Colony: Difference between revisions

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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.
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 and other enemies are always hostile to eachother.
Non-player colonies and [[Swarm|swarm 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.
The respective colony is defeated when its queen is dead. Tiles are deleted every 0.5 seconds and return 66% of the building cost. Refunds are modified to reward the victors: larvae, leaves, termites or lignocellulose.


Colonies aren't affected by [[Swarm|powescaling]].
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<br/>
=='''Levels'''==
=='''Level'''==
==='''Behaviors'''===
==='''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 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.
Non-player colonies check the surface for food and move gathering groups there.
 
*''None:'' Non-player colonies simply follow instructions and can't respond to anything.


*''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.
*''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.
*''New system:'' Non-player colonies can constantly and thoroughly scan their territories for food or danger and move pheromone 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 only control up to 3 pheromone groups.  


Non-player colonies can control up to 2 gathering groups and 2 attacking groups.
*''Species with same-sized soldiers:'' Gathering groups consist of workers and soldiers. Attacking groups only consist of soldiers and usually join them to gather food on the surface.


*''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.
*''Species with different-sized soldiers:'' Gathering groups consist of workers and/ or small soldiers. Attacking groups only consist of large soldiers and are usually kept the around the queen.  


*''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.
Gathering groups attack any enemies on the way when they are tasked with gathering food. Food gathering and attacking is disabled when they are tasked with taking [[Milkweed Aphid|aphids]].


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.
Gathering groups will retreat inside after they have taken enough casualties. Attacking is disabled in the process.
 
Attacking groups are only deployed to invade your nest or to protect gathering groups. Gathering is disabled in the process and is only enabled during retreat.
 
Non-player colonies can only choose between attacking and retreating in tug-of-war levels. Gathering is always enabled.
 
Actual players are more decisive and responsive so non-player colonies always need headstart and cheat to stay threatening. Only free-food cheat is available in story levels and extra levels.


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<br/>
==='''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.
==='''Nest building'''===
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 highways.


<br/>
<br/>
==='''Appearances'''===
==='''Appearances'''===
You can encounter non-player colonies in:
You can encounter non-player colonies in:


*'''[[Queen of the Hill]]'''
*'''[[Queen of the Hill]]''' ''(none)''


*'''[[Possibly the Final Experiment]]'''
*'''[[The Harvest]]''' ''(old)''


*'''[[The Harvest]]'''
*'''[[Possibly the Final Experiment]]''' ''(tug-of-war)''


*'''[[Cold Blood]]'''
*'''[[Cold Blood]]''' ''(new)''


*'''[[A Bridge Too Far]]'''
*'''[[A Bridge Too Far]]''' ''(new)''


*'''[[Triage]]'''
*'''[[Triage]]''' ''(new)''


*'''[[Drive Them Back]]'''
*'''[[Drive Them Back]]''' ''(new)''


*'''[[Last Mound Standing]]'''
*'''[[Last Mound Standing]]''' ''(new)''


*'''[[Babysitting]]'''
*'''[[Babysitting]]''' ''(none)''


*'''[[The Other Foot]]'''
*'''[[The Other Foot]]''' ''(tug-of-war)''


*'''[[Hibernation]]'''
*'''[[Tug of War]]''' ''(tug-of-war)''


*'''[[Adventure]]'''
*'''[[Hibernation]]''' ''(old)''


*'''[[Tug of War]]'''
*'''[[Adventure]]''' ''(old)''


*'''[[Tug of War 2]]'''
*'''[[Tug of War 2]]''' ''(tug-of-war)''


*'''[[Tug of War 3]]'''
*'''[[Tug of War 3]]''' ''(tug-of-war)''


<br/>
<br/>
=='''Custom game mode'''==
=='''Custom games'''==
==='''Settings'''===
==='''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 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.
 
Some colonies may have different start from story levels and extra levels.
 
*Leafcutter ant colonies have nineteen-tiled queen chambers.
 
*Matabele ant colonies must start with some soldier brood tiles.
 
*[[Termite]] colonies have nineteen-tiled queen chambers and must start with some lignocellulose storage tiles and some fungus storage tiles.


You can control temperament of non-player colonies: ''Docile'', ''Timid'', ''Balanced'' and ''Aggressive''. It affects their aggressiveness and unit composition.
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 also control how quickly non-player colonies make decision.
You can also control their headstart and cheat frequency: ''None'', ''Headstart'', ''Underhanded'', ''Cheater'', ''Crooked'' and ''Corrupt''. Non-player colonies can gain free food over time or spawn units without requiring food or workers. Cheat is disabled when nest invasion is happening.


You can control whether colonies can enter other nests.
Non-player colonies aren't affected by upkeep and randomized caverns. 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 will keep all units outside to gather food. Nanitic workers only move inside to finish the assigned nest jobs when storage is full and only stay inside permanently after you have played for 30 minutes.
 
Non-player colonies can only control up to 3 pheromone groups. They can be assigned with gathering food, taking aphids or attacking enemy colonies.


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 attack any enemies on the way when they are gathering food. Food gathering and attacking is disabled when they are taking aphids.  


Gathering groups are kept inside if they can't find any food.  
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.
Non-player colonies will choose the weakest colonies in biomass as their targets after they have enough food. Attacking groups either follow their most recently placed pheromone markers or invade their nests. Food and aphid gathering is disabled in the process.
 
Attacking groups will be tasked with gathering food and retreat after they have taken enough casualties.


*Docile colonies avoid intentional conflicts and stay in their territories.
Attack frequency is affected by temperament settings.


*Timid colonies harass the target by following its most recently placed pheromone markers early game and only invade its nest late game.
*Docile colonies remain in their territories.


*Aggressive colonies immediately and constantly invade the targeted nest.
*Aggressive colonies immediately and constantly attack the targets.


Non-player colonies can't respond to nest invasion. They can't actively hunt [[Uber Creature|uber creatures]] or [[Titan|titans]] either.
Non-player colonies can't respond to nest invasions. They can't actively hunt [[Uber Creature|uber creatures]] or [[Titan|titans]] either.
   
   
<br/>
<br/>
==='''Nest building'''===
==='''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.
Non-player colonies always start with the same predug nest and some resources. They usually work on 2 chambers at once. They upgrade storage and soldiers first and only upgrade workers after everything else has been finished.
 
*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.
Nest design and unit compostition is affected by species choices and temperament settings. They can decide building order on their own. They can only build hexagon chambers and can't build highway.


*Termites start with a 19-tiled queen chamber, some lignocellulose storage and some fungus storage.
*Docile colonies have lots of workers.  


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.
*Timid colonies have balanced unit compositions.


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.
*Balanced and aggressive colonies have lots of large soldiers.  


'''Black ants/ Little black ants/ Fire ants''':
'''Black ants/ Fire ants/ Little black ants/ Matabele ants'''


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'''Wood ants''':
'''Wood ants'''


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</gallery>


'''Big-headed ants''':
'''Big-headed ants'''


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


<gallery>
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'''Gene-thief ants''':
'''Termites'''
 
<gallery>
File:Termite Docile.png|Docile
File:Termite Timid.png|Timid
File:Termite Balanced.png|Balanced/ 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.
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 affected by available unit groups.


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 they have access to multiple options in the same group, they will choose randomly among the available options and 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.
If large soldiers aren't available, they are replaced with small soldiers. If small soldiers aren't available, they are replaced with workers.
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File:Genethief Timid.png|Timid
File:Genethief Timid.png|Timid
File:Genethief Balanced.png|Balanced
File:Genethief Balanced.png|Balanced
File:Genethief Aggressive.png|Agrressive
File:Genethief Aggressive.png|Aggressive
</gallery>
</gallery>


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<br/>
=='''Trivia'''==
=='''Trivia'''==
''(none)''
''(none)''

Latest revision as of 14:19, 1 July 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 swarm enemies are always hostile to eachother.

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


Levels

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 colonies check the surface for food and move gathering groups there.

  • None: Non-player colonies simply follow instructions and can't respond to anything.
  • 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 pheromone groups accordingly. Gathering groups remain inside if they can't find any food.

Non-player colonies can only control up to 3 pheromone groups.

  • Species with same-sized soldiers: Gathering groups consist of workers and soldiers. Attacking groups only consist of soldiers and usually join them to gather food on the surface.
  • Species with different-sized soldiers: Gathering groups consist of workers and/ or small soldiers. Attacking groups only consist of large soldiers and are usually kept the around the queen.

Gathering groups attack any enemies on the way when they are tasked with gathering food. Food gathering and attacking is disabled when they are tasked with taking aphids.

Gathering groups will retreat inside after they have taken enough casualties. Attacking is disabled in the process.

Attacking groups are only deployed to invade your nest or to protect gathering groups. Gathering is disabled in the process and is only enabled during retreat.

Non-player colonies can only choose between attacking and retreating in tug-of-war levels. Gathering is always enabled.

Actual players are more decisive and responsive so non-player colonies always need headstart and cheat to stay threatening. Only free-food cheat is available in story levels and extra levels.


Nest building

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 highways.


Appearances

You can encounter non-player colonies in:


Custom games

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.

Some colonies may have different start from story levels and extra levels.

  • Leafcutter ant colonies have nineteen-tiled queen chambers.
  • Matabele ant colonies must start with some soldier brood tiles.
  • Termite colonies have nineteen-tiled queen chambers and must start with some lignocellulose storage tiles and some fungus storage tiles.

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

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

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

Non-player colonies aren't affected by upkeep and randomized caverns. You can control whether colonies can enter other nests.



Behaviors

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

Non-player colonies can only control up to 3 pheromone groups. They can be assigned with gathering food, taking aphids or attacking enemy colonies.

Gathering groups attack any enemies on the way when they are gathering food. Food gathering and attacking is disabled when they are taking aphids.

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

Non-player colonies will choose the weakest colonies in biomass as their targets after they have enough food. Attacking groups either follow their most recently placed pheromone markers or invade their nests. Food and aphid gathering is disabled in the process.

Attacking groups will be tasked with gathering food and retreat after they have taken enough casualties.

Attack frequency is affected by temperament settings.

  • Docile colonies remain in their territories.
  • Aggressive colonies immediately and constantly attack the targets.

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


Nest building

Non-player colonies always start with the same predug nest and some resources. They usually work on 2 chambers at once. They upgrade storage and soldiers first and only upgrade workers after everything else has been finished.

Nest design and unit compostition is affected by species choices and temperament settings. They can decide building order on their own. They can only build hexagon chambers and can't build highway.

  • Docile colonies have lots of workers.
  • Timid colonies have balanced unit compositions.
  • Balanced and aggressive colonies have lots of large soldiers.

Black ants/ Fire ants/ Little black ants/ Matabele ants

Wood ants

Big-headed ants

Leafcutter ants

Termites

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 affected by available unit groups.

If they have access to multiple options in the same group, they will choose randomly among the available options and 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)