Colony: Difference between revisions

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=='''Mechanics'''==
=='''Mechanics'''==
You can play as 9 different colonies in the entire game: [[Gene-thief Ant|gene-thief ants]], [[Black Ant|black ants]], [[Wood Ant|wood ants]], [[Leafcutter Ant|leafcutter ants]], [[Fire Ant|fire ats]], [[Matabele Ant|Matabele ants]], [[Little Black Ant|little black ants]], [[Big-headed Ant|big-headed ants]] and [[Termite|termites]].
You can play with 9 different colonies in the entire game. If you choose to play with [[Wood Ant|wood ants]], [[Leafcutter Ant|leafcutter ants]], [[Fire Ant|fire ants]] or [[Matabele Ant|Matabele ants]], you must pick either of the 2 variants.  


You can only control a single colony in any levels or [[Custom Game Mode|custom games]].  
You can only control a single colony in any levels or [[Custom Game Mode|custom games]]. Non-player colonies can use the same [[Basic Mechanics|mechanics]] as you can but are controlled by the game. Every colony must be assigned to a number, a color and an underground area.


Non-player colonies are controlled by the game. They can use the same [[Basic Mechanics|mechanics]] as you can. Each colony must be assigned to a number, a color and an underground area.
Non-player colonies and other enemies are always hostile to eachother.


Actual players are more decisive and responsive so non-player colonies always need headstart and cheat to stay threatening.
The respective colony is defeated when its queen is dead. Tiles are deleted every 0.5 second and return 66% of the cost. Refunds are modified to reward the victors: larvae, leaves, termites or lignocellulose.


Non-player colonies and other enemies are always hostile to eachother.
Colonies aren't affected by [[Swarm|powescaling]].
 
The respective colony is defeated when its queen is dead. Tiles are deleted every 0.5 second and return 66% of the cost. Refunds are modified to reward the victors.


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=='''Level'''==
=='''Level'''==
Non-player colonies in levels are designed to mimic their real-life counterparts. Nanitic workers are always kept inside to do nest jobs.
==='''Behaviors'''===
Non-player colonies in story levels and extra levels are designed to mimic their real-life counterparts. Nanitic workers are always kept inside to do nest jobs.
 
Non-player clonies check the surface for food and move gathering groups there.
 
*'''Old system:''' Non-player colonies can only check predetermined locations. Gathering groups move to the most recently chosen locations if they can't find any food.
 
*'''New system:''' Non-player colonies can constantly and thoroughly scan their territories for food or danger and move gathering groups accordingly. Gathering groups remain inside if they can't find any food.


Non-player colonies attack any enemies on the way when they are gathering food. They can disable attacking and retreat inside after they have taken enough casualties.
Non-player colonies attack any enemies on the way when they are gathering food. They can disable attacking and retreat inside after they have taken enough casualties.
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Non-player colonies can control up to 2 gathering groups and 2 attacking groups.
Non-player colonies can control up to 2 gathering groups and 2 attacking groups.


*'''Polymorphic species:''' Gathering groups consist of both workers and small soldiers. Attacking groups only consist of large soldiers. They are kept around the queen and are only deployed to protect gathering groups or to invade enemy nests.
*'''Polymorphic species:''' Gathering groups consist of workers and small soldiers. Attacking groups only consist of large soldiers. They are kept around the queen and are only deployed to protect gathering groups or to invade enemy nests.


*'''Non-popymorphic species:''' Gathering groups consist of both workers and soldiers. Attacking groups only consist of soldiers. They are only split from other gathering groups to invade enemy nests.
*'''Non-popymorphic species:''' Gathering groups consist of workers and soldiers. Attacking groups only consist of soldiers. They are only split from other gathering groups to invade enemy nests.


Actual players are more decisive and responsive so non-player colonies always need headstart and cheat to stay threatening. You can only encounter free food cheat in story levels and extra levels.
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==='''Nest buidling'''===
Non-player colonies have predetermined nest designs. They can decide building order on their own. They can only build hexagon chambers and can't build highway.


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=='''Custom agme mode'''==
=='''Custom game mode'''==
==='''Setting'''===
==='''Settings'''===
You can play with or without other colonies in custom games. You must choose a color and a team for each colony before you start a custom game. You can only have up to 4 colonies and 4 teams in a single custom game.
 
You can control temperament of non-player colonies: ''Docile'', ''Timid'', ''Balanced'' and ''Aggressive''. It affects their aggressiveness and unit composition.
 
You can control cheat frequency of non-player colonies: ''None'', ''Headstart'', ''Underhanded'', ''Cheater'', ''Crooked'' and ''Corrupt''. They gain free food over time and can spawn units without requiring food or workers. Cheat is automatically disabled when nest invasion is happening.
 
You can also control how quickly non-player colonies make decision.
 
You can control whether colonies can enter other nests.
 
Non-player colonies aren't affected by upkeep and randomized caverns.


<br/>
<br/>
==='''Behaviors'''===
==='''Behaviors'''===
Non-player colonies will keep everyone outside to gather food. Nanitic workers only move inside to finish the assigned nest jobs when storage is full and will stay inside permanently after you have played for 30 minutes.
Non-player colonies can only control up to 3 pheromone groups. They can be tasked with either gathering food, gathering [[Milkweed Aphid|aphids]] or attacking enemy colonies. Non-player colonies can flexibly disable and enable gathering or attacking depending on the current task.
Gathering groups are kept inside if they can't find any food.


Non-player colonies will choose an enemy colony, which is the weakest in biomass, as the main target after they have gathered enough food. They will retreat and gather food after they have taken enough casualties.
*Docile colonies avoid intentional conflicts and stay in their territories.
*Timid colonies harass the target by following its most recently placed pheromone markers early game and only invade its nest late game.
*Aggressive colonies immediately and constantly invade the targeted nest.
Non-player colonies can't respond to nest invasion. They can't actively hunt [[Uber Creature|uber creatures]] or [[Titan|titans]] either.
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==='''Nest design'''===
==='''Nest building'''===
Non-player colonies start with the same predug nest and some resources. Some species will have headstart to help them catch up with omnivorous ant species.
 
*Leafcutter ants start with a 19-tiled queen chamber, some leaf storage, some refuse storage and some minor brood tiles.
 
*Matabele ants start with some worker brood tiles and soldier brood tiles.
 
*Termites start with a 19-tiled queen chamber, some lignocellulose storage and some fungus storage.
 
Non-player colonies usually work on 2 chambers at once. They upgrade storage and soldiers first and only upgrade workers after everything else has been finished.
 
Unit composition is chosen depending on species and temperament. Docile colonies use mostly workers. Balanced and aggressive colonies use mostly large soldiers. Timid colonies strike a balance between workers, small soldiers and large soldiers.
 
'''Black ants/ Little black ants/ Fire ants''':
 
<gallery>
File:Fire Docile.png|Docile
File:Fire Timid.png|Timid
File:Fire Balanced.png|Balanced/ Aggressive
</gallery>
 
'''Wood ants''':
 
<gallery>
File:Wood Docile.png|Docile
File:Wood Timid.png|Timid
File:Wood Balanced.png|Balanced/ Aggressive
</gallery>
 
'''Big-headed ants''':
 
<gallery>
File:Bigheaded Docile.png|Docile
File:Bigheaded Timid.png|Timid
File:Bigheaded Balanced.png|Balanced
File:Bigheaded Aggressive.png|Aggressive
</gallery>
 
'''Leafcutter ants''':
 
Leafcutter ants will try to complete a 19-tiled minor chamber first. The final nest design is different from omnivorous ants.
 
<gallery>
File:Leafcutter Docile.png|Docile
File:Leafcutter Timid.png|Timid
File:Leafcutter Balanced.png|Balanced
File:Leafcutter Aggressive.png|Aggressive
</gallery>
 
'''Gene-thief ants''':
 
Gene-thief ant units are divided into 3 groups: workers, small soldiers and large soldiers. Large soldiers only include leafcutter ant majors and [[Army Ant|army ant]] majors. Unit composition is chosen depending on which unit group they have access to.
 
If they have access to multiple unit options in the same group, they will choose randomly among the available options and try to build a chamber for each option.
 
If large soldiers aren't available, they are replaced with small soldiers. If small soldiers aren't available, they are replaced with workers.
 
<gallery>
File:Gene-thief Docile.png|Docile
File:Gene-thief Timid.png|Timid
File:Gene-thief Balanced.png|Balanced
File:Gene-thief Aggressive.png|Agrressive
</gallery>


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Revision as of 08:44, 22 June 2024

This page shows the mechanics of colonies.


Mechanics

You can play with 9 different colonies in the entire game. If you choose to play with wood ants, leafcutter ants, fire ants or Matabele ants, you must pick either of the 2 variants.

You can only control a single colony in any levels or custom games. Non-player colonies can use the same mechanics as you can but are controlled by the game. Every colony must be assigned to a number, a color and an underground area.

Non-player colonies and other enemies are always hostile to eachother.

The respective colony is defeated when its queen is dead. Tiles are deleted every 0.5 second and return 66% of the cost. Refunds are modified to reward the victors: larvae, leaves, termites or lignocellulose.

Colonies aren't affected by powescaling.


Level

Behaviors

Non-player colonies in story levels and extra levels are designed to mimic their real-life counterparts. Nanitic workers are always kept inside to do nest jobs.

Non-player clonies check the surface for food and move gathering groups there.

  • Old system: Non-player colonies can only check predetermined locations. Gathering groups move to the most recently chosen locations if they can't find any food.
  • New system: Non-player colonies can constantly and thoroughly scan their territories for food or danger and move gathering groups accordingly. Gathering groups remain inside if they can't find any food.

Non-player colonies attack any enemies on the way when they are gathering food. They can disable attacking and retreat inside after they have taken enough casualties.

Non-player colonies can control up to 2 gathering groups and 2 attacking groups.

  • Polymorphic species: Gathering groups consist of workers and small soldiers. Attacking groups only consist of large soldiers. They are kept around the queen and are only deployed to protect gathering groups or to invade enemy nests.
  • Non-popymorphic species: Gathering groups consist of workers and soldiers. Attacking groups only consist of soldiers. They are only split from other gathering groups to invade enemy nests.

Actual players are more decisive and responsive so non-player colonies always need headstart and cheat to stay threatening. You can only encounter free food cheat in story levels and extra levels.


Nest buidling

Non-player colonies have predetermined nest designs. They can decide building order on their own. They can only build hexagon chambers and can't build highway.


Appearances

You can encounter non-player colonies in:


Custom game mode

Settings

You can play with or without other colonies in custom games. You must choose a color and a team for each colony before you start a custom game. You can only have up to 4 colonies and 4 teams in a single custom game.

You can control temperament of non-player colonies: Docile, Timid, Balanced and Aggressive. It affects their aggressiveness and unit composition.

You can control cheat frequency of non-player colonies: None, Headstart, Underhanded, Cheater, Crooked and Corrupt. They gain free food over time and can spawn units without requiring food or workers. Cheat is automatically disabled when nest invasion is happening.

You can also control how quickly non-player colonies make decision.

You can control whether colonies can enter other nests.

Non-player colonies aren't affected by upkeep and randomized caverns.


Behaviors

Non-player colonies will keep everyone outside to gather food. Nanitic workers only move inside to finish the assigned nest jobs when storage is full and will stay inside permanently after you have played for 30 minutes.

Non-player colonies can only control up to 3 pheromone groups. They can be tasked with either gathering food, gathering aphids or attacking enemy colonies. Non-player colonies can flexibly disable and enable gathering or attacking depending on the current task.

Gathering groups are kept inside if they can't find any food.

Non-player colonies will choose an enemy colony, which is the weakest in biomass, as the main target after they have gathered enough food. They will retreat and gather food after they have taken enough casualties.

  • Docile colonies avoid intentional conflicts and stay in their territories.
  • Timid colonies harass the target by following its most recently placed pheromone markers early game and only invade its nest late game.
  • Aggressive colonies immediately and constantly invade the targeted nest.

Non-player colonies can't respond to nest invasion. They can't actively hunt uber creatures or titans either.


Nest building

Non-player colonies start with the same predug nest and some resources. Some species will have headstart to help them catch up with omnivorous ant species.

  • Leafcutter ants start with a 19-tiled queen chamber, some leaf storage, some refuse storage and some minor brood tiles.
  • Matabele ants start with some worker brood tiles and soldier brood tiles.
  • Termites start with a 19-tiled queen chamber, some lignocellulose storage and some fungus storage.

Non-player colonies usually work on 2 chambers at once. They upgrade storage and soldiers first and only upgrade workers after everything else has been finished.

Unit composition is chosen depending on species and temperament. Docile colonies use mostly workers. Balanced and aggressive colonies use mostly large soldiers. Timid colonies strike a balance between workers, small soldiers and large soldiers.

Black ants/ Little black ants/ Fire ants:

Wood ants:

Big-headed ants:

Leafcutter ants:

Leafcutter ants will try to complete a 19-tiled minor chamber first. The final nest design is different from omnivorous ants.

Gene-thief ants:

Gene-thief ant units are divided into 3 groups: workers, small soldiers and large soldiers. Large soldiers only include leafcutter ant majors and army ant majors. Unit composition is chosen depending on which unit group they have access to.

If they have access to multiple unit options in the same group, they will choose randomly among the available options and try to build a chamber for each option.

If large soldiers aren't available, they are replaced with small soldiers. If small soldiers aren't available, they are replaced with workers.


Trivia

(none)