Fungus: Difference between revisions

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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
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
The purpose of it is that it gives colonies more food. Up to 100% extra food income.
== Colony properties ==
A colony with fungus chamber has two more values:
* Fungus size: 1% - 100 % (0% when there is no fungus inserted in the fungus chamber)
* Fungus pollution: 0% - 100%
The normal workers fetching food handle feeding and handling the fungus. No special setting for that.


== Starting to grow ==
== Starting to grow ==
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* An action taking 24 h and sacrificing quite a number of ants.
* An action taking 24 h and sacrificing quite a number of ants.


The player can get hold of some fungus ... somewhere.  
The player can get hold of an item of fungus ... somewhere.  
* Event?
* Event?
* Random when helping/sabotaging colonies?
* Random when helping/sabotaging colonies?
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Player must be at least level 10(?) to handle fungus. (I want it pretty high, see [[Experience]] for some other levels)
Player must be at least level 10(?) to handle fungus. (I want it pretty high, see [[Experience]] for some other levels)


== Having an active fungus chamber ==
== How to count ==
A colony with fungus chamber has two more values:
The food produced by workers in the colony gets increased by (Fungus size) * (100% - Fungus pollution).  
* Fungus size: 1% - 100 % (0% when there is no fungus inserted in the fungus chamber)
* Fungus pollution: 0% - 100%
 
The food produced by workers in the colony gets increased by (Fungus size) * (1 - Fungus pollution). Note in math: 1 = 100%, 0.01 = 1%
* At maximum you double the food income
* At maximum you double the food income
* When pollution is high you get nothing extra
* When pollution is high you get nothing extra
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Fungus size increase as the fungus grows. 1 percentage point per day.
Fungus size increase as the fungus grows. 1 percentage point per day.


Fungus pollution grows (1 percentage point) * (Fungus size) per day. (I.e. slower when the fungus is small.
Fungus pollution grows (1 percentage point) * (Fungus size) per day. I.e. slower when the fungus is small.
 
Gardening the fungus? Some of the workers fetching food handle feeding and handling the fungus. No special setting for that. No special code.


== Handling the fungus in the colony ==
== Handling the fungus in the colony ==
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** The colony become independent   
** The colony become independent   
** Maybe some fungus will appear around the colony? (Ants hanging in the trees, if you read about the zombie ants)
** Maybe some fungus will appear around the colony? (Ants hanging in the trees, if you read about the zombie ants)
== Killing the fungus ==
If fungus pollution reach 100% the fungus dies.


When the colony gets really small (counting actual worker ants), the fungus dies.
When the colony gets really small (counting actual worker ants), the fungus dies.


If fungus pollution reach 100% the fungus dies.


== Extracting more fungus ==
== Extracting more fungus ==
* When the colony is in range and fungus percentage is higher than threshold, the user may extract fungus as an action on the colony.
When the fungus size is higher than threshold (60%?) you may order the ants to extract some fungus, and after some time (4h?) :
** The fungus size percentage drops by 50 percentage points
** A piece of fungus appear outside the colony.
 
<s>
* Alternate idea: When the colony is in range and fungus percentage is higher than threshold, the user may extract fungus as an action on the colony.
** The fungus percentage drops to a low value: Maybe 10% or 20%?
** The fungus percentage drops to a low value: Maybe 10% or 20%?
** The player gets a piece of fungus.
** The player gets a piece of fungus.
'''Or''' maybe (but this would allowing handling fungus in colonies you don't visit too):
</s>
* When the fungus is higher than threshold may order the ants to extract some fungus. After some time:
** The fungus percentage drops by something, maybe 50 percentage points?
** A piece of fungus appear outside the colony.
 
Threshold could be 80% or so.


== Fungus items ==
== Fungus items ==
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== Display ==
== Display ==
In the colony dialog, in the "ant count etc box".  
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.


It 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.
To build a fungus chamber you click on the "ant count-box" and then an action.


To build a fungus chamber you click on the "ant count-box" and then an action.
To clean the fungus you click on the "ant count-box" and then an action or you select an action to order the ants to clean it.


To extract fungus you click on the "ant count-box" and then an action.
To extract fungus you you select an action to order the ants to extract it.


== Maybe later ==
== Maybe later ==

Revision as of 05:09, 30 May 2019

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

The purpose of it is that it gives colonies more food. Up to 100% extra food income.

Colony properties

A colony with fungus chamber has two more values:

  • Fungus size: 1% - 100 % (0% when there is no fungus inserted in the fungus chamber)
  • Fungus pollution: 0% - 100%

The normal workers fetching food handle feeding and handling the fungus. No special setting for that.

Starting to grow

Colonies may build a fungus chamber.

  • An action taking 24 h and sacrificing quite a number of ants.

The player can get hold of an item of 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)

How to count

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

Fungus size increase as the fungus grows. 1 percentage point per day.

Fungus pollution grows (1 percentage point) * (Fungus size) per day. I.e. slower when the fungus is small.

Handling the fungus in the colony

There are 2 options to clean the fungus.

1. You have the colony in reach and make a clean fungus action

  • Fungus pollution drop to 0%
  • Fungus size drops a bit?

2. You order the ants to clean the pollution.

  • Fungus pollution drop to 0%
  • Fungus size drops a bit?
  • 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
    • Maybe some fungus will appear around the colony? (Ants hanging in the trees, if you read about the zombie ants)

Killing the fungus

If fungus pollution reach 100% the fungus dies.

When the colony gets really small (counting actual worker ants), the fungus dies.


Extracting more fungus

When the fungus size is higher than threshold (60%?) you may order the ants to extract some fungus, and after some time (4h?) :

    • The fungus size percentage drops by 50 percentage points
    • A piece of fungus appear outside the colony.

  • Alternate idea: When the colony is in range and fungus percentage is higher than threshold, the user may extract fungus as an action on the colony.
    • The fungus percentage drops to a low value: Maybe 10% or 20%?
    • The player gets a piece of fungus.

Fungus items

Fungus dropped on the ground last for some time. A week

  • Fungus in inventory last forever.
  • Fungus has no species and may be used by any players.
  • A player may carry a few fungus pieces. Level 10: 1, and then one extra every second level higher.
  • Fungus may be dropped and picked up.

Display

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.

To build a fungus chamber you click on the "ant count-box" and then an action.

To clean the fungus you click on the "ant count-box" and then an action or you select an action to order the ants to clean it.

To extract fungus you you select an action to order the ants to extract it.

Maybe later

  • 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.
    • A setting in the sliders?