Colony: Difference between revisions

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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 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]]. 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 missions 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: dead larvae, leaves, dead termites or lignocellulose.
 
Colonies aren't affected by [[Swarm|powescaling]].


<br/>
<br/>
=='''Level'''==
=='''Missions'''==
==='''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 missions and extra missions 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.


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.


*'''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.


*'''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 can only control up to 3 pheromone groups.  


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.
*''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.


Non-player colonies can control up to 2 gathering groups and 2 attacking groups.
*''Species with different-sized soldiers:'' Gathering groups consist of workers and small soldiers. Attacking groups only consist of large soldiers and are usually kept the around the queen.  


*'''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.
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]].


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


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.
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 missions. Gathering is always enabled.
 
Actual players are more decisive and responsive so non-player colonies always need headstart and occasional food receipt to stay threatening.


<br/>
<br/>
==='''Nest buidling'''===
==='''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 highway.
Non-player colonies can decide building order on their own. They can only build hexagon chambers and can't build highways. Nest design is predetermined.


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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 custom game.
 
Some colonies may have different start from story missions and extra missions.
 
*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 their cheat setting. Non-player colonies can have headstart, spend less resources to build tiles, receive food over time,
spawn units without requiring food or workers and take less damage from [[Swarm|swarm enemies]]. Cheat is disabled when nest invasion is happening.
 
*''None:'' Small starting nest, small starting food amount, extremely rare free spawning
 
*''Headstart:'' Small starting nest, small starting food amount, rare free spawning
 
*''Underhanded:'' Small starting nest, medium starting food amount, slightly reduced building cost, rare free spawning
 
*''Cheater:'' Medium starting nest, large starting food amount, moderately reduced building cost, occasional free spawning and food receipt


You can also control how quickly non-player colonies make decision.
*''Crooked:'' Large starting nest, large starting food amount, greatly reduced building cost, occasional free spawning and food receipt


You can control whether colonies can enter other nests.
*''Corrupt:'' Large starting nest, large starting food amount, greatly reduced building cost, frequent free spawning and food receipt


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


<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 send all units outside to gather food. Nanitic workers will stay inside after you have played for 10 minutes and are only deployed when non-player colonies don't have any other units.


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.
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.  
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.


*Docile colonies avoid intentional conflicts and stay in their territories.
Attacking groups will be tasked with gathering food and retreat after they have taken enough casualties.


*Timid colonies harass the target by following its most recently placed pheromone markers early game and only invade its nest late game.
Attack frequency is affected by temperament setting.


*Aggressive colonies immediately and constantly invade the targeted nest.
Non-player colonies will retreat inside when nest invasion occurs or when water level is about to change.


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 actively hunt [[Uber Creature|uber creatures]] when the victory condition requires.
   
   
<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 prioritize upgrading storage and soldiers first and only upgrade workers after other building jobs have been finished.


*Leafcutter ants start with a 19-tiled queen chamber, some leaf storage, some refuse storage and some minor brood tiles.
Non-player colonies can't use [[Bullet Ant|bullet ant soldiers]]. Playable units are categorized into 3 groups: worker, small soldier and large soldier. Large soldier includes leafcutter ant majors, [[Army Ant|army ant]] majors, big-headed ant supersoldiers, [[Matabele Ant|Matabele ant]] soldiers, termite major soldiers, large [[Driver Ant|driver ant]] soldiers and [[African Stink Ant|African stink ant]] soldiers.


*Matabele ants start with some worker brood tiles and soldier brood tiles.
Non-player colonies can decide building order on their own. They can only build hexagon chambers and can't build highway. Nest design and unit composition are affected by species choice and temperament setting.  


*Termites start with a 19-tiled queen chamber, some lignocellulose storage and some fungus storage.
*Docile colonies have mostly 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 a balance between workers, small soldiers and large soldiers.


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 a balance between small soldiers and large soldiers.


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


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</gallery>


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


<gallery>
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</gallery>
</gallery>


'''Big-headed ants''':
'''Big-headed ant/ Matabele ant'''


<gallery>
<gallery>
File:Bigheaded Docile.png|Docile
File:Bigheaded Docile.png|Docile
File:Bigheaded Timid.png|Timid
File:Bigheaded Timid.png|Timid
File:Bigheaded Balanced.png|Balanced
File:Bigheaded Balanced.png|Balanced/ Aggressive
File:Bigheaded Aggressive.png|Aggressive
</gallery>
</gallery>


'''Leafcutter ants''':
'''Leafcutter ant'''
 
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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</gallery>
</gallery>


'''Gene-thief ants''':
'''Termite'''


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.
<gallery>
File:Termite Docile.png|Docile
File:Termite Timid.png|Timid
File:Termite Balanced.png|Balanced/ Aggressive
</gallery>


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.
'''Gene-thief ant'''


If large soldiers aren't available, they are replaced with small soldiers. If small soldiers aren't available, they are replaced with workers.
Unit composition is affected by available unit groups. Large soldiers are replaced with small soldiers if they aren't available. Small soldiers are replaced with workers if they aren't available.
 
Non-player colonies will choose randomly among the available options in the same group and build a chamber for each option.


<gallery>
<gallery>
File:Gene-thief Docile.png|Docile
File:Genethief Docile.png|Docile
File:Gene-thief Timid.png|Timid
File:Genethief Timid.png|Timid
File:Gene-thief Balanced.png|Balanced
File:Genethief Balanced.png|Balanced/ Aggressive
File:Gene-thief Aggressive.png|Agrressive
</gallery>
</gallery>
'''Custom colony'''
Custom leafcutter ant colonies use the same nest designs as usual. Mediae are replaced with small soldiers and majors are replaced with large soldiers.
Custom termite colonies use the same nest designs as usual. Minor soldiers are replaced with small soldiers and major soldiers are replaced with large soldiers.
Other custom colonies use the same nest designs as gene-thief ants.


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Latest revision as of 12:49, 22 November 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 missions 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: dead larvae, leaves, dead termites or lignocellulose.


Missions

Behaviors

Non-player colonies in story missions and extra missions 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 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 missions. Gathering is always enabled.

Actual players are more decisive and responsive so non-player colonies always need headstart and occasional food receipt to stay threatening.


Nest building

Non-player colonies can decide building order on their own. They can only build hexagon chambers and can't build highways. Nest design is predetermined.


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 custom game.

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

  • 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 cheat setting. Non-player colonies can have headstart, spend less resources to build tiles, receive food over time, spawn units without requiring food or workers and take less damage from swarm enemies. Cheat is disabled when nest invasion is happening.

  • None: Small starting nest, small starting food amount, extremely rare free spawning
  • Headstart: Small starting nest, small starting food amount, rare free spawning
  • Underhanded: Small starting nest, medium starting food amount, slightly reduced building cost, rare free spawning
  • Cheater: Medium starting nest, large starting food amount, moderately reduced building cost, occasional free spawning and food receipt
  • Crooked: Large starting nest, large starting food amount, greatly reduced building cost, occasional free spawning and food receipt
  • Corrupt: Large starting nest, large starting food amount, greatly reduced building cost, frequent free spawning and food receipt

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 send all units outside to gather food. Nanitic workers will stay inside after you have played for 10 minutes and are only deployed when non-player colonies don't have any other units.

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 setting.

Non-player colonies will retreat inside when nest invasion occurs or when water level is about to change.

Non-player colonies can actively hunt uber creatures when the victory condition requires.


Nest building

Non-player colonies always start with the same predug nest and some resources. They usually work on 2 chambers at once. They prioritize upgrading storage and soldiers first and only upgrade workers after other building jobs have been finished.

Non-player colonies can't use bullet ant soldiers. Playable units are categorized into 3 groups: worker, small soldier and large soldier. Large soldier includes leafcutter ant majors, army ant majors, big-headed ant supersoldiers, Matabele ant soldiers, termite major soldiers, large driver ant soldiers and African stink ant soldiers.

Non-player colonies can decide building order on their own. They can only build hexagon chambers and can't build highway. Nest design and unit composition are affected by species choice and temperament setting.

  • Docile colonies have mostly workers.
  • Timid colonies have a balance between workers, small soldiers and large soldiers.
  • Balanced and aggressive colonies have a balance between small soldiers and large soldiers.

Black ant/ Fire ant/ Little black ant

Wood ant

Big-headed ant/ Matabele ant

Leafcutter ant

Termite

Gene-thief ant

Unit composition is affected by available unit groups. Large soldiers are replaced with small soldiers if they aren't available. Small soldiers are replaced with workers if they aren't available.

Non-player colonies will choose randomly among the available options in the same group and build a chamber for each option.

Custom colony

Custom leafcutter ant colonies use the same nest designs as usual. Mediae are replaced with small soldiers and majors are replaced with large soldiers.

Custom termite colonies use the same nest designs as usual. Minor soldiers are replaced with small soldiers and major soldiers are replaced with large soldiers.

Other custom colonies use the same nest designs as gene-thief ants.


Trivia

(none)