# Radiostrocity

**URL:** <https://community.revolutionarygamesstudio.com/t/radiostrocity/6966>\
**Category:** Forum Games\
**Created:** [November 4, 2023, 1:04am UTC](https://community.revolutionarygamesstudio.com/t/radiostrocity/6966 "2023-11-04T01:04:00Z")\
**Posts on this page:** 1\
**Showing post:** 369

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**Author:** ![aah31415](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/aah31415/32/16247_2.png) [@aah31415](https://community.revolutionarygamesstudio.com/u/aah31415)\
**Post date:** [August 11, 2024, 9:50pm UTC](https://community.revolutionarygamesstudio.com/t/radiostrocity/6966/369 "2024-08-11T21:50:47Z")

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> [@fralegend015](#):
>
> Minor mutation: expansion of lobes related to empathy.

> [@willow](#):
>
> m: the conduit caste transmits information along its conduits via two bundles of extremely long cells that have cylindrical walls with a much higher refractive index than water. These cells have a membrane on each side that fuses to another membrane of the same type whenever the two membranes touch, making them essentially be easily repairable fiber optic cables, especially with how they grow small photoreceptors cells on one side and cells that glow when given a signal on the other side.  
> TlDr: fiber optic cables for high speed information transfer, and the stuff to make them work.

@Evolution4Weak

> [@Evolution4Weak](#):
>
> Mutate: Make ourselves easier to understand from humans (Better Language)

2

> [@Evolution4Weak](#):
>
> Action: Make the tower even bigger (The factory must grow)

5

@willow

> [@willow](#):
>
> Mutation: children that are essentially digestion vats that have an extremely acidic stomach that takes up 90% of its body and has direct access to the air, with its only neurons being ones for telling its organs what to do. Putting two of them right next to eachother while they mature makes a version that has two digestive systems, one stomach using regular stomach acid, and the other using water mixed with as much ammonia as it can hold. The first type has hemolymph, gas, and fiber optic connectors, while the second one has those, a wire connector, and a connector that intentionally doesn’t connect to the conduits, as it outputs water with an extremely high metal and ammonia content that is intended to be evaporated so the metals crystallize into easy to carry shapes(like bricks). The metals stomach has a thick skin lining it and its very short intestinal tract to not get metal poisoning  
> However, due to the sheer weight of water, these children do not grow sturdy enough exoskeletons to support their weight while they are full of water/bile, so supports must be made for them by workers, and they require a conduit nearby to properly grow.  
> TLDR: stomachs that, if grown close together, become a food stomach with a twin that dissolves metal with ammonia so it can be made more transportable.

4

> [@willow](#):
>
> Action: ponder how we could make a living, modular Gundam, what castes we’ll need to do that, and how big the optimal size for a brain that communicates between lobes with self healing fiber optics is.

4

@CatSquared

> [@CatSquared](#):
>
> Mutation: A stronger exoskeleton

4

> [@CatSquared](#):
>
> Action: Build the tower higher

4

@fralegend015

> [@fralegend015](#):
>
> Mutation: New caste: Diplomat - The diplomat caste will be the most human-like caste, with their body being entirely humanoid in shape (unlike TO’s half human body) but they are still distinguishable from humans by the fact that their extremities are covered in an exoskeleton and that they have antennae.
> 
> Diplomats have a much more complex face than TO, making them capable of making the same range of facial expressions that a human can.
> 
> The bodies and charateristics of diplomats are structured in such a way that they will look beautiful, even their non human parts are made to add prettiness/cuteness to the diplomat, big example of such is that their exoskeleton looks more like armor than the carapace of insects.
> 
> Diplomats have brains very similiar to TO’s upper brain, but with key differences: areas associated eith logic and problem solving shrink in favor of the growth of areas associated with empathy, verbal functions and memory, making them less intelligent (but still on the range of 120-140 IQ); in addition tissue of evolving neurons that in TO would be located in lobes associated with problem solving are instead located in lobes associated with empathy, allowing them to better understand other people.
> 
> Like all modern castes, diplomats also have the capability of communicating remotely between each other and TO using radiowaves.
> 
> All diplomats look like women.

2

> [@fralegend015](#):
>
> Action: make diplomats.

2

@Centarian

> [@Centarian](#):
>
> Mutation: Children that are stuck to the ground and do nothing but produce more children as long as they’re fed. Different foods will yield different types of children.

1

> [@Centarian](#):
>
> Action: Place these new children around the tower

2

@Nigel

> [@Nigel](#):
>
> Mutation: Castes are much harder to research due to cellular structure being able to deteriorate when being researched in labs

3

> [@Nigel](#):
>
> Action: More supports for the tower

4

* * *

**Round 19 - 18:00, April 29th, 2000**

**Round Prologue**

As the sun sets on an yet another day, TO is preparing for future contacts with humanity. It expects some people to come back to sustain the contact at [ROUND 21].

**The Organism**

TO is now even more empathetic (+50 ME). The pipe caste of this species has also developed biological optic fibers, which make information transport easier (+25 ME, +25 MH).

The ant tried to improve it’s speaking abilities, seeing that humans from the encounter had some problems with understanding it. However with no one around to teach it well enough TO’s progress wasn’t so great (+25 MH, +25 ME). TO has also developed a highly specialised “stomach caste” which can be made to help in metal shaping (+50 MH, +50 S). The exoskeleton was refined even more (+100 MH). TO then developed an another caste, this time looking a lot like a human. They have medieval armour-looking exoskeleton and at the same time look beautiful and cute, however it seems like that their brain isn’t developed in the way intended (+25 MH, +25 S). A tumor has emerged and was liquidated quickly (-50 H). TO also made a specific change to it’s children - from now on, their structures will quickly decay when being researched (+50 ME, +50 MH).

TO has increased the tower’s width, making it more solid as a result. The dirt used to do that contained lots of food and the pits from which it was extracted caught some animals (+150 R). TO then thought about making a large caste made of many smaller mutating ants, giving it knowledge. The tourist admired the idea and gave some food to TO as a gift (+125 R). After widening the tower, it was time to make it even taller, making it a more notable landmark from an even larger distance, and an even better bird bait (+125 R)… TO tried birthing the diplomat caste and the stomach caste, but instead produced some more regular children (100 R → 100 S). TO also expanded the Tower’s base to make it more stable. In an act of gratitude, the children gave the ant a gift of food for the important helping tast (+125 R).

(+150 ME, +275 MH, +175 S, +425 R)

SIZE-RELATED CHANGES (will take effect from Round 14):

- Things such as mutations/action costs, statistic gains due to mutations/actions, energy consumed per round, health loss due to roll of 1, resource gathering multiplier and resources turning into other statistics have been multiplied by ~~50~~ 100 (so for instance, a resource-gathering action with a roll of 3 or 4 will now gather ~~63~~ 125 R ( ~~50~~ 100 R + ~~13~~ 25 R from the former +0.25 R per R-gathering action) and cost ~~25~~ 50 E.)

**Statistics**  
ARMOUR - 125  
HEALTH - 2940/6528  
STRENGTH - 5241  
RESOURCES - 1261/1536 (-325 R from mutations, used 100 R to regenerate 300 E)  
ENERGY - 18/2925 (-425 E from actions)  
HUMAN KNOWLEDGE - 2

_Informal:_

SIZE - ~4M (4 cm x 100)  
KILLS - 1 PERSON

HUMAN POPULATION ~ 6099999999  
COUNTRY POPULATION ~ 5100000

HUMAN AWARENESS LEVEL - _“Researchers have found the strange ants and sent some of them to research labs… TO has made contact with humans, whom have saved and spread their talk with The Ant…”_

**Mutations**

- Evolving Tissue
- Radiation Sickness Resistance
- Jaw Electrocution
- Venom
- Better Pheromones
- Oleic Acid Secretion
- 1 Resource can now be turned into 2.5 Energy
- More Radiation Resistance
- ET glands
- Hydrogen Bladder
- Being a Queen
- Larger Mandibles
- More Oleic Acid Production
- EVEN MORE Radiation Resistance
- Eggs steal stuff from cells
- Wings
- Better Antennae
- Tentacles
- Better Wings
- “Bipolar Disorder”
- Better Sound Communication
- Lead in Cells
- Mobile Cells
- More Neurons
- Armor Layer
- More Efficient Digestion (+0.25 R to all actions that collect R)
- Be Yellowish-Blue
- Heat Resistance
- Cell Freedom
- Size Increase x3 (to ~32cm)
- Better Tentacles
- New Caste
- Size Increase (to ~64cm)
- Smaller Neurons & less feedback
- Color Shifting
- Vocal Cords
- Lethaler Venom
- Being unable to hate or be angry
- Stronger Muscles
- Size Increase (to ~256cm)
- Photosyntesis queen-like caste
- Higher egg production rate
- Empathy
- Better Healing (R to H ratio now 1:2)
- Better Energy Production (now 1:2.75)
- Larger Brain
- Better Healing (R to H ratio now 1:2.5)
- Language Lobe
- Poison Stinger
- Size Increase (to ~7.5 meters)
- More Intelligence
- Cuteness
- Cat features
- Better Energy Production (now 1:3)
- Size decrease (to ~2 meters)
- Voice organ
- False Charisma
- More Cuteness
- Endoskeleton
- Stronger Armour
- Armour Patterns
- Humanoid Shape
- Trap Caste
- Better Flight
- Whiskers
- Hemoglobin Marrow
- Femminine Features
- Extra Cuteness
- Gene-Stealing Claws
- Passive Healing ((1/2 Size Multiplier)H/R)
- Venom Projectile
- Humanoid Upper Body
- Acid Spit
- Higher Intelligence
- Cat Ears
- Big Eyes
- Hallucination Venom
- Hair
- More Humanoid
- Backup Eggs
- Voice Throwing
- Cerebral Structures in lower body
- Substance Mimicry
- Better Digging Abilities
- Better Armour
- Harder Exoskeleton
- Shifting Weight
- Mutation Commanding
- Anti-Human Camouflage
- Scout Caste
- ENs
- Better Poison Stinger
- Larger Size (up to ~4 meters)
- Confusion Chemical
- Constant Scout Communication
- Better Voice
- Capsid organ
- DNA destruction
- Better Neurons
- Colour Camouflage
- More Intelligence
- Voice Attack
- Better Speech
- Femur-like Structures
- Trap Building Master
- Adrenaline Glands
- More Intelligence
- Silk Ants
- Trap trigger detection
- More Empathy
- Wifi Antennae
- Stronger Claws
- Extra Segment
- Lower body cerebral matter maths
- More Intelligence
- Stronger Claws
- Browsing Ganglia
- Wifi Hotspot
- Stronger Exoskeleton
- More Fat Layer
- Better Brainmatter in lower body
- Assymetrical poison trap child
- Smarter
- Mineral Armour
- Pipe Caste
- Camoufalge
- Better Logical Abilities
- Soil-Eaters (+(Size Multiplier) R per Round)
- Miner Caste  
-More Empathy
- Pipe Caste Bio Optic Fiber
- Better Language
- Stomach Caste
- Better Exoskeleton
- Diplomat Caste
- Research Decay  
**Location**  
South of Reserva Natural Sierra Quirragua, near Matiguas, Central Nicaragua  
(removed to not take up forum space)

(Red dot represents current location)

**Miscellaneous**

I’ll remind you that there exists a system that allows you to make a vote against a player whose Mutation/Actions goes against your own Mutation/Action.

> [@aah31415](#):
>
> I think it’s about the time I introduce Action/Mutation blocking.  
> If a Mutation/Action is against the mutations/actions of other player(s), a vote can be made. If more than a half (as of now 4) players vote against a M/A, it has to be changed by the one who made it.

Some additional rules and stuff:  
-If size of the organism increases, so will the organism statistics, aswell as their effects (so if you double your size, the organism has double in height statistics, and it consumes double energy/round passively).  
-Actions such as converting resources into energy, or turning resources into health, don’t cost energy. However, if you don’t have resources nor energy, you can draw your health bar (meaning that it’ll have a lower cap) in order to regenerate energy just like resources.

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_[View the full topic](https://community.revolutionarygamesstudio.com/t/radiostrocity/6966)._
