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This is just ideas about fungus growing in the colonies. Suggestion based on initial idea by someone i forgot (Probably on G+), my own ideas and later comments in Discord by 4N3G4ZPK20, Phap, scooterman31, mijkolsmith
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This is information about fungus growing in the colonies.  


== Starting to grow ==
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* Colonies may build a fungus chamber.
The purpose of growing fungus is that it gives colonies more food. Up to 100% extra food income.
** An action taking 24 h and sacrificing quite a number of ants.
* The player can get hold of some fungus ... somewhere.
** Event?
** Random when helping/sabotaging colonies?
** Random in the wild?
* Player may insert fungus into fungus chambers in colony when in range. The fungus start to grow.
* Player must be at least level 10(?) to handle fungus. (I want it pretty high, see [[Experience]] for some other levels)


== Bonuses ==
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* A colony with fungus chamber and active fungus get food bonus. Between 1% and 100%.
NOTE: You need to be level 10 before you can handle fungus.
** The bonus slowly increase as the fungus grows. How fast? 1 percentage point per day?
* Gardening the fungus?
** 1. Some of the workers fetching food handle feeding and handling the fungus. No special setting for that.
** 2. Some of the ants become specialized in fungus growing.


== Risks ==
== Colony properties == <!--T:3-->
* When the fungus is at 100% there is a small risk that the fungus start to control the ants and taking control of the colony. (Search on "Zombie ants")
A colony with fungus chamber has two more values:
** The colony become independent
* Fungus size: 1% - 100 % (0% when there is no fungus inserted in the fungus chamber)
** Maybe some fungus will appear around the colony? (Ants hanging in the trees)
* Fungus pollution: 0% - 100%
* When the colony gets really small (counting actual worker ants), the fungus dies
* There is always a small risk that the fungus chamber collapse (no matter if there is some fungus in it or not)
** If there is some fungus in there, it dies.


== Extracting more fungus ==
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* When the colony is in range and fungus percentage is higher than threshold value, the user may extract fungus as an action on the colony.
The normal workers fetching food handle feeding and handling the fungus. No special setting for that.
** The fungus percentage drops to a low value: Maybe 10%?
** The player gets a piece of fungus.


Or maybe (but this would allowing handling fungus in colonies you don't visit too):
== Starting to grow == <!--T:5-->
* When the fungus is higher than threshold levelwe may order the ants to extract some fungus.
Colonies may build a fungus chamber. An action taking 24 h and sacrificing quite a number of ants.
** The fungus percentage drops by something, maybe 50 percentage points?
** A piece of fungus appear outside the colony.


== Fungus items ==
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* Fungus dropped on the ground last for some time. Maybe a week.
How to get a piece of fungus:
* Fungus in inventory last... forever? Or just a week there too?
* There is a really small possibility to get it when doing [[Help Expand]].
* Fungus has no species and may be use by any players
* It might be the prize on some event [[Missions]].
* A player may carry up to user level number of fungus pieces.


== Display ==
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In the colony dialog. In the ant count etc box. I will display an extra row with a fungus symbol if there is a fungus chamber and a percentage. 0% for no fungus or the actual percentage for the colony. 100% will be red.
Player may insert fungus into fungus chambers in colony when in range. The fungus start to grow.


To build a fungus chamber you click on the ant count-box and then an action.
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Player must be at least level 10 to handle fungus. (see [[Experience]] for some other levels)


To extract fungus you click on the ant count-box and then an action.
== How to count == <!--T:9-->
The food produced by workers in the colony gets increased by (Fungus size) * (100% - Fungus pollution).  
* At maximum you double the food income
* When pollution is high you get nothing extra


== Maybe later ==
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Fungus size increase as the fungus grows. 1 percentage point per day.
 
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Fungus pollution grows (1 percentage point) * (Fungus size) per day. I.e. slower when the fungus is small.
 
== Cleaning the fungus chamber == <!--T:12-->
There are 2 options to clean the fungus.
 
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1. You have the colony in reach and make a clean fungus action
* Fungus pollution drop to 0%
2. You order the ants to clean the pollution.
* Fungus pollution drop to 0%
* There is a risk that the fungus start to control the ants and taking control of the colony. (Search the net for "Zombie ants" if you dare).
** The colony become independent 
 
== Killing the fungus == <!--T:14-->
If fungus pollution reach 100% the fungus dies.
 
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When the colony gets really small (counting actual worker ants), the fungus dies.
 
== Extracting fungus item == <!--T:16-->
When a colony with a growing fungus is in range and fungus size in bigger than threshold (60%) the user may extract fungus as an action on the colony
* The fungus size percentage drops by 50 percentage points
* The player gets a piece of fungus
 
== Fungus items == <!--T:17-->
Fungus dropped on the ground last for a week.
 
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Fungus in inventory last forever.
 
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Fungus has no species and may be used by any players.
 
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A player may carry a few fungus pieces. Level 10: 1 piece, and then one extra every second level higher.
 
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Fungus may be dropped and picked up.
 
== Display == <!--T:22-->
In the colony dialog, in the "ant count etc box": It will display an extra row with a fungus symbol if there is a fungus chamber and size and pollution percentages. Size is 0% when there is no fungus inserted in the chamber.
 
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To build a fungus chamber you click on the "ant count-box" and then an action.
 
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To clean the fungus you click on the "ant count-box" and then an action or to clean it when you are near or you select and action for the ants to clean it themselves (with the "zombie ants" risk).
 
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To extract fungus you click on the "ant count-box" and then an action or you select an action to extract fungus
 
== Future ideas == <!--T:26-->
NOTE: This is not implemented, just ideas.
 
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* Expanding the fungus chamber... somehow. Increasing the max. (i.e. 100% gives a higher factor on the food)
* Expanding the fungus chamber... somehow. Increasing the max. (i.e. 100% gives a higher factor on the food)
** Is another action taking 24h, 48h, 96h etc.
** Is another action taking 24h, 48h, 96h etc.
** A setting in the sliders?
** A setting in the sliders?
== Idea == <!--T:28-->
Fungus growing is based on initial idea by someone i forgot (probably on G+), my own ideas and later comments in Discord by 4N3G4ZPK20, Phap, scooterman31, mijkolsmith
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