Swarm and Colony: Difference between revisions

From Empires of the Undergrowth Official Wiki
mNo edit summary
mNo edit summary
Line 1: Line 1:
This page shows the mechanics of swarm enemies.
This page shows the mechanics of swarm creatures and colony creatures.


<br/>
<br/>
=='''Swarm enemies'''==
=='''Colony'''==
Swarm enemies are any enemies that don't come from brood tiles. They either exist from the start of a mission or appear over time through spawners.
==='''Mechanics'''===
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.
 
Colony creatures are spawned from brood tiles. They have to form trails when they are moving around. Dead colony creatures are usually inedible and disappear much more quickly than swarm creatures.
 
You can only control a single colony in any missions or [[Custom Game Mode|custom games]]. Non-player colonies 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 swarm creatures are always hostile to eachother.
 
The respective colony is eliminated 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.
 
<br/>
==='''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 [[Milkweed Aphid|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.
 
<br/>
==='''Nest designs'''===
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.
 
<br/>
==='''Appearances'''===
You can encounter non-player colonies in:
 
*'''[[Queen of the Hill]]''' ''(none)''


Ants and [[Termite|termites]] have their own swarm variants. Swarm queens can move but can't lay eggs. Swarm workers and soldiers can't take [[Milkweed Aphid|aphids]], [[Enemy Mounting|mount enemies]] or [[Fire Ant|build floating bridges]].
*'''[[The Harvest]]''' ''(old)''


In this wiki, if not specifically mentioned, swarm ants and swarm termites will only consist of soldiers at various levels.
*'''[[Possibly the Final Experiment]]''' ''(tug-of-war)''
 
*'''[[Cold Blood]]''' ''(new)''
 
*'''[[A Bridge Too Far]]''' ''(new)''
 
*'''[[Triage]]''' ''(new)''
 
*'''[[Drive Them Back]]''' ''(new)''
 
*'''[[Last Mound Standing]]''' ''(new)''
 
*'''[[Babysitting]]''' ''(none)''
 
*'''[[The Other Foot]]''' ''(tug-of-war)''
 
*'''[[Tug of War]]''' ''(tug-of-war)''
 
*'''[[Hibernation]]''' ''(old)''
 
*'''[[Adventure]]''' ''(old)''
 
*'''[[Tug of War 2]]''' ''(tug-of-war)''
 
*'''[[Tug of War 3]]''' ''(tug-of-war)''


<br/>
<br/>
=='''Underground enemies'''==
=='''Swarm'''==
Red exclamation marks represent hidden enemies in underground caverns. You can estimate the strength of the respective enemies through their size.
==='''Mechanics'''===
You can only play with swarm creatures in a few extra missions. Swarm creatures are from spawned from spawners or underground caverns. They don't  form trails while moving around.


Aggressive enemies immediately move toward your queen when they are excavated while docile enemies just wander about.
The game controls swarm creatures with a patrol system, which is similar to your phermone system. It can place and remove swarm markers along some predetermined paths over time to make swarm creatures in the respective groups move across the map.


Some enemies can excavate in your nest either to expose your queen or to release more enemies in your nest.  
Ants and termites have their own swarm variants. Swarm queens can move around but can't lay eggs. Swarm workers and swarm soldiers can't take [[Milkweed Aphid|aphids]], [[Enemy Mounting|mount enemies]] or [[Fire Ant|build floating bridges]].


Some enemies can move through the soil in hidden tunnels and connect underground caverns. Connected caverns will be excavated at once when you dig into the tunnels and residing enemies will be released in your nest.
In this wiki, if not specifically mentioned, swarm ants and swarm termites will always consist of soldiers from level 1 to level 3.


<br/>
<br/>
=='''Surface enemies'''==
==='''Underground creatures'''===
The game can place and remove swarm markers along predetermined paths over time to make surface enemies in the respective groups move across the map. It works similar to your pheromone system but without forming trails.
Active creatures show themselves in the excavated section of the underground area. Hidden creatures in underground caverns are represented by [[User Interface|symbols]] on the black soil. You can estimate the strength of the respective hidden creatures through the size of their symbols.


Surface enemies can follow their circadian rhythm in documentary missions and custom games. Nocturnal enemies only appear at night while diurnal enemies only appear during the day.  
Hidden creatures can move through the soil in and connect underground caverns. Connected caverns will be excavated at once when you dig into the tunnel system and residing creatures will be released in your nest.


Number of swarm enemies is usually predetermined in both missions and custom games. Species and form of swarm enemies are randomized from a list of options if circadian rhythm is available.
Active creatures either immediately move toward your queen if they are aggressive or wander about if they are friendly. Some creatures can excavate in your nest and even break indestructible walls to expose your queen or to release more hidden creatures in your nest.
 
<br/>
==='''Surface creatures'''===
Surface creatures can follow their circadian rhythm in documentary missions and custom games. Nocturnal creatures only appear at night while diurnal creatures only appear during the day.
 
Number of swarm creatures during a certain period is usually predetermined in both missions and custom games. Species and form of swarm creatures are randomized from a list of options if circadian rhythm is available.


<br/>
<br/>
=='''Powerscaling'''==
=='''Powerscaling'''==
==='''Mechanics'''===
==='''Mechanics'''===
Swarm enemies can be powerscaled. The extent of powerscaling is called star-level in the game.
Swarm creatures can be powerscaled. The extent of powerscaling is called star-level in the game.


Powerscaled enemies can only be as large as triple the original size. Their stats are multiplied corresponding to their star-level.
Powerscaled swarm creatures can only be as large as triple the original size. Their stats are multiplied corresponding to their star-level.


Health, damage and effect value are calculated based on the following formula. The respective creature is at star-level X.
Health, damage and effect value are calculated based on the following formula. The respective creature is at star-level X.
Line 46: Line 124:
<br/>
<br/>
==='''Appearances'''===
==='''Appearances'''===
You can encounter powerscaled enemies in:
You can encounter powerscaled swarm creatures in:
*'''[[Story Mode|New game plus]]'''
*'''[[Story Mode|New game plus]]'''


Line 63: Line 141:
''(none)''
''(none)''


<br/>
=='''References'''==
<br/>
<br/>

Revision as of 13:16, 30 November 2024

This page shows the mechanics of swarm creatures and colony creatures.


Colony

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.

Colony creatures are spawned from brood tiles. They have to form trails when they are moving around. Dead colony creatures are usually inedible and disappear much more quickly than swarm creatures.

You can only control a single colony in any missions or custom games. Non-player colonies 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 creatures are always hostile to eachother.

The respective colony is eliminated 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.


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 designs

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:


Swarm

Mechanics

You can only play with swarm creatures in a few extra missions. Swarm creatures are from spawned from spawners or underground caverns. They don't form trails while moving around.

The game controls swarm creatures with a patrol system, which is similar to your phermone system. It can place and remove swarm markers along some predetermined paths over time to make swarm creatures in the respective groups move across the map.

Ants and termites have their own swarm variants. Swarm queens can move around but can't lay eggs. Swarm workers and swarm soldiers can't take aphids, mount enemies or build floating bridges.

In this wiki, if not specifically mentioned, swarm ants and swarm termites will always consist of soldiers from level 1 to level 3.


Underground creatures

Active creatures show themselves in the excavated section of the underground area. Hidden creatures in underground caverns are represented by symbols on the black soil. You can estimate the strength of the respective hidden creatures through the size of their symbols.

Hidden creatures can move through the soil in and connect underground caverns. Connected caverns will be excavated at once when you dig into the tunnel system and residing creatures will be released in your nest.

Active creatures either immediately move toward your queen if they are aggressive or wander about if they are friendly. Some creatures can excavate in your nest and even break indestructible walls to expose your queen or to release more hidden creatures in your nest.


Surface creatures

Surface creatures can follow their circadian rhythm in documentary missions and custom games. Nocturnal creatures only appear at night while diurnal creatures only appear during the day.

Number of swarm creatures during a certain period is usually predetermined in both missions and custom games. Species and form of swarm creatures are randomized from a list of options if circadian rhythm is available.


Powerscaling

Mechanics

Swarm creatures can be powerscaled. The extent of powerscaling is called star-level in the game.

Powerscaled swarm creatures can only be as large as triple the original size. Their stats are multiplied corresponding to their star-level.

Health, damage and effect value are calculated based on the following formula. The respective creature is at star-level X.

Stat = original stat x [(X + 1)2 x 0.1 + 0.9]

Damage reflection and knockback distance are calculated based on the following formula.

Stat = original stat x [(X + 1)2 x 0.01 + 0.99]

Star-level is represented by a star with a corresponding number right next to it. Star-level above 13 is represented by a star with a plus symbol.


Appearances

You can encounter powerscaled swarm creatures in:


Trivia

(none)


References