Zerg in a Fantasy World

look into infesting goblins like one or 2 to see what the end result will be and [X] Spend EP. If we gain any EP this turn use one to evolve the Creep Plants upgrade so we can start feeding our goblin subjects ASAP.
 
Can we figure out how to infest Goblins? Getting them under control of the swarm would be pretty useful and it would be training for infesting less disposable lifeforms.
 
i think the creep can infest but only a tiny bit like connect them to the hivemind and minor mutations
 
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[]Plan Fluffy Puppy.
Produce new forms for trade.
1. A cute pet that devours rodents.
2. A riding mount
3. A loyal adventurer/ houseguardian
4. An animal that produces silk thread and it wool
5. An animal with healing saliva
6. An animal that can cross a desert without needing much water
7. A fast breeding meat animal
8. An aquatic animal that can tow ships.
9. A flying animal that can repeat and delivers messages, including scrolls , acts as hive mind relay as well. Flocks of these are essentially zerg as a telecom.
10. Animal that eats waste and generates a useful product.
11. Beautiful insect that acts as jewelry.
12. Extremely strong tree that grows extremely strong building material.
13. Over mind that can predict weather patterns.
14. Animal that removes salt from salt water.
15. Creep roots that pump water (useful for buildings, but also for growing in desert)
16. Animal that secretes a tasty nutritious substance. Substance if left alone solidifies into nutritious blocks of self preserved solids.
17. Large flying it gliding reptile that can mount a saddle.
18. Very tough hided animal, that frequently molts and leaves behind leather and scales readyade for armour.
19. Very slow growing fruits that can be harvested for fertilizer, or used as an explosive mining charge.
20. Parasite that mind controls sub sapient goblins.
 
[]Plan Fluffy Puppy.

I like this plan in general. +1 Vote (sorta)

I think that has too many options to be good marketting, though. I would suggest talking to our three major contacts, Dwarves, Elves, Slimes, and getting their opinions on what zerg-form animals they would be most interested in. Then determining how difficult it is to actually evolve them.

Note that most of them will not be 'dungeon rated' unless they are accompanied by beast-speaking adventurers. Adventurers won't be happy if their new horse-analogue becomes catatonic as soon as they enter a dungeon.

I think some of the options are beyond us for now.

* 5. An animal with healing saliva
Might be possible if we deal with the Slimes to get some of their trade secrets. That wouldn't be an easy sell.

* 7. A fast breeding meat animal
I don't think we can, or should, create independently breeding animals. You could have a 'regenerating-steak-cow' instead. Something that will live for a decade or two and continually grow back parts that are cut out from it. Should have no or minimal pain response, for obvious reasons. :p

* 13. Over mind that can predict weather patterns.

Sounds like a big investment. I don't suppose the Zerg have ever paid much attention to the weather anyway.

* 19. Very slow growing fruits that can be harvested for fertilizer, or used as an explosive mining charge.

Please do not give TNT to the locals. :p

Other thoughts on some of these:

* 11. Beautiful insect that acts as jewelry.

They should deliver small electric shocks if someone other than the owner touches them. (Totally stole this idea).

* 14. Animal that removes salt from salt water.
Plant would make more sense, IMO. Also, combine with next:
* 15. Creep roots that pump water (useful for buildings, but also for growing in desert)

=> * Plant that has roots that pump water up while filtering, purifying and desalinating.
 
[x] plan nothing
Also I assume Abathur is Tier 4.

So... You are voting for a plan you think can't actually be done?

Really, I'm not sure why the 'suddenly Abathur' plan is getting so much traction here. We haven't gotten anything that would help us develop such a bioform so far. Just saying 'research it' doesn't mean you'll get it.
 
I like this plan in general. +1 Vote (sorta)

I think that has too many options to be good marketting, though. I would suggest talking to our three major contacts, Dwarves, Elves, Slimes, and getting their opinions on what zerg-form animals they would be most interested in. Then determining how difficult it is to actually evolve them.

Note that most of them will not be 'dungeon rated' unless they are accompanied by beast-speaking adventurers. Adventurers won't be happy if their new horse-analogue becomes catatonic as soon as they enter a dungeon.

I think some of the options are beyond us for now.

* 5. An animal with healing saliva
Might be possible if we deal with the Slimes to get some of their trade secrets. That wouldn't be an easy sell.

* 7. A fast breeding meat animal
I don't think we can, or should, create independently breeding animals. You could have a 'regenerating-steak-cow' instead. Something that will live for a decade or two and continually grow back parts that are cut out from it. Should have no or minimal pain response, for obvious reasons. :p

* 13. Over mind that can predict weather patterns.

Sounds like a big investment. I don't suppose the Zerg have ever paid much attention to the weather anyway.

* 19. Very slow growing fruits that can be harvested for fertilizer, or used as an explosive mining charge.

Please do not give TNT to the locals. :p

Other thoughts on some of these:

* 11. Beautiful insect that acts as jewelry.

They should deliver small electric shocks if someone other than the owner touches them. (Totally stole this idea).

* 14. Animal that removes salt from salt water.
Plant would make more sense, IMO. Also, combine with next:
* 15. Creep roots that pump water (useful for buildings, but also for growing in desert)

=> * Plant that has roots that pump water up while filtering, purifying and desalinating.

It's not a real plan.
It's a suggestion of possibilities.

All I've done is list things that our domestic animals and plants already do .

The basic idea, is to use market demand in order to fund the spread of zerg all over.

ZergCO is a business with an unparalleled bioforming ability.
In fact, most export zerg will not require metal and armor, as people rarely expect to take sheep, cats, and silkworms into battle.

Our biggest threat isn't the cultists, or the wyrm, or the whirlpool.

It's the bioforming elves .

You are a startup that traded your first beta for an off the shelf commodity.

Stupid.

It's clear that you need to hire a non zerg intermediary from now on.

[] Plan...LEX LUTHOR
Create a special kind of creep that makes the desert bloom.
1. Earth native plants are capable of taking root and sharing minerals and nutrients.
2. Basically, the creep mimics what underground forest fungi already does.
3. But mixes in some desalinating, pumping, and salt capturing abilities.
4. Zerg can still populate and mine the underground.
5. Old mine shafts finished with carpentry and sold as basement real estate. A lightbulb and air filtering plant would be helpful as you go deeper. Make it a form of creep that resembles nice level flooring.



Once the desert blooms.
1. Grow houses.
2. Have goblins harvest trees, and finish the houses with nice carpentry.
3. Sell the ZerMeriGan dream
4. Profit!!!
5. Seriously, astronomically huge profits.
6. Rinse and repeat.
 
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[] Plan EPCOT.​
So. You've Terra Zergformed the desert!
You've imported a thriving community of hundreds of thousands.
They create an economy. Farmers, craftsman, merchants, etc.

You must protect it.
You are involved in city state government. You are aware of some threats.
You know every one of your people by smell. You know who is just visiting. Your eyes watch for spies.
A threat appears. An army.
But you've stockpiled supplies.
Your unused caves have been acting as a cistern.
Your sewage system actually cleans and stores the water. Creep eats the biomass.
Down here are eggs.
You've been stockpiling them.
Zerg in eggs. They slumber.

You grow city walls, layers and layers.
Outside the walls, the creep that covers sink holes is weakened to form large and small traps.

There are plants out here that exhale clouds of poison, entangle, thorns,irritating insects, scorpions and snakes, disease carrying mosquitos.

By the time the army smashes itself on the walls they've already lost,

Other cities purchase a zerg upgrade.
You've taken over the world.
 
So... You are voting for a plan you think can't actually be done?

Really, I'm not sure why the 'suddenly Abathur' plan is getting so much traction here. We haven't gotten anything that would help us develop such a bioform so far. Just saying 'research it' doesn't mean you'll get it.
Because the other part makes sense, and 'Abathur' can be understood as 'look what's necessary to get it'. Also, it happens that I'm wrong.
 
Because the other part makes sense, and 'Abathur' can be understood as 'look what's necessary to get it'. Also, it happens that I'm wrong.

IMO the part where the plan breeds more goblins we can't feed doesn't make much sense either. We need an EP for the Creep Plants. And plan nothing does nothing to get one. We got these goblins by divine decree, taking care of them isn't really optional here.
 
IMO the part where the plan breeds more goblins we can't feed doesn't make much sense either. We need an EP for the Creep Plants. And plan nothing does nothing to get one. We got these goblins by divine decree, taking care of them isn't really optional here.
shrugs, no much else we can do with them, might be higher chance of growing high goblins and eat the dumb ones that we can't feed? plus they managed to feed themselves till now so maybe they can sustain more?
 
Dwarves and Elfs should have stuff to feed them, if we don't find anything. Like biomass before it's processed.
 
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