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<languages/>
[[File:colony1.png]]
[[File:colony2.png]]
[[File:colony3.png]]
<translate>
<!--T:1-->
The ant colony means the ants living together but here the word colony is normally also used to refer to the physical [[nest]] built underground too.
The ant colony means the ants living together but here the word colony is normally also used to refer to the physical [[nest]] built underground too.


<!--T:2-->
The different owner status of colonies
The different owner status of colonies
* [[Nest]]
* [[Nest]]
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* [[Controlled Colony]]
* [[Controlled Colony]]


See also: [[UI Colony View]]
= Properties = <!--T:3-->
 
= Orders =
The player may set the orders of colonies from anywhere in the world.
 
* Ratio on what workers should do: Get food, expand the nest's capacity or help breeding to increase population.
* (From level 5) Ratio on how many [[Worker]] and [[Warrior]] ants. The colony strives towards that ratio and workers can be turned into warriors and vice versa. (Every minute a small shift is done)
* (From level 8) Ratio on the expanding: Normal or Secret. Secret chambers can not be destroyed by humans but are slow to build.
 
The orders last for a time depending on your experience level and then the ratio will move towards just having workers getting food. You will have to look after your colonies from time to time. The time it lasts depends on you experience level: Level 1 - 45 minutes, 2: 1.5 hour, 3: 3 hours, 4: 6 hours, 5: 12 hours, 6: 1 day, 7: 2 days, 8: 4 days, etc. Purpose of this feature: Unattended colonies shall become weak in defence and population shall decrease in the long run.
 
= Properties =
The colony has
The colony has
* Population (the number of ants living there). This population is directly related to the zone of control (zoc) that may interfere with other colonies. The area of the zoc in propotional to the polulation, i.e. the radius is propotional to the square root of the population.
* Population (the number of ants living there). This population is directly related to the zone of control (zoc) that may interfere with other colonies. The area of the zoc in propotional to the polulation, i.e. the radius is propotional to the square root of the population.
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** [[Experience]]d players may build secret chambers too. Those can not be destroyed by players themselves, only by ants.   
** [[Experience]]d players may build secret chambers too. Those can not be destroyed by players themselves, only by ants.   
* [[Food]] (how much food is stored)
* [[Food]] (how much food is stored)
* Location information, what country and region it is in. (used for scoring)
* Name
<!--T:4-->
Implementation note: All numbers are stored as floating numbers but the user interface rounds values.
= Orders = <!--T:5-->
The player may set what the ants should be doing in the colony. See [[Colony Orders]]
= Founding = <!--T:6-->
See [[Found New Colony]] (was [[Build Nest]] and [[Colonize]])


= Founding =
= Competition for food = <!--T:8-->
See [[Build Nest]] and [[Colonize]]
If 2 (or more) colonies areas overlap they compete for food making it harder to get enough food in both colonies. Both allied and enemy colonies have the same effect.


= Over time =
= Over time = <!--T:7-->
* Ordered to expand, the colony expands the nest's capacity.
* Ordered to expand, the colony expands the nest's capacity.
* Ordered to breed the colony do so if there is enough capacity.
* Ordered to breed the colony do so if there is enough capacity.
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* Slowly migrating actual [[Worker]] and [[Warrior]] amount towards the setting (ants are given new tasks)
* Slowly migrating actual [[Worker]] and [[Warrior]] amount towards the setting (ants are given new tasks)
* Sometimes cave ins and other accidents occur (decreasing capacity and killing ants)
* Sometimes cave ins and other accidents occur (decreasing capacity and killing ants)
 
* See [[Technical Implementation]] for the actual calculations being done
== Calculations done ==
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For now calculations take place every other minute. r_nnn below is the ratio on that order setting. Using a linear model. This makes one colony "slow to turn" but by using many colonies it gets done faster. Use ar_worker=worker/(worker+warrior) in some formulas instead of r_worker to reflect the actual population.
* capacity += r_expand * ar_worker * const
* secret capacity += r_expand * ar_worker * r_secret * const  (NOTE: secret is a part of the capacity)
* workers += if (worker+warrior < capacity) r_breed * r_worker * const
* warriors += if (worker+warrior < capacity) r_breed * r_warrior * const
* food += min(capacity, (r_food * ar_worker - level) * (workers+warriors) * const), Gathering and eating, if r_food*ar_worker kept at level or above the food increase, else it decreases. Testing with level = 0.4. NOTE: Food can be negative, to affect how many dies in steps below.
 
Transform workers to warriors and vice versa
* if (to many warriors compared to workers) warriors -= const, worker +=const , i.e. if ar_worker > r_worker + 0.01
* if (to many workers compared to warriors) warriors += const, worker -=const , i.e. if ar_worker < r_worker - 0.01
 
Starving:
* if (food < 0) workers += food*ar_workers, warriors += food*(1-ar_workers)
* if (workers + warriors < 2) colony is dead
 
Decaying.
* food turn bad, slowly decreases? -= const similar to setting 1%?
Decaying both inhabited and not inhabited
* if (capacity > 10 or not inhabited) capacity slowly decreases -= const similar to setting 1%?
* if (capacity < 2 and not inhabited) nest is broken and destroyed
 
TODO Sligtly different values for different species? If one is better at breeding, one at exanding and the other at fighting?
 
== Every N minutes
* Animal attacks (or moves)