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<languages />
<languages />
<gallery>
<gallery>
File:workerblue.png
File:worker_blue.png
File:workergreen.png
File:worker_green.png
File:workerpurple.png
File:worker_purple.png
File:workerred.png
File:worker_red.png
File:workeryellow.png
File:worker_yellow.png
</gallery>
</gallery>
<translate>
<translate>
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Workers are things that you create by spawning them and then place on matching [[Fountain]]s to gather [[Crystal]]s. They can be upgraded, modulated to other colors and finally transformed to [[Transmitter Part]]s.
Workers are entities you create in the [[Worker Spawner]]. Their main use is gathering [[Crystal]]s from matching [[Fountain]]s. They can also be merged into higher level, modulated to other colors and finally transformed into [[Transmitter Part]]s.


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You spawn workers in your [[Primary Color]] using your [[Worker Spawner]] facility. If the level of your Worker Spawner is higher than 1 you have a chance to get a worker of higher level, at maximum the level och the [[Worker Spawner]].
You spawn workers in your [[Primary Color]] using your [[Worker Spawner]] facility. If the level of your Worker Spawner is higher than 1 you have a chance to get a worker of higher level maxing at the level of the [[Worker Spawner]].


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* Waiting for recharge
; Waiting for recharge


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After spawning the first worker, a countdown will appear next to the Spawn Worker. When it reaches 0, a new worker can be built for free. Then, another countdown will begin, and so on.
:After spawning the first worker, a countdown will appear next to the Spawn Worker. When it reaches 0, a new worker can be built for free. Then, another countdown will begin, and so on.
The recharging time will grow bigger with the current number of workers you have.
:The recharging time will extend by 5 minutes with every workers you have maxing at 6 hours. It can be lowered with [[Monument]]s.


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* Paying with crystals
; Paying with crystals


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Instead of waiting for free recharge, crystals can be paid for more workers (note: this option won't increase the waiting time). The prices are:
:Instead of waiting for free recharge, crystals can be paid for more workers (note: this option won't increase the waiting time). The prices are:


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* 1st Time: 4
{| class="wikitable" style="text-align: right;"
    * 2nd Time: 2, 8, 2
|-
    * 3rd Time: 1, 4, 12, 4, 1
! Extra Worker
    * 4th Time: 2, 6, 16, 6, 2
! Primary
    * 5th Time: 3, 8, 20, 8, 3
! Secondary
    * 6th Time: 4, 10, 24, 10, 4
! Tertiary
    * 7th Time: 5, 12, 28, 12, 5
|-
! 1
| 4 || ||
|-
! 2
| 8 || 2 ||
|-
! 3
| 12 || 4 || 1  
|-
! 4
| 16 || 6 || 2
|-
! 5
| 20 || 8 || 3
|-
! ...
| +4 || +2 || +1
|}


== Harvest crystals == <!--T:12-->
== Harvest crystals == <!--T:12-->
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A placed worker collects at the rate of 1 crystal per hour and comes back to you automatically when full or the fountain dries out.
A placed worker collects crystal at the rate of 1 per hour and comes back to you automatically when full or the fountain dries out.


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You may merge two workers of the same level to a worker of higher level, but not higher than the level of your [[Worker Spawner]].
Steps taken to decide the level of a new worker.
 
1. Worker starts at level 1.
 
2. Flip a coin. (If the worker is same level as your worker spawner you always "lose")
 
3. If you "win" the worker gains +1 level and go to step 2. If you "lose" go to step 4.
 
4. Add the worker to your worker pool.
 
The coin has a 50% + small bonus chance to "win". This bonus is based on your worker spawner level and number of workers you already spawned in the current cycle.
 
 
You may merge two workers of the same level to a worker of higher level, but not higher than the level of your worker spawner.
 


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You need a [[Worker Modulator]] to modulate workers to that color. Then you may select "Modulate Worker" on an idle worker to modulate it to that color. You may only modulate a worker to a "nearby" color. I.e. you might have to modulate it 2 steps to get it to the color you want.
You need a [[Worker Modulator]] to modulate workers to that color. Then you may select "Modulate Worker" on an idle worker to modulate it to that color. You may only modulate a worker to a "nearby" color. I.e. you might have to modulate it 2 steps to get it to the color you want.
[[File:ColorPlanet_Modulate.png|200px]]


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The level of the Worker Modulator limit how many workers you may have of that color. You may have any number of workers in your [[Primary Color]]
The level of the Worker Modulator limit how many workers you may have of that color. You can have unlimited amount of workers in your [[Primary Color]].


== Transform to Transmitter parts == <!--T:25-->
== Transform to Transmitter parts == <!--T:25-->


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When you have a [[Transformer]] [[Facility]] you may transform the worker into [[Transmitter Part]]s used for mounting [[Transmitter]]s. The color and level of the worker affects what you get, but some random is involved too.
When you have a [[Transformer]] [[Facility]] you may transform the worker into [[Transmitter Part]]s used for mounting [[Transmitter]]s. The color and level of the worker affects what you get, but randomness is involved too.


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Some notes about the probabilities:
Some notes about the probabilities:
* The probability of getting multiple items increases with the worker level.  
* The probability of getting multiple items increases with the worker level.  
* The probability of the level of transmitter part level also matches level of worker.
* The probability of the level of transmitter part level also matches level of worker.
* You are most likely to get transmitter parts in the same color as the worker. (Probability ratio about 19 to 1 for the parts you get)
* You are most likely to get transmitter parts in the same color as the worker. (Probability ratio about 19 to 1 for the parts you get)
* The level of the worker and level of transformer facility increases the chances for racks, bonuses and extenders.
* You are guaranteed to get at least one thing.
* You are guaranteed to get at least one thing.