Nimezum

*The Nimezum are the ugly eusocial result of against nature breeding of molrats and Polytopians. They live in sorts termitaries and have no sense of honnor whatsoever.*

*Their proliferation is sure to be a huge threat to any tribe in the Square...*

## Description

Nimezum have many special units, most notably the larva, that can turn itself in any unit depending on the needs of the colony. They also have queens that can spawn larvae, sappers that make enemy fortifications futile, and attacking Nimezum territory a hazardous enterprise, and slightly different, more cowardly archers and riders.

They don't have any forest in their territory, hate them, and their technology *tree* is modified accordingly. They start with the Hive technology.

They don't have game either, and don't need a mount to be fast. Their fruits are big yellowish mushrooms that look and taste like emmental cheese. They wear pale yellow clothes.

They have ugly faces with small eyes and big rodents teeth. Only larvae, "riders" and "knights" are quadrupedal. The queen has 6 breasts on its chest.

## Resources

No forest. Foreign tribes grow their own, I guess.

## Technology Tree

Instead of the Hunting branch, they have a **Hive** branch.

Hive allows recruiting **larvae**, which is fortunate since it's the only unit they can recruit (every other need to be evolved from a larva, warrior included).

**Expansion** (Archery) allows larvae to evolve into **Skirmishers**, and grants the **Tunnel** ability (adds a tunnel entrance on an empty field or mountain tile for 5 stars : Units in their territory can move between them without enemy or terrain interference ; any city tile works as a tunnel)

Spiritualism is replaced with **Sanctuary** : Unlocks **Tunnel temple** (costs 15) and a **defense bonus** on tiles with a tunnel.

Forestry is replaced with **Hygiene** which unlocks clear forest.

Mathematics is replaced wirh **Structures** : **Sapper** unit and **Corridor** ability Nimezum units can move between **tunnels** as if on roads.

Note : Nimezum don't have sawmills nor forest temples, can't grow forest, and don't have a defense bonus on them.

The riding branch is also altered with slighty different rider and knight units, but also **Devolve** instead of Disband. See below.

## Special units, skills, devolve

**Evolve** : This unit can transform into any (available) unit upon paying the **usual cost -2**. The transformation must be done in Nimezum territory and takes a full turn. The newly evolved unit is healed.

**Spawn** : Upon activation, spawns a (independent) larva in an adjacent tile for free.

**Sap** : When this unit attacks, it supresses any defense bonus until the begining of the enemie's next turn.

**Trap** : Upon activation, lays a trap on the tile. Enemy units don't see them and, when entering the tile, lose all remaining moves and 2hp per tile they moved on this turn (dash, persist, escape (etc) included). The trap is removed.

**Poison** : Deals 2 damage per turn. Can stack, but also be cured by Mind-Benders.

### Devolve ability

Become a larva again (and heal) for free. Also takes a turn and must be done in your territory.

## Notes

The evolve ability and larvae spawning make it more interesting to use cheap units, be it venomous skirmishers and biters, useful sappers or simply warriors. Those cost only 1 star whereas clawers (knights) and swordsmen are still 4 stars. Well, you don't have real knights nor catapults, and queens are more precious spawners than dreadful attackers, so no real choice here.

Queens having only 30hp do not make the best battleships, but they can spawn as many free boats as you want... You could have 3 10hp ship for 15 stars, whereas other tribes would have only 2 of those for 14 stars.

Tunnels should grant some more movement while sappers and/or venom can deal with even the sturdiest foes. Venom is also meant to make mind benders a bite more appealing.

Knights would be the biggest issue, but traps and defensive bonus on tunnels could help.

With no forests inside your territory, picking the right tech to develop your cities should be made easier.

I guess both early and late game would be difficult, but you could surely spawn a huge army of cheap weak annoying rats somewhere in the middle, and seize such economic domination that your foes are doomed.

## Other Tribes

If you liked this one, go take a look at the others here : Gradokko