Pangaean Generation (TUE)

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Pangaean Generation
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The logo of the Generation, the mighty Tyrannosaurus rex; commonly located in graffiti worldwide
General
Playstyle Terrain Manipulation
Faction Colour Gaia's Green
Type Quantum Faction
Dev. Status Conceptual

"I see trees of green, red roses too
I see them bloom for me and you
And I think to myself what a wonderful world."

- "What a Wonderful World", by Louis Armstrong

The Pangaean Generation are a Redsverse faction consisting of radical environmentalists. Wielding strange technology, they make use of the power of nature to provide their weapons, including beasts that have not walked, swam, or flown on the earth in millions of years. They are prepared to return the Earth to a more primal place where man is at peace with nature, and woe betide anyone who break the peace.

At a Glance

Faction Color Dark Green
Playstyle Terrain manipulation and exploitation
Theatre of Operations Forests and wetlands
Strengths Units are extremely customizable, expansion can be concealed in natural terrain, natural terrain can be remolded to advantage the player and artificial terrain overgrown
Weaknesses Animal and infantry units are generally fragile unless upgraded for durability, expansion hindered by urban terrain, vehicles are generally inferior
Motives Green Anarchism, Distributism, Internationalism, Anti-Consumerism
Basic Look Radical militias mixed with shocking biological experiments

Background

Nothing Gold Can Stay

Audible Spring

Gaia's Indignation

Unique Faction Mechanics

Tiering:

Tau Harmonizer: The Tau Harmonizer is a unique system that allows you to customize infantry and animal unit's stats to some degree, giving you a number of packages to choose from such as greater defense that slows down the produced unit, greater melee damage, heightened speed at the cost of greater frailty; or potentially even give them new abilities such as camouflage or electric bursts. However, you should choose wisely as a produced unit can only be so altered before it is created

Terra Mater: The Pangaean Generation is capable of "reclaiming" land and turning it into natural terrain, such as forests, wetlands, tall grass and the like. Natural terrain give a number of bonuses to Pangaean units, in plains they move faster, while forests give them cover bonuses and wetlands reduce the visual range at which Pangaean units can be spotted, and Pangaean buildings can be built in any claimed forest; as can their traps.

Gaeamachy: Enemy units passing through Pangaean claimed natural terrain suffer continual morale and hit point damage at a slow but constant rate as all the little creatures of nature continually harass the enemy at every turn.

Come, Child of Earth: Animal units suffer continual morale damage the longer they remain in the line of sight of a Pangaean unit thanks to special technology that can change an animal's loyalty; once they hit zero morale, they change over to the Pangaean side. Enemy animal units are not affected by the hit point damage of Gaeamachy, but still suffer the morale damage on top of this effect. Pangaean animals are immune to mind control effects such as Epsilons'.

Nature's Healing: All Pangaean units slowly regenerate lost health thanks to Tau Harmonizer modifications to their genome, and even incapacitated but not dead units can stand back up and return to the fray if left alone long enough.

Totally Radical!: Most Pangaean infantry have some means of moving faster than their own two legs can bring them. Until the tau harmonizer is built, most will use skateboards, mopeds, and scooters.

Generals

Professor Jerry Goldbaum, Catalyst of Tomorrow

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Merrick A combination of the Dracoavis and the Elechidna, Merrick has three heads that all spit deadly amounts of lightning and fire to deal with any target he's met with whether on land or in the air. Much larger than most commandos, Merrick is a formidably powerful opponent who can bite, rip, and tear enemy units in melee just as easily as he can annihilate them with non-stop thunder and death from the sky, making his unusual bell like roar all the time. Merrick can also stop in the air to start flapping and beating his wings rapidly, creating massive gusts of wind to throw all his enemies aside

Researcher Paulina Arreak, Sheperdess of the Seas

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The Bloop (Commando)

Public Enemy Taylor Hobbs, Fist of Anarchy

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Luke The anarchist's anarchist, Luke is a kid with attitude issues. Not only does he not need to recharge his bio-electricity unlike most; letting him stop vehicles cold anytime and anywhere and not only is he much stronger than most of them, he's also a lot faster to the point that he doesn't even bother with a skateboard, running along fast enough that most normal people struggle to even see him and in combat he overwhelms most opponents through sheer speed, landing dozens of hits before the enemy finishes a swing. He can even use his electricity to engage in some magnetism, letting him preform quick repairs on vehicles or draw vehicles up into the air where they're immobilized and without the ground to conduct lightning into; are quickly fried to the point where the crew perishes and the vehicle is left a heavily damaged smoking husk.

Pangaea Liberation Organization

"YOU THOUGHT YOU COULD WHIP US INTO SHAPE"
"WE WHIP YOU TO THE 21ST CENTURY NOW"

- Poster sign from an unnamed Pangaean protester

Buildings

Unlike other factions, the structures of the Generation can be placed in forests without clearing out the trees, if this is done; Pangaean buildings can only be spotted by non-detectors at very close range.

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Greenhouse The Greenhouse serves as the central command point for Pangaean forces on the field, coordinating their forces and providing the materials with which they can build more structures.
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Mineral Leecher Rather than a standard ore refinery, the Pangaeans simply build a mineral leecher on top of an existing ore mine, which steadily siphons up materials to feed the Pangaean economy. While slower than the lump sums provided by ore miners, they do not deplete an Ore Mine.
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Hybrid Plant Combining solar panels and generously donated Comintern fuel cells, Hybrid Plants generate electricity by soaking up the sun's rays, and when the sun isn't available, they recombine hydrogen and oxygen separated by electrolysis from some of the Hybrid Plant's output.
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Chapter House Part garden and part living space for the human fighters of the Pangaean Generation, the Chapter House offers both sustainable, self sufficient living with its own food growing gardens and a comfortable place to sleep in; ready to heed the call when asked to.
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Tau Harmonizer A strange contraption that holds tremendous power, the Harmonizer can rapidly decode then alter the genetics of living beings and then grow them from an embryo to an adult in battlefield useful spaces of time, the rest of the structure provides shelter for the animals created.
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Atelier Mostly derivative from Comintern technology with Pangaean touches, the Atelier assembles the land vehicles and the larger monsters the Pangaeans have to their name and sends them off to battle. Also, be sure to check out the cafes inside!
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Reef Bay Not only are ships assembled here, but an aquatic Harmonizer is also available to create sea-creatures to fight for the Generation. A man-grown reef is also part of the structure to try and offset its environmental impact as much as possible.
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Aviary The Pangaean Aviary constructs both aircraft and has a harmonizer that can create flight capable animals. The aviary can host up to four aircraft, all of which use special bio-fuels that can rival the performance of petroleum products.
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Genetic Beacon Genetic Beacons are high grade battlefield laboratories that also double as auxiliary command centers, and from here high grade upgrades and units can be accessed.
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Gene-Amplifier A specialized Tau Harmonizer, gene amplifiers can be loaded with a single Tau Harmonizer upgrade and targeted on Pangaean or allied troops to give them an immediate upgrade on the battlefield.
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Meganulon Hive The Ultimate Superweapon of the Generation, the Meganulon Hive houses huge number of Meganula insects; frightfully large hybrids of various forms of extant and prehistoric insects who when commanded to; fly high above the battlefield before descended at the target and set about destroying everything they can in an acid spewing, wood and flesh eating, concrete eroding, metal oxidizing frenzy before their metabolisms burn out.

Defences

To protect the installations of the Generation, these structures can be erected

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Bramble Wall Bramble Walls are specially modified plants that when attacked, reflexively shoot out high velocity poisoned thorns at the offending target and can regenerate on their own terms.
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Bramble Gate Capable of retracting when given special signals only known to the Pangaeans, the Bramble Gate can still shoot thorns at attackers and regenerate itself.
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Bramble Bunker Basic defensive emplacements, Bramble Bunkers are themselves unarmed, but can house a squad of infantry and can strike at attackers with bramble thorns to augment their firepower.
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Sonic Emplacement With two speakers, the Sonic Emplacement is a slightly more advanced form of basic defense primarily effective against infantry, using two speakers to broadcast dangerous cones of sound to debilitate and kill enemy units.
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Acid Spewer Filled with extremely deadly biological corrosive agents, Acid Spewers may be short ranged, but they can melt through tanks in moments, to say nothing of what it does to flesh.
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Meganula Launcher These large mortars fire canisters filled with Meganula, giving the enemy a face full of irritable insects from a great distance.
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Anti-Air Zapper Built with technology reverse engineered from Soviet defectors, the Anti-Air Zapper fires bolts of electricity skywards to fry enemies in the air.
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Reclamation Pod A pod that is automatically delivered to the buildsite once completed, these reclamation pods can spur a sudden regrowth of the builder's choice of natural terrain, though if non-friendly artificial buildings are in the way they accrue a number of "bramble points", and if these bramblepoints reach a certain level, the building is turned into a Bramble Bunker with a maximum number of occupants determined by the building's size.

Traps

Traps can be set in any forested or wetland terrain as long as you have them in line of sight

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Grenade Trees Similar to Sandbox trees, Grenade trees will automatically drop exploding, razor sharp seed filled fruit when enemy units pass under them, dealing moderate damage to infantry and open topped vehicles.
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Creep Vines Also known as stranglethorns, Creep Vines wait for enemy units to pass by, at which point they grab on, slowly down vehicles and infantry, and if the infantry are already suppressed, they begin to strangle the infantry, immobilizing and slowly killing them.
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Infested Waters Built on shallow or deep waters and wetlands, Infested Waters are infested with predators ready to take a bite out of enemies who come near them. Infantry will continually take damage and vehicles suffer module damage as they pass through these Infested Waters.
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Bird Nest Bird Nests can harass ground and sea units in their vicinity, but it is against aircraft that they are deadliest, as the birds and insects fly into engines and bring planes down.
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Gaeamachy Enhancer These seemingly unassuming plants help further the debilitating effects of Gaeamachy by releasing special protists that are genetically programmed to terminate if they get out of the plant's radius and ignore targets with genetic markers given to Pangaean troops and their allies; for those not so protected, they can find themselves being slowly eaten alive.
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Cave Caves can provide a shelter for units as well as protected transit locations. Enemies who enter caves will take constant damage throughout the entire trip as the fauna and flora attack them all the way through.
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Coral Reef These act as barriers against sea units, who suffer damage if they try to pass over these reinforced coral barriers as the corral takes chunks out of passing ships.
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Sink Hole A simple sink hole, units that pass over these fall down and take quite a bit of damage for doing so, and will need help to get back up.
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Mounds Simple mounds of dirt (or boulders, or sand), mounds can create elevation for you to make use of as well as break up the enemy's line of sight by making flat ground into hilly terrain.

Infantry

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Deinonychus A large and dangerous prehistoric killing machine, this feathery blast from the past can startle enemy units by suddenly displaying its colorful feathered arms, causing a healthy spot of morale damage that can suppress the enemy; just long enough for them to jump on the target, flick them with its claw before eating their remains. Spies, of course, cannot elude its keen sense of smell.
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Radical An angry and disaffected youth, radicals are equipped AKA-44s equipped with underslung grenades that rather than exploding, release a whole bunch of mosquitoes; causing enemy infantry to pour out of garrisonned buildings in a disorganized manner, immediately suppressed with continuous morale damage as they're feasted upon by mosquitoes modified to have a very painful bloodsucking process. On hard terrain, they bring out skateboards to move faster.
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Disestablishmentarian Gallimimus-riding infantry once the Tau Harmonizer is attached to their production building, and motor-scooterists until it is, Disestablishmentarians provide anti-vehicle punch with biofuel-propelled rockets loaded with metal melting acids, while their nifty dinosaur mounts allow them to move quickly at the expense of accuracy, or they get off their gallimimuses attack on foot for better accuracy.
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Elechidna Combining cobras with tanystropheuses, electric eels, large-bodied crocodiles, and sea serpents has created this monstrous seven-headed freak of nature that can strike with electric arcs to damage and disable vehicles and tear apart aircraft or combine their blasts to create a burst of bioplasma that can stop vehicles in their tracks instantly, In melee, to attack the Hydra is to deal with all of its heads while its electricity can be used to suppress enemy soldirs.
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Wolforpions Using the power of the Tau Harmonizer to combine the best traits of an Epicyon wolf, some terror bird, and a Pulmonoscorpio (and a bit of spitting cobra), Wolforpions are easily massable and cheap assault infantry who can attack in huge numbers, and can squirt facemelting acid from their stingers which not only damages enemies, but also burns them from the inside over time.
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Egghead The more technologically oriented of the Pangaeans help serve the cause by repairing damaged buildings, capturing enemy ones, and setting up miniature reclamation pods to put the man down, and ride on scooters when on hard terrain to go a bit faster.
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Anarchist Angry and dispossessed teenagers left orphans by war, Anarchists have been treated with the Tau Harmonizer to become more than human, allowing them to utilize bioelectric-charged grapples to kill or paralyze people and briefly stop vehicles with electric bursts from their bioelectric muscle packs before breaking into target facilities to beget acts of espionage and sabotage, on hard terrain they bring out skateboards.
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Provocateur The snipers of the Generation, the Provacateur turns a rifle meant to hunt elephants into a tool with which to hunt man. Provacateurs can also fire a bullet coated with lesser-known hallucinogens that can overload its target's aggressive instincts, causing them to attack all units nearby.
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Specopraptors Specially-modified motorcycle-riding raptors, these Specopraptors serve as excellent special forces, and thanks to their opposable thumbs and enhanced brains, can actually wield silenced machine guns and communicate with one another in their own special language to better coordinate tactics, their secondary tells them to get off their motorbikes, reducing their speed but allowing them to fire with far greater precision.
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Scab Slayers Scab slayers are actual military officers who have defected to the Pangaeans and can spread their valuable skills and insights to the other units of the Pangaeans; or if the Tau Harmonizer is active; their miniature allosauruses. While humbly armed with rocket assisted grenade launchers to serve as Mortar troops as well as commanders, the Scab slayers also can inspire shame in enemy units, lowering their morale and eventually converting them when low enough.
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Quetzalcoatlus Pterosaurs modified to use more durable feathers instead of fragile membrane wings to fly, these enormous flying infantry can carry a heavy machine gun and a number of PTABs into the air with them that can tear through enemies almost as good as their enormous reinforced beaks. They may also execute a short barrel roll, effectively dodging most of enemy projectiles.
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Ecologist Ecologists are vitally important for the healing of injured biological units, applying Pangaean breakthroughs in medical technology to patch up the wounded faster than even the genetic science of the Generation alone would be able to. Ecologists carry their supplies with a partnered up hadrosaur.

Vehicles and Impossible Creatres

"CAN'T VEX THE T-REX"

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Cloud Leopard LAV Bought from the Comintern warehouses (with their parents' money) and modified (with the tools bought by what's left of that money), the Cloud Leopard serves as the armored scout car of the Pangaeans, armed humbly with a single minigun and special slow release pods that can slowly "reclaim" the land around them.
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Eco-Skirmisher Transport A modification of the Skirmisher, the Eco-Skirmisher carries three squads of infantry and packs two miniguns for self-defense. Inside the Eco-Skirmisher are organic, medicinal products that invigorate wounded soldiers inside faster than normal regeneration.
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Extremophile Tankette Driven by daredevils, this tankette is humbly armed with a 40mm Bofors autocannon and Mustelid musk grenade launchers and while fragile, is quite fast and handles well on all terrain. Through still-yet-unknown means, they can force a rapid growth of moss onto an enemy vehicle's weapon, disabling its ability to fire for a shot time.
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Recluse Skysweeper A modification of the Skysweeper, the Recluse replaces the missiles with a pair of 23mm gast double-barreled guns that provide a monstrously high rate of fire. The double-barreled guns can also launch enraged, buzzing insects dedicated to either shredding through heavy bombers or light fighters, which can be cycled through.
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Tailless Whip Derived from the Mk.23 "Scorpion" Tank, the Tailless Whip and its high-velocity main gun pack a surprise with an acid-filled missile that can be fired to deny an area to an enemy, applying the Gaeamachy debuff onto it.
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Antodonts Merging Triassic-era cynodonts with ants and permian anapsids has produced these bizarre burrowing creatures, and further modifications has given them the ability to spread gaeamachy where they go while their strength allows them to recover ruined vehicles and they can secrete a sealing mucus to repair vehicles. Only really dangerous in melee, Antodonts are more of a support creature than anything else.
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Jungle Stalker The brainchild of power tools, a Marauder Tank, and a bag of peyote, the Jungle Stalker fits a powerful high-velocity gun on the armored chassis which has a turret that can cover the front one hundred and eighty degrees of the tank destroyer. Jungle Stalkers can disguise themselves by growing profuse amounts of brush to avoid being seen by the enemy and set up ambushes. While this does not truly stealth them, it does mean that units have to be closer to actually see them.
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Tricerobster A merging of a triceratops, an ankylosaurus, and a very large lobster, the Tricerobster is very difficult to kill with its very well armoured and quick to regenerate body and anything caught by its tail, beak, horns, and pincers is likely in for a bad time; whether or not it is in the water. But what makes it truly dangerous is its ability to bullrush which ends in a deadly, violent impact.
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Oppressor Vanquisher Lobbing shells filled with a dreadful bioexplosives, the Oppressor Vanquisher is a lethally effective artillery piece. It can also unveil its built-in speakers in full blast, which deafens almost anything in an area caught by the display of young people music.
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Extremosaurus Assault units par excellence, these enhanced, armored Extremosaurus have jaws so strong they can bite through tank armor with ease and crush structures with their brute strength, simply stampeding over infantry (and with arms like deinocheirus, jaws like a tyrannosaurus, and added armour plating they are even fiercer than they were in life). And on command they can demonstrate a new trick courtesy of genetic science, the ability to breathe bio-plasmic fire, which they sweep over an area while roaring, forcing enemies out of cover and shattering morale.

Aircraft

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Hawk-shark A strange combination of a large prehistoric bird, a pterosaur, with an also prehistoric shark, the Hawk-Shark uses its keen senses to provide aerial scouting maneuvers, and can divebomb enemy targets to bite and claw at them with deadly intent, raking them with twin machine guns, or drop a deadly bomb.
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Dracoavis Essentially an engineered wyvern, Dracoavis combine multiple creatures to create what amounts to a dragon, who can breathe bio-plasmic fire that will deal hefty damage to ground targets (along with the trio of HMGs mounted on their bodies) while their mass, jaws, and claws are dangerous to slower air units; these creatures can be commanded to land, where they can move surprisingly swiftly.
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Hounder Acquired from Soviet stocks, this modification of the Homer helicopter, the Hounder can carry vehicles, monsters, and over six squads of infantry anywhere on the battlefield and can let rip with four different gast guns to suppress a landing zone.
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Upriser A Mexican design donated to and equipped by the Pangaeans, the Upriser uses a 23mm twin gast-gun and meganula missiles to carry the day in the sky. Its secondary orders the pilot to turn around and head back to base.
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Downcaster A Slovakian jet, the Downcaster uses a Tau Randomizer which has truly hideous results against enemy infantry, allowing the Downcaster to function as a powerful infantry eraser aircraft, while bioacid bombs melt vehicles. The secondary orders it to return to base.
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Honey Badger Bomber Based on copies of Soviet bombers, these aircraft can both transport Pangaean units (even vehicles due to being larger than the original Badger) in paradrop mode or they can drop bombs filled with very angry Meganula to cause as much havoc as is humanly possible.

Watercraft

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Icthyosaur These ancient marine reptiles have been revived and adapted to enjoy greater intelligence and better adaptations to colder waters, on command, Icthyosaurs can activate water jets mounted on them to shoot off at much greater speeds and can deal damage with bioplasma they can periodically vomit out, or just bite and thrash enemy targets.
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Sea-Spray Boat Using two 30mm gast guns, Sea-sprays can both harass surface boats and shoreline targets and provide air units with something to think about carefully, or they can fire shells loaded with mosquitos and damn their unfortunate enemies to itch terribly.
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Skulk Destroyer Based on an inter-war period destroyer armed with two multi-purpose missile launchers, the Skulk is the mainstay naval combatant of the Pangaean fleet, and can carry Sea-sprays and Ichtyosaurs inside of it for protection; sea-sprays being able to fire from their mooring positions
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Greenery Cruiser Greenery cruisers fire shells filled with specially modified starfishes who constantly secrete acid and have an insatiable appetite for metal, dealing grotesque damage over time to the ships caught by their fire after the rounds penetrate and release these beachdwellers from hell. Thanks to how the guns are positioned, Greeneries can engage in a "spin to win maneuver" where they constantly turn around in a circle, with one side's guns being able to fire just as the ship turns around, constantly pummeling the enemy with shells while making itself a harder target.
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Pleasantry Lander Converted from civilian landing ships, Pleasantry Landers can carry up to three vehicles or ten infantry in safety within its spacious and rather comfortable interior; and four sets of 20mm gast guns help to keep away the nosy. When unloading, the Pleasantry releases an aerosolized form of Gaeamachy gas.
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Perfidy Submarine Similar to a heavily reinforced version of a large, civilian scientific submarine, the Perfidy fires torpedoes filled with special barnacles who rapidly grow to maturity and devour the target ship's metal or wooden structure and force apart the ship's structure until it starts taking fatal amounts of water and sinks. The secondary uses its arms to repair other ships at sea.
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Meganula Sea-Hive This unusual ship launches Meganula swarms into the air to devastate targets on land as the shells carrying them break open to reveal a swarm of angry, angry insects. Or they can fire shells filled with blinding bioluminescent goop that both reveals the target area and makes enemies beneath untargetable but unmovable.
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Tethys Carrier Built with the help of the Comintern, the Tethys Carrier serves as the ultimate expression of Pangaean sea power, launching Sea-Dragon and Sea-Wyvern aircraft into the skies to win the skies and the surface where they go. If really pressed by enemies, they can release a swarm of small Pterosaurus to harass any nearby ship and make safe flying near them functionally impossible.
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Pliosaur A beast that once stalked the depths of the oceans in the distant past now returns as the primary submarine killer for the Pangaeans, by taking out chunks of submarines with their hugely powerful jaws, these Pliosaurs, modified with gills, doom them to eventual sinking with even single attacks. Or they can rather than simply taking a chunk and leaving, try to worry the submarine, latching on with a bite and then attempting to rip the submarine apart.

Epic Unit

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Sally A genetically modified Tyrannosaurus commando standing above and beyond even other Tyrannosauruses, Sally has a hide that ranges on virtually indestructible even before her armor plating and is an astonishingly fast healer Getting in range of her arms, brought in from other predatory dinosaurs, or her vicious jaws is a swift death sentence, but the purposes of the stegosaurus-like fins on her back becomes clear as they help her charge a bioplasma burst that comes out as a blue beam that damages all targets in a line. She also understands several human languages.
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Gigallante An almost too big to be real plant based creature that strikes with acid not only from the somewhat dinosaur esque mouth of the mount of floral tissue but also from the various mouths on many of its tentacles, rapidly melting through nearly any enemy while the creature's ability to regenerate is almost unreal; recovering from even the most grievous of wounds in virtually no time at all. Even if one gets past the acid, they must still deal with the bio-electricity, bio-plasma, and lethally sharp seed pods fired out of many points on the creature or be battered, pierced, and pulled into submission by its leafy tendrils. While normally very slow, a gigallante can make a single directional charge that flattens everything in its way to its destination.

Protocols

Template:Pangaean Protocols

Allies, Comrades & Associated Organizations of the Pangeans

Isla Nubara Special Research Lab

Galapagos Total Exclusion Zone

Behind the Scenes

The Pangaean generation draws a great deal on 90s fiction, such as Jurassic Park, totally RADICALism, and the like, and is also inspired by the RTS games Impossible Creatures, Paraworld and a bit of Jurrasic Primitive Wars.