5 Vegetation
Greater Ompard (3.125), Bull Ompard (1.875)
Swamp C
Food: 5 Vegetation
Greater Ompard (3.125), Bull Ompard (1.875)
Forest A
Food: 5 Vegetation
Greater Ompard (2), False Salamander (0.4), Two headed Ompard (2.15), Bull Ompard (1.2)
Forest B
Food: 5 Vegetation
Greater Ompard (2), False Salamander (0.4), Two headed Ompard (2.15), Bull Ompard (1.2)
Forest C
Food: 5 Vegetation
Greater Ompard (3.125), Bull Ompard (1.875)
Jungle A
Food: 6 Vegetation
Greater Ompard (3.725), Bull Ompard (2.275)
Jungle B
Food: 6 Vegetation
Greater Ompard (3.725), Bull Ompard (2.275)
Jungle C
Food: 6 Vegetation
Greater Ompard (3.725), Bull Ompard (2.275)
River A
Food: 3 Vegetation, 3 Fish (Meat)
Creatures: False Salamander (2.75), Bull Ompard (2.25)
River B
Food: 3 Vegetation, 3 Fish (Meat)
Creatures: False Salamander (2.75), Bull Ompard (2.25)
River C
Food: 3 Vegetation, 3 Fish (Meat)
Creatures: False Salamander (2.75), Bull Ompard (2.25)
Desert A
Food: 2 Vegetation
Creatures: Greater Ompard (1.25), Bull Ompard (0.75)
Desert B
Food: 2 Vegetation
Creatures: Greater Ompard (1.25), Bull Ompard (0.75)
Desert C
Food: 2 Vegetation
Creatures: Greater Ompard (1.25), Bull Ompard (0.75)
Desert D
Food: 2 Vegetation
Creatures: Greater Ompard (1.25), Bull Ompard (0.75)
Dried-Up Lakebed A
Food: 4 Vegetation
Creatures: Greater Ompard (1.6), False Salamander (0.32), Two-Headed Ompard (1.87), Bull Ompard (0.96)
Coast A
Food: 2 Vegetation
Creatures: False Salamander (4)
Coast B
Food: 2 Vegetation
Creatures: False Salamander (4)
Coast C
Food: 2 Vegetation
Creatures: False Salamander (4)
Actions
You get 1 action each turn. These actions can provide temporary bonuses for a few rounds (such as hiding from predators, or foraging more), longer term benefits (like migrating to far away patches, or constructing protected nests), or even research and carry out projects (requires Tier 2 Intelligence). Below is a list of default actions, however other actions can be taken. I will decide what the results of those actions are, and add them to the list below:
Default Actions
Migrate: Inhabit a known patch within 3 hexes of an already inhabited one (lasts Indefinitely)
Forage: +0.5 Vegetation per patch (Lasts 1 Turn)
Hunt [Creature]: +2 Units of Meat for each stat you are better at than [Creature] (Lasts 1 Turn)
Hide: Predators of you get 25% Less Units of Meat from you (Lasts 1 Turn)
Reproduce: +2 Sustainable population (Lasts 2 Turns)
I advise trying to reach Tier 1 within the next 2-3 rounds…
Also, sorry it took so long for the Round the come out. Ill try to get the next round out by this time next week, hopefully sooner.
Looks nice.
Will higher intelligence tiers give more actions?
At higher intelligence (Most likely Tier 3) some mutations will potentially be able to be used as actions, however that might change. The main thing for Tiers above 1 is new technology.
And I can assume certain techpieces will be locked behind higher tech levels, correct?
Yes, as each Tier except 0 is similar to a thrive stage. 1 is Aware, 2 is awakening, 3 is Society, 4 is industrial, 5 is space. You can’t gain nuclear fusion in the stone age, or spaceflight before the space stage.
You mean macroscopic?
Good point. I think it is a bit more than macroscopic, but probably partway through.