Round 2 : Botany Brigaders
Year 1, Spring (⅖), Summit in 1 round
Much has happened in such a short amount of time. The most significant is the discovery of a large variety of plants, across all of the civs (only one civ discovered absolutely no plants).
Failure and triumph go hand in hand everyday for civilizations, and this too was learned by many today.
However, the world still spins, and life goes on. The question is, how will you adapt to what is thrown your way?
LIO
Following their need to spread out, the BZ-Y02 explored to the south, and found a chunk of Lunar Desert covering the western half of a tile, with void on the other side. If they choose to claim it, it is enough space to comfortably house their entire civilization. (see note on claiming at end of post)
While they were exploring their new territory, they discovered a grove of giant, blooming, tree-like flowers, with a sweet, sugary scent emitting from their nectar. As they approached, the roots of the plant lifted and flung hundreds of thorns in their direction, but the explorers managed to duck behind some rocky outcroppings and avoid getting hit. The giant light pink blossoms, striped with dark purple, snapped shut on an unseen prey, and reopened, dripping glowing yellow-green nectar.
Another group of explorers chanced upon what at first glance looked like a barren, rocky field. Intent on seeing what was beyond the field, if anything, the robots set clambering across the field. Before they made it very far, however, the ground rumbled and raised, and around them several spires of rock arose, revealing themselves to be giant, perfectly disguised spiders, heavily armored with glowing purple eyed, gray exoskeleton, and a crust of lunar rock on their backs. These spiders seem to be extremely docile, and might be able to be used as pack animals.
Not everything went so well, though. Another group of robots went and found a scrubland of giant brambles. Seven went forward to collect samples and see the properties of this plant, and became trapped when the brambles suddenly shifted, closing the path behind them. The brambles rose up, spearing through robots and twisting off their limbs. Of the seven that went in, only one made it back, missing a limb and covered in scratches. The large bramble patches were viewed from a distance again, and seem to have acquired a new, metallic sheen.
civ Stats
Power = +10%
Defense = +12%
Intelligence = +6%
Agility = +7%
Charisma = +5% (-5% when interacting with something that does not use radio signals)
Mysticism = +5%
+10% pop growth/CC (after metalworking is discovered)
Spirit guide @fralegend015
Amount of Pop: 94 (-6 pop (44 over limit))
Tiles Controlled: 1
Number of Votes: 1
Vote Bar: 17/20
Map color; blue green
Civ Description
Name: LIO
Description: They are a group of robots that originally were sent by LIO to colonize planet XZAJ-B, but their transport ship got sucked into a portal and crashed into this world, after they lost the signal from their capitol computer they decided to start colonizing this planet instead.
Race(s)
Name of Race: LIO|BZ-Y02
Description of race, including any hidden abilities like venom and how they look: A robot with a central rectangular body with 8 limbs on its sides, each limb can be used for locomotion and object manipulation, it has a rectangular head that can be swiweled independently of the rest of the body, the head has 4 cameras, audio sensors and chemical sensors.
Behavior of race: Neutral, expansionistic
What biome you live in: Lunar Desert
Power: 5
Defense: 5
Intelligence: 5
Agility: 5
Charisma: 5
Mysticism: 5
Advantages:
Machination (+power, +defense)
Solar pannels (doesn’t need food, instead uses light to produce energy)
Disadvantages:
Radio communication (-to communication with races that don’t use radio signals to communicate)
- general buff to all stats, but no reproduction before metal working, and reproduction is dependent on resources available
Discovered by them
Animals; Lunar Spidergiants
Plants; Void Lilies, Tanglethorns
Sapients; BZ-Y02
Biomes: Lunar Desert, Void
Stones: None
Gods: None
tools/weaponry
None
Other Stuff
None
Dhoord’s swarm
The swarm has grown, and has been very productive. Reutilizing their previous digging capabilities, the Nachillim increased this tile’s pop capacity by 20.
The Nachillim who discovered the fish, though, was not as smart. He was hungry, and he had food in his hands, so he ate it. He shuddered and grew a layer of white scales, and sprouted dark purple spines all along his body. Obviously, the other Nachilli were angry. They began brawling with the dumb one, but some became impaled on the newfound spines, or sucumbed to the poison now coating said spines. In the end, the dumb one was killed, and a total of 15 Nachillim were lost.
However, all was not lost. 14 Nachillim were born, counteracting most of the previous loss. And down by the river again, a Nachillim spotted a short, cat like creature, but didn’t get to see much before they were swept away by the strong current. Luckily, though, this nachillim survived.
civ Stats
Power = +27%
Defense = +27%
Intelligence = -25%
Agility = +0%
Charisma = +1% Charisma (always absolute zero outside of in civ interaction)
Mysticism = -25%
-5% pop growth/CC
Spirit guide @doomlightning
Amount of Pop: 99 (-1 pop (19 spots available))
Tiles controlled: 1 (Tile affects; -1% agility)
Number of Votes: 2
Vote Bar: 17/40
Map Color: Orange
Civ Description
Civi name: Dhoords swarm
Deep viuse: They are a swarm that believes they should be everything and everything belongs to them and they will do anything to achieve this. I do not have a good enough explanation for this.
Race(s)
Name of Race: Nachillim
Description: They are similar to the hybrid of a beetle, a squid and a sea snail. They have 6 legs and 4 arms, they have 4 eyepieces similar to dragonflies, 4 mouth pliers one similar to an amolocaric and the other similar to a wasp, tough enough to smash anything in the way. They are covered with thick, hard armor that is very difficult to penetrate. They are colored according to what they eat.
Behavior of race:
They are a swarm with an arch of ants. And like ants, their size and features are based on size: the queen is big, the workers are small. But what separates them from other ants is that they are more intelligent and also able to adapt to any rotation by consuming them to get a their properties, even if it is an inorganic material like stones, metals or even magic. Feed them to one of the queens are able to create offspring with the trait they ate.
It’s all a matter of snowballing: as time goes on, they consume more unique things and get their features that make them the ultimate weapon if they are not stopped in time.
They are small and the size of a worker is the size of a domestic cat and a queen is the size of a crocodile
Biome: Cold Desert
Power: 10
Defense: 10
Intelligence: 0
Agility: 5
Charisma: 5
Mysticism: 0
Advantages:
Collective consumers: They are different from most races, they can branch out on the basis of the food they eat (all types, including metals and minerals) and get its properties, but there are 2 groups of them called Units:
Units
Queen's
A single number that can spawn lots of units a day. Unable to move from “home”, only then can make more of all the units, include themself, need for stability and g.s
Eating a certain type of food gives the queen his qualities for her and all her descendants after her. Able to possess many types of traits depending on the consumer, especially the hereditary trace.
Workers
They are the ones doing all the work, unable to reproduce.
Accept the qualities of the queen from whom they were born.
Max of 6 buffs per individual, the more buffs stacked the less each does.
Overwhelming adaptive: if someone has a higher stat than them, that staff is halved and that half is added to this races. If they still lose, they learn one of the enemy’s tech/mystics
Disadvantages:
Territorial:
They cannot live with other races and cannot interact with other civilizations within their territory.
- Cannot invent or make tools, only use preexisting ones
Discovered by them
Animals: Coldquill Moonfish
Plants: None
Sapients: Nachillim, Shortclaw Fishing Cat
Biomes: Cold Desert, Sky, River, Shroom Swamplands
Stones: None
Gods: None
tools/weaponry
Abilities:
Coldquill Moonfish = Poison Spines
Other Stuff
Burrowing
Democratic Republic of the Round Rock
A few slimes travelled northward, into the unknown, and found a rolling savanna landscape greeting them. This tiles east half is covered in savanna, the west a shallow kelp forest, this border marked by a sloping, rocky beach. On the south side of this beach, a cave opens in the rock, marking a cliff wind cave. To the east of this is a glowshroom forest seen in the savanna, and to the north of it an opening into an underground Titan Shroomwoods can be seen. This tile can comfortably fit your entire population, if you choose to claim it (see note about claiming at the end of the post)
In this savanna was found a group of rabbit like animals, sprouting axe-like antlers from their heads and small, decorative wings, useless for flying. While these animals ran away immediately after seeing the slimes, a few slime found the fallen antlers of a jaxare, allowing it to sprout large, axe-antler like protrusions from around their bodies.
An even more fortunate event occurred, though. Some slimes were exploring their new homes, when a shadow from above was cast over them at midday. A wounded Titan Woodwing crashed to the ground in front of them, and with it … food. Through the sad event of this titan’s death, it kept your civ fed, and have the titan to thank for this. The slimes sadly went about feeding themselves, grateful for the titans loss. Three new slime groups emerged from this sacrifice. One group, who ate the needles, gained photosynthesis. One group, who ate the woody bark, gained a tough outer shell. And one group, who ate the Wingleaf, sprouted wings of their own and began to fly.
However, not everything was beneficial to the civ. A slime, fearing the water but longing to explore, was sitting on the beach when a long piece of kelp with bell like leaves washed up on shore (black markings instead of the pink of true bell kelp). Eating this, the slime felt a strange sensation, then dissolved into ash, the toxins of the kelp overrunning it’s system before it could gain whatever powers the kelp may have given. Another slime followed, thinking it could survive because it was stronger than the other, but it also died. This just reinforced the tribes fear of the water and things that come from it.
However, this was not a major loss to the civ as a whole, as 12 slimes were born this round. And, a perimeter was successfully put up around the area with the lightfrill worm, and it burrowed away, leaving behind some of its glowing acid. However, learning from the death bell incident, no slimes approached, knowing they would dissolve unless they found an advantage that armored them for long enough that they could synthesize the acid.
civ Stats
Power = +0%
Defense = +1%
Intelligence = +10%
Agility = +1%
Charisma = -5%
Mysticism = +0%
+3% pop growth/CC
Spirit guide @GodOfKnowledge
Amount of Pop: 107 (+10 (55 over limit))
Tiles Controlled: 1 (Tile modifiers; +1% defense, -1% Agility, -.5% Charisma)
Number of Votes: 2
Vote Bar: 34/40
Map Color: Red
Civ Description
A civilization of slimes who have a humorous streak, having a knack for mischief. They named their civ after an unfortunate mistake made by an individual in their previous world.
Race(s)
Slimes
While quite useless, these simple blobs are great at teamwork, they even have all five senses! The real business relies on their adaptability, since as simple creatures by nature, they multiply quickly, like that of a cell, every round their numbers double, but most importantly, then adapt! This means if the conditions are harsh, such as drought, they can achieve less water consumption, or if fed silk-producing worms and spiders, they may adapt into sticky slimes! ones that produce such silk, themselves! Such adaptations are necessary, as well as the fact that they grow smarter over time, they have genetic information storage, meaning all their memories are turned into strands of DNA and can be cultured and transferred to others. They also brag a lot to other wild animals, even though all the animals hear are loud purring noises, another fact about them is that can change shape as they wish, as in form not like actual bodies, they are made of a mucus//fluid membrane. Clearly, you should watch out for these small bratty defensive slimes.
The behavior of race:
they are a peaceful race, but if you attack them they will corrode you alive with their acid fluids in their body, then proceed to show others their memory about how heroic they were. they also purr when excited, hiss when angry, and attack when hungry.
(Also, edits to civ sheet have been made, please review)
What biome you live in: volcano
Stats
Power: 5
Defense: 5
Intelligence: 5
Agility: 5
Charisma: 5
Mysticism: 5
Advantages:
Extreme adaptation - can adapt as different slime types, yet still, as one species, they are friends and work together for a better, more purrfect world.
Binding Agent - Allows slimes to join together to make giant machines. Taking an average of two rolls, a charisma and an intelligence roll, determines if you are successful at inventing said living machine. Each machine can be made of a max of 20 slimes (maybe able to combine multiple machines?), and every slime (other than the first) decreases the likelihood of success by 5%. A vote must be used to invent a machine.
Disadvantages:
Strange - idiot slime purred at a round rock, now even the animals think we’re strange
Hydrophobic - .5% charisma for every tile claimed that has a large body of water on it.
- Every 10 slimes of the same kind give +1% of the related buff to the Civ as a whole
Discovered by them
Animals: Lightfrill Worm, Jaxare
Plants: Titan Woodwing, Death Bell
Sapients: Slimes
Biomes: Volcano, Savanna, Open Sea, Dunes Beach, Ocean Sky, Glacier Caves, Titan Shroomwoods, Cliff Wind Caves, Rocky Beach
Stones: None
Gods: None
tools/weaponry
Abilities:
Jaxare = axe-antler protrusions
Titan Woodwing = Woody Armor (Bark), Photosynthesis (needles), Flight (Wingleaves)
Other Stuff
None
Acanthus
Traveling North, the Kajit feel a definite change in the air. The air grows much warmer, and much more humid (congratulations, you are the first to pass a biome border! Temperate → Tropical).
Looking around, the Kajit see an almost hellish landscape, with fiery cracks in the ground, red, hot rocks, and smoke and ash filling the air. Magma flows over the surface in some places, and to the Northeast the opening of a narrow caves system can be seen in the rock. It is more than double your current land area, if you choose to claim it.
As the Kajit are exiting the grasslands, one Kajit notices a flash of movement, leaves disappearing into the ground. Curious, they go forward for a closer look, but nothing presents itself, and so they move onwards. As they head into the magma barrens, a shadow is cast over them, and something with large wings is seen flying off to the northwest.
Once they are in the Magma Barrens, the Kajit find fields of red-leafed bushes with juicy, red, kind of spicy fruits. These plants seem delicious, and would feed your civilization well if properly cultivated.
However, not everything went so well. Exploring near the pools of lava, a group of Kajit was caught off guard when a large, bear like reptile burst out of the lava, giant, scythe like claws swinging and a long tongue lolling, in contrast with the rest of the drakes angry visage. Swinging it’s giant claws, 7 Kajit were killed before it backed back into it’s den in the lava.
civ Stats
Power = +3%
Defense = +0%
Intelligence = +12%
Agility = +6%
Charisma = +2% (-5% with animals or other civs)
Mysticism = -25%
+2% Pop growth/CC
Spirit guide @Centarian
Amount of Pop: 104 (+4 (4 over limit))
Tiles Controlled: 1 (no modifiers)
Votes: 2
Vote Bar: 10/40
Map Color; Purple
Civ Description
Believe in scientific and historical accuracy, they do this by telling history exactly how it was told to them and train historians to do this from a young age.
Government
Lead by the council nine, who decide what is best for the people when important matters come up. The people decide the council nine’s living condition, so as to not lead to political corruption. Each coming member of the council will be trained by a previous council member but will not be treated specially by society besides asking for advice from him instead of others. The current council nine are:
Gabriel
Fenic
Prometheus
Plato
Socrates
Epimethius
Julius
Tiberius
Nero
Race(s)
Name of Race: Kajit
Description: Look like Kahjiit from the elder scrolls games. Have retractable claws.
Behavior: Thoughtful, Innovative
Biome: Grasslands
Categories:
Power:5
Defense:5
Intelligence:10
Agility:5
Charisma:5
Mysticism:0
Advantages:
Cat-like Anatomy - Retractable claws (+ power), Night vision (+ perception at night), Whiskered limbs (+ agility), Better ears (+ perception), Fur (+ cold resist)
Big brained - (+ intelligence)
Disadvantages:
Unempathetic - (- charisma toward other civs)
Discovered by them
Animals: Thunderpede, Fire Sloth Drake
Plants: Puffgrass, Moleweed, Burnberry Bush
Sapients: Kajit
Biomes: Grasslands, Icy River, Magma Barrens, Narrow Caves
Stones: None
Gods: None
tools/weaponry
None
Other Stuff
None
Drakes of the Ruins
Curious about their new home, the Dracorex flew around and explored their new land. They discovered many species of plants, such as the Bouldernut tree, which seems to have large, boulder like nuts with a heavy outer casing, and Potshots, plants that can detect fliers and shoot out hundreds of thorns into the air (luckily, the Dracorex’s thick skin stopped any from being hurt, but they did carry the seed thorns across the jungle).
Exploring the caves of the jungle led to two discoveries, one good… and one not so much. In the underwater caves of the southeast, some armored, segmented plants were found floating in mats on the surface of the water. When taken out of the water, they seem to be able to be dried and thrown, stiff enough to capture even large creatures like other dracorex while still bending at the segments and trapping them. In the other cave, the volcanic cave, the dracorex were not so lucky. Some approached the cave, but upon entering were met with a wall of rustling leaves and fire, plant like creatures spraying torrents of fire in every direction, burning them to a crisp, and then doing it again for good measure. 10 dracorex were killed, and the behemoths have taken over that quarter of the tile (-30 tile space, and housing cannot be built here(yet)). They now roam the jungle there, giant, lizard-like body shapes made of leaves and roots and fire.
However, all is not yet lost. To try and remedy the spacing issue, a group of Dracorex attempted to make housing and shelter out of leaves and barks, and it worked! (+10 space for every livable tile quarter) In addition, 9 baby Dracorex eggs have hatched.
civ Stats
Power = +1%
Defense = +11%
Intelligence = +11%
Agility = +10%
Charisma = -5%
Mysticism = -4%
+1% Pop growth/CC
Disadvantage: +5% attack to opponents
Spirit guide @UndyingHazard
Amount of Pop: 99 (-1 (11 spaces left))
Tiles Controlled: 1 (Tile Modifiers; +1% Defense, -2% Agility)
Number of Votes: 2
Vote Bar: 17/40
Map Color: Lime Green
Civ Description
A group of Dracorex that chose to inhabit a region of the jungle that has some old an ancient ruins, having been drawn there by there natural curiosity.
Race(s)
Name of species: Dracorex Magnifica (Magnificent dragon king)
Description: Large dragon-like creatures with two pairs of wings and two pairs of walking limbs with the front most pair acting as arms, metallic armored placoderm-like heads adorned with horns that very in structure between individuals, flexible mammalian ears, and two pairs of eyes. The larger pair of eyes can see light in the blue, purple, red, green, and yellow spectrum of visible light. The second smaller pair of eyes can only see ultraviolet light. They have long necks covered in a fluffy mane of fur, while the rest of there body is covered in scales that come in an endless variety of colors, they have a naturally close tie to magic. They lay eggs with clutches varying between 2-12, the eggs hatch faster in warmer weather but typically take anywhere between 5-9 months to incubate. They can grow to a maximum of 20 feet long from head to tail.
Behavior: opportunistic omnivores with a preference for sweet things and meat. They are curious and inquisitive creatures by nature with a fascination for shiny things.
Biome: Tropical jungle.
Power: 5
Defense: 5
Intelligence: 7
Agility: 5
Charisma: 4
Mysticism: 4
Advantages: Armored placoderm-like head, Two pairs of wings
Disadvantages: Soft vulnerable spot on chest
Discovered by them
Animals: None
Plants: Bouldernut Tree, Potshot, Segmented Seavine, Firecaller Behemoth
Sapients: Dracorex
Biomes: Jungle, Frosty Mountains, Volcanic Caves, Underwater Caves
Stones: None
Gods: None
tools/weaponry
None
Other Stuff
Housing
Kyhh United Princedoms
The lazy, peaceful people of the Kyhh have expanded much this season, discovering how to use seaweed nets to capture food and store items to carry from place to place, especially useful in the water. Of course, this did not come without some trial and error, and many Kyhh are tired of weaving slippery seaweed, though some enjoy the practice.
However, not all attempts to make life easier went quite so well. In trying to make a tool to spear fish, and to defend themselves should the need arise, they attempted to make spears. However, they were unable to do so, and in the process of collecting stone from some cave branches underwater there was a small cave in, which collapsed part of the seafloor, some unknown kind of kelp tangling around some unrelated Kyhh, in total killing 6 people.
But on a lighter note, 10 new Kyhh were birthed into this world! Much more energetic than their parents, they are curious and ready to explore. And a different Kyhh set about exploring the land a bit, intent to find something the tribe could use to defend itself, and they did! After sitting down for a rest on the ground, the Kyhh looked up in the face of a strong wind to discover what seemed to be whirling blades hurtling towards them! Flattening themselves down onto the ground, the frightened lizard looked up as the wind died and saw that the ‘blades’ had pierced into a rocky outcropping, and were actually leaves from an unassuming little shrub that they had passed a million times before. Grinning, they knew this the Kyhh could use!
civ Stats
Power = +5%
Defense = +0%
Intelligence = +5%
Agility = -5% (disadvantage and part of an advantage cancel each other out)
Charisma = -10%
Mysticism = +0%
+20% Pop growth/CC
Spirit guide @Deathwake
Amount of Pop: 100 (+4 (34 spaces remaining))
Tiles Controlled: 1 (tile modifiers; -3% Agility)
Number of Votes: 2
Vote bar: 24/40
Map Color: Brown
Civ Description
the island we live on is populated by many tribes of kyhh, each ran by a prince, princess, regent, high priestess, or bishop. I’ll play as the largest tribe or confederacy of tribes but we don’t fight and pretty much are a confederacy already. war is illegal but only among kyhh.
Race(s)
Name of Race: kyhh
Description of race, including any hidden abilities like venom and how they look: they look like marine iguanas
Behavior of race: very calm, they arent explorers but love to spread out. pretty much chill hippies with no qualms about genocide or pointless war, they just prefer to be left alone or traded with.
What biome you live in: Marsh
You have 30 points to spend in 6 categories.
Power:6
Defense:5
Intelligence:6
Agility:4
Charisma:3
Mysticism:5
Next, Advantages and Disadvantages. Must be a 2:1 ratio, talk to me about special circumstances. I will determine how much of a buff or debuff each will give.
Advantages:
amphibious: can hold breath for an hour, or ten when sleeping (due to slowed metabolism). Also good at swimming.
eggs: Minimum of quadruplets. Very short pregnancies, children grow up fast.
Disadvantages:
Reptile: when in cold climates much time must be spent sunning. They lack the sprinting speed of mammals but still have stamina
Non-advantageous or disadvantageous trait: herbivory: kyhh must eat a lot of food each day, but it can be literal week old moss. No micronutrients, meat, or fat required. A lot of food must be eaten though. (producing food is easier through cause it doesnt have to be edible by human standards) kyhh cant eat meat to improve muscle growth either.
Discovered by them
Animals: None
Plants: Shuriken Bush
Sapients: Kyhh
Biomes: Scrublands, Kelp Forest, Marsh, Lava Lakes, Glowshroom Caves, Shallows
Stones: None
Gods: None
tools/weaponry
Seaweed Nets
Other Stuff
None