[x] Mega Turn 1
The next few months see the Steel Swarm hard at work growing its numbers and doing its best to improve the technology, as well as the genetics at its disposal. Space is vast and you enemies, both the Hybrids that the Overmind had warned you off and the Protoss are powerful forces that are more than capable of great destruction, an neither are particularly inclined to let you live.
Soon enough the worlds that you already have presence in do not prove enough to support your number and you are forced to explore the stars in search of new worlds to inhabit?
What types of worlds do you focus on?
[x] Plentiful Worlds that can hold a large population, you will however run a much higher risk of running into Terrans if you decide that this is the path for you.
[x] Tough Worlds such as Volcanic Planets and Ice Planets other Zerg will be more likely to menace you, but you feel that the rewards will outweigh the costs.
[x] Former Terran Worlds they'll be able to hold plenty of your kind and will have resources to make use of…but you'll likely to have deal with both Zerg remnant and Terran reclamation attempts if you want a foothold on such a planet.
[x] Far Worlds out of the way planets without much in the way of resources or growing room, it may not sound all that good but you won't be likely to attract much notice…though if there was ever a world with a good chance of encountering Dark Templar it would be one of these.
[x] Rocky Worlds, rich in resources your biology means that you won't have as much problem with the smaller carrying capacity, be careful though as both Terran Miners and Protoss interesting in gather resources to rebuild their military will likely take notice.
[x] Worlds with Xel'naga ruins. These planets are rarely uniform but in addition to the many powerful relics that can be found they usually have either plentiful resources of can hold great population, and in many cases both. Still Zerg, Terrans, and Protoss all hold a very keen interest in these worlds so you are very likely draw a lot of attention if you make a habit of colonizing them.
Beyond simple expansion you've undergone major efforts into the research of psychic powers, and to your joy you've managed to consistently preserve the Terran's natural psychic abilities within some of your subjects, though you've had to put more resources into those then normal. Still the old terran facilities have given you a very important key to full incorporation. What was it?
[x] A list of terran psychic skills, this should help with the variety of your psychic forces.
[x] A stash of the substance known as Terrazine.
[x] Stash of the substance known as Jorium.
[x] The blueprints for Terran physicist based equipment this should help with the integration of psychic potentials into greater machinery.
However the most complex issue by far is the research Terra had taken part in, she perhaps not without reason has been extremely motivated to help and in many ways revolutionized the technology of the steel swarm. You have no doubt that if she had been born a 'normal' Terran she would have become among the greatest minds among them.
What did she research? (60 Points)
Infantry techs
[x] Hellhound: The final evolution of the infested canine, the infested canine is more durable than the average Zerglings and gains the power to 'focus' on a given enemy allowing them to keep track of said enemy no matter what part of the map they retreat too. In addition all infested canine's gain an attack bonus against an enemy unit that has this 'focus' on it though each one can only do so on one unit. 5 Points.
[x] Infested Ghost: The first forays into physicist infested Terrans the Infested Ghost is basically a match for its uninfected counterpart. 5 Points
[x] Sergeants: More powerful variants of your existing infantry units sans infested canines the Sergeant leaders 5 to 10 of its compatriots and uses minor psychic powers to coordinate with it's fellows. 5 Points
[x] Captain: The next step up from Sergeants the Captain coordinates around 20 or more sergeants and has increased combat capabilities to match. 10 Points.
[x] Colonials: Commanding 40 or so Captains in a combat area the Colonial is the strongest infantry strain and have the power to boost allied forces from a distance. 15 Points.
Infrastructure
[x] Infested Workers: An improvement on the infested Civilian the Infested Worker is more durable and comes equipped with a cybernetic appendage that lets it both ease the healing of organic issue and weld together metallic constructs. This is a great step up from the miserable stat of their previous existence and should allow increase that rate at which new planets are settled. 5 Points.
[x] Magma Plant: Large cybernetic lifeforms that drain the energy from the molten metals found on volcanic planets and acquiring both large amounts of energy and raw materials in the process the Magma Plants vastly increases the productivity of volcanic planets. 10 Points.
[x] Frost Bastion: Large cybernetic housing structures specialized for surviving in icy worlds, research this technology allows you to hold a much larger population than normal on icy planets.
[x] Hive Cities: Utterly massive housing and food production structures that can hold incalculable numbers of infested Terrans the Hive City boosts the already massive stable population of Plentiful worlds to truly obscene levels.
[x] Fused Bunker: The final form of the infested Bunker the fused bunker has double the life of it's normal infested counterpart and will regulation if it isn't destroyed once again after it's garrison is forced to evacuate. 5 Points.
[x] Spike Turret: Massive slow firing turret the Spike turrets organic weapon is none the less a potant force against armored foes, though it tends to suffer against infantry. 5 Points.
Ground Projects
[x] Next Stage Infested Siege Tanks: Unlocks the choices for an infested Goliath replacement. 5 Points.
[x] Next Stage Infested Goliath: Unlocks the choices for an infested Goliath replacement. 5 Points.
Space Forces
[x] The Sneaker: A strange fighter the Sneaker uses its stealth to close in on enemies and then once within range grabs onto the hostile units and start spewing acid onto it. It is a little cheaper than the Infested Wraith but it's still going to be less common than say a Mutalisk. 5 Points.
[x] The Grudge: Bigger and more powerful than the other choices the Grudge does away with the steal all together and comes with a wide variety of powerful weapons including lasers, Scourges, and even rear mounted turren to guard against sneak attacks from behind. In addition the Grudge possess increased armor making it the most durable of the possible replacements.5 Points
Old Projects 5 Points Each
[x] Shrike turrets "Hey dad! Let's put a gun on those infested bunkers it'll make them even better at shooting the enemy!"
[x] Fortified Bunker "If we make bunkers tougher and able to hold more marines that's good! Right daddy!?"
[x] Next Gen Infested Medics. "Now that outline infantry have been updated I think we could do some pretty interesting with the infested medic strain. "
[x] Infested Firebats: "These things have lagged behind our other infantry, I think it's time we either update them or look for a replacement."
[x] Manufacturing Building: "With the higher number of mechanical units I have a feeling that we'll need a structure that focuses on building machinery before we find our limits in that area tested."
[x] Perdition Turret (Fire) "With these we can burn all the bad guys!"
[x] Perdition Turret (Chemical) "On the other hand we can melt them with acid instead!"
[x] Bioports: "It will cost the infested Starports ability to take flight, but if you want I can modify the infested startport so it can create pure Zerg strains in addition to infested terran units."
[x] Juggernaut Plating: "Firebats are very potent but they tend to lack a bit in the durability department, I think we should fix that!"'
[x] Explosive Marines: "Those old school exploding marines are pretty potent, maybe we should see if we can copy them?"
[x] Larger Ships: "While we've already got one design down the others are always open if you feel like it." (Choose one of the four ship designs from earlier.)
[x] The strange blueprints: "You know with these I can probably finish up the designs and put this ship into service…with some modifications of course."