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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+) 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 changes in colony when in range
* Player must be at least level X to handle fungus. (Pretty high)


== 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.


== Getting more fungus ==
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* 1. When the fungus is higher than some limit we may order the ants to extract some fungus. Maybe 80%?
The normal workers fetching food handle feeding and handling the fungus. No special setting for that.
** The fungus percentage drops by something, maybe 50 percentage points?
** A piece of fungus appear outside the colony.
* 2. When the colony is in range and fungus percentage is higher than some threshold value, the user may extract fungus as an action on the colony.
** The fungus percentage drops to a low value: Maybe 10%?
** The player gets a piece of fungus.


== Fungus items ==
== Starting to grow == <!--T:5-->
* Fungus dropped on the ground last for some time. Maybe a week.
Colonies may build a fungus chamber. An action taking 24 h and sacrificing quite a number of ants.
* Fungus in inventory last... forever? Or just a week there too?
* Fungus has no species and may be use by any players
* A player may carry up to user level number of fungus pieces.


== Maybe later ==
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How to get a piece of fungus:
* There is a really small possibility to get it when doing [[Help Expand]].
* It might be the prize on some event [[Missions]].
 
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Player may insert fungus into fungus chambers in colony when in range. The fungus start to grow.
 
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Player must be at least level 10 to handle fungus. (see [[Experience]] for some other levels)
 
== 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
 
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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.
 
<!--T:15-->
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.
 
<!--T:18-->
Fungus in inventory last forever.
 
<!--T:19-->
Fungus has no species and may be used by any players.
 
<!--T:20-->
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.
 
<!--T:27-->
* 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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Latest revision as of 07:56, 25 September 2019

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  • English

This is information about fungus growing in the colonies.

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

NOTE: You need to be level 10 before you can handle fungus.

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.

How to get a piece of fungus:

  • There is a really small possibility to get it when doing Help Expand.
  • It might be the prize on some event Missions.

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. (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.

Cleaning the fungus chamber

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%

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

If fungus pollution reach 100% the fungus dies.

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

Extracting fungus item

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

Fungus dropped on the ground last for 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 piece, 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 to clean it when you are near or you select and action for the ants to clean it themselves (with the "zombie ants" risk).

To extract fungus you click on the "ant count-box" and then an action or you select an action to extract fungus

Future ideas

NOTE: This is not implemented, just ideas.

  • 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?

Idea

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