Custom Game Colony Setting: Difference between revisions

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This page shows the mechanics of colonies.
This page shows the colony settings in [[Custom Game Mode|custom games]].


<br/>
<br/>
=='''Mechanics'''==
=='''Settings'''==
You can play with 9 different colonies in the entire game. If you choose to play with [[Wood Ant|wood ants]], [[Leafcutter Ant|leafcutter ants]], [[Fire Ant|fire ants]] or [[Matabele Ant|Matabele ants]], you must pick either of the 2 variants.  
You can play with or without other colonies in custom games. You must choose a color and a team for each colony before you start a custom game. You can only have up to 4 colonies and 4 teams in a custom game.


You can only control a single colony in any missions or [[Custom Game Mode|custom games]]. Non-player colonies can use the same [[Basic Mechanics|mechanics]] as you can but are controlled by the game. Every colony must be assigned to a number, a color and an underground area.
Termite colonies always have miniature mounds on top of their nest entrances. Colony termites disappear 10 seconds after death.


Non-player colonies and [[Swarm|swarm enemies]] are always hostile to eachother.
Some colonies may have different headstart from story missions and extra missions.


The respective colony is defeated when its queen is dead. Tiles are deleted every 0.5 seconds and return 66% of the building cost. Refunds are modified to reward the victors: larvae, leaves, termites or lignocellulose.
*[[Leafcutter Ant|Leafcutter ant]] colonies have nineteen-tiled queen chambers and start with 200 food.


<br/>
*[[Matabele Ant|Matabele ant]] colonies start with some soldier brood tiles.
=='''Missions'''==
==='''Behaviors'''===
Non-player colonies in story missions and extra missions are designed to mimic their real-life counterparts. Nanitic workers are always kept inside to do nest jobs.
 
Non-player colonies check the surface for food and move gathering groups there.
 
*''None:'' Non-player colonies simply follow instructions and can't respond to anything.
 
*''Old system:'' Non-player colonies can only check predetermined locations. Gathering groups move to the most recently chosen locations if they can't find any food.
 
*''New system:'' Non-player colonies can constantly and thoroughly scan their territories for food or danger and move pheromone groups accordingly. Gathering groups remain inside if they can't find any food.
 
Non-player colonies can only control up to 3 pheromone groups.
 
*''Species with same-sized soldiers:'' Gathering groups consist of workers and soldiers. Attacking groups only consist of soldiers and usually join them to gather food on the surface.


*''Species with different-sized soldiers:'' Gathering groups consist of workers and small soldiers. Attacking groups only consist of large soldiers and are usually kept the around the queen.  
*[[Termite|Fungus-growing termite]] colonies have nineteen-tiled queen chambers and must start with some lignocellulose storage tiles and some fungus storage tiles.


Gathering groups attack any enemies on the way when they are tasked with gathering food. Food gathering and attacking is disabled when they are tasked with taking [[Milkweed Aphid|aphids]].
*[[Exploding Termite|Exploding termite]] colonies start with some lignocellulose storage tiles.


Gathering groups will retreat inside after they have taken enough casualties. Attacking is disabled in the process.
You can control aggressiveness and unit composition of non-player colonies. Fungivorous species have special nest designs and unit compositions to accomodate multiple storage chambers.


Attacking groups are only deployed to invade your nest or to protect gathering groups. Gathering is disabled in the process and is only enabled during retreat.
{|class="mw-collapsible wikitable"
 
|width="900pt" colspan="2"|<big>'''Temperaments'''</big>
Non-player colonies can only choose between attacking and retreating in tug-of-war missions. Gathering is always enabled.
|-
 
|width="20%"|'''Level'''
Actual players are more decisive and responsive so non-player colonies always need headstart and cheat to stay threatening. Only free-food cheat is available in story missions and extra missions.
|'''Descriptions'''
 
|-
<br/>
|'''Docile'''
==='''Nest building'''===
|
Non-player colonies can decide building order on their own. They can only build hexagon chambers and can't build highways. Nest design is predetermined.
*''Non-aggression period:'' Infinite
*''Common unit composition:'' Roughly 75% workers and 25% small soldiers
|-
|'''Timid'''
|
*''Non-aggression period:'' 15 minutes
*''Common unit composition:'' Roughly 50% workers, 25% small soldiers and 25% large soldiers
|-
|'''Balanced'''
|
*''Non-aggression period:'' 10 minutes
*''Common unit composition:'' Roughly 10% workers, 35% small soldiers and 55% large soldiers
|-
|'''Hostile'''
|
*''Non-aggression period:'' 7.5 minutes
*''Common unit composition:'' Roughly 10% workers, 35% small soldiers and 55% large soldiers
|-
|'''Aggressive'''
|
*''Non-aggression period:'' 5 minutes
*''Common unit composition:'' Roughly 10% workers, 35% small soldiers and 55% large soldiers
|}


<br/>
<br/>
==='''Appearances'''===
You can also control their cheat setting. Cheats are disabled when nest invasion is occuring.
You can encounter non-player colonies in:


*'''[[Queen of the Hill]]''' ''(none)''
* Non-player colonies always start with prebuilt chambers and some resources. Free resources are put directly in storage as seeds, leaves or lignocellulose.


*'''[[The Harvest]]''' ''(old)''
* Non-player colonies can reduce taken damage from swarm enemies at the start of each custom game. The effect reverts to normal over time.


*'''[[Possibly the Final Experiment]]''' ''(tug-of-war)''
* Non-player colonies can use less resources to build and upgrade.


*'''[[Cold Blood]]''' ''(new)''
* Non-player colonies can spawn units without requiring food or workers and receive food every 30 seconds on high cheat settings.


*'''[[A Bridge Too Far]]''' ''(new)''
{|class="mw-collapsible wikitable"
 
|width="900pt" colspan="2"|<big>'''Cheats'''</big>
*'''[[Triage]]''' ''(new)''
|-
 
|width="20%"|'''Level'''
*'''[[Drive Them Back]]''' ''(new)''
|'''Descriptions'''
 
|-
*'''[[Last Mound Standing]]''' ''(new)''
|'''None'''
 
|
*'''[[Babysitting]]''' ''(none)''
*''Starting nest:'' 1 + 1 extra brood tiles
 
*''Starting resources:'' 220
*'''[[The Other Foot]]''' ''(tug-of-war)''
*''Free spawning rate:'' Scarcely
 
|-
*'''[[Tug of War]]''' ''(tug-of-war)''
|'''Headstart'''
 
|
*'''[[Hibernation]]''' ''(old)''
*''Starting nest:'' 2 + 2 extra brood tiles
 
*''Starting resources:'' 270
*'''[[Adventure]]''' ''(old)''
*''Starting damage reduction:'' - 67.5%
 
*''Free spawning rate:'' Rare
*'''[[Tug of War 2]]''' ''(tug-of-war)''
|-
 
|'''Underhanded'''
*'''[[Tug of War 3]]''' ''(tug-of-war)''
|
*''Starting nest:'' 3 + 3 extra brood tiles
*''Starting resources:'' 540
*''Starting damage reduction:'' - 75%
*''Cost reduction:'' - 10%
*''Free spawning rate:'' Rare
|-
|'''Cheater'''
|
*''Starting nest:'' 4 + 4 extra brood tiles
*''Starting resources:'' 720
*''Starting damage reduction:'' - 82.5%
*''Cost reduction:'' - 20%
*''Free spawning rate:'' Occasional
|-
|'''Crooked'''
|
*''Starting nest:'' 5 + 5 extra brood tiles
*''Starting resources:'' 270
*''Starting damage reduction:'' - 82.5%
*''Cost reduction:'' - 30%
*''Food receipt over time:'' 25
*''Free spawning rate:'' Occasional
|-
|'''Corrupt'''
|
*''Starting nest:'' 6 + 6 extra brood tiles
*''Starting resources:'' 270
*''Starting damage reduction:'' - 87.5%
*''Cost reduction:'' - 40%
*''Food receipt over time:'' 50
*''Free spawning rate:'' Frequent
|}


<br/>
<br/>
=='''Custom games'''==
==='''Settings'''===
You can play with or without other colonies in custom games. You must choose a color and a team for each colony before you start a custom game. You can only have up to 4 colonies and 4 teams in a single custom game.
Some colonies may have different start from story missions and extra missions.
*Leafcutter ant colonies have nineteen-tiled queen chambers.
*Matabele ant colonies must start with some soldier brood tiles.
*[[Termite]] colonies have nineteen-tiled queen chambers and must start with some lignocellulose storage tiles and some fungus storage tiles.
You can control temperament of non-player colonies: ''Docile'', ''Timid'', ''Balanced'' and ''Aggressive''. It affects their aggressiveness and unit composition.
You can also control how quickly non-player colonies make decision.
You can also control how quickly non-player colonies make decision.


You can also control their cheat setting. Non-player colonies can have headstart, spend less resources to build tiles, receive food over time,
Non-player colonies aren't affected by upkeep and randomized caverns. You can control whether colonies can enter other underground areas.
spawn units without requiring food or workers and take less damage from [[Swarm|swarm enemies]]. Cheat is disabled when nest invasion is happening.
 
*''None:'' Small starting nest, small starting food amount, extremely rare free respawn
 
*''Headstart:'' Small starting nest, small starting food amount, rare free respawn
 
*''Underhanded:'' Small starting nest, medium starting food amount, , slightly reduced building cost, rare free respawn
 
*''Cheater:'' Medium starting nest, large starting food amount, moderately reduced building cost, occasional free respawn and food receipt
 
*''Crooked:'' Large starting nest, large starting food amount, greatly reduced building cost, occasional free respawn and food receipt
 
*''Corrupt:'' Large starting nest, large starting food amount, greatly reduced building cost, frequent free respawn and food receipt
 
Non-player colonies aren't affected by upkeep and randomized caverns. You can control whether colonies can enter other nests.


<br/>
<br/>
==='''Behaviors'''===
=='''Behaviors'''==
Non-player colonies will send all units outside to gather food. Nanitic workers will stay inside after you have played for 10 minutes and are only deployed when non-player colonies don't have any other units.
Non-player colonies will send all units outside to gather food. Nanitic workers will stay inside after you have played for 10 minutes and are only deployed when non-player colonies don't have any other units.


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Attacking groups will be tasked with gathering food and retreat after they have taken enough casualties.
Attacking groups will be tasked with gathering food and retreat after they have taken enough casualties.


Attack frequency is affected by temperament setting.
Frequency and timing of attack is affected by temperament setting.


Non-player colonies will retreat inside when nest invasion occurs or when water level is about to change.
Non-player colonies will retreat inside when nest invasion occurs or when water level is about to change.


Non-player colonies can actively hunt [[Uber Creature|uber creatures]] when the victory condition requires.
Non-player colonies can attack nearby [[Uber Creature|uber creatures]] when the victory condition requires. Omnivorous species can hunt [[Woodworm|woodworms]] and [[Woodlouse|woodlice]].
   
   
<br/>
<br/>
==='''Nest building'''===
=='''Nest designs'''==
Non-player colonies always start with the same predug nest and some resources. They usually work on 2 chambers at once. They prioritize upgrading storage and soldiers first and only upgrade workers after other building jobs have been finished.
Non-player colonies always start with the same predug nest and some resources. They usually work on 2 chambers at once. They prioritize upgrading storage and soldiers first and only upgrade workers after other building jobs have been finished.


Non-player colonies can't use [[Bullet Ant|bullet ant soldiers]]. Playable units are categorized into 3 groups: worker, small soldier and large soldier. Large soldier includes leafcutter ant majors, [[Army Ant|army ant]] majors, big-headed ant supersoldiers, [[Matabele Ant|Matabele ant]] soldiers, termite major soldiers, large [[Driver Ant|driver ant]] soldiers and [[African Stink Ant|African stink ant]] soldiers.
Non-player colonies can decide building order on their own. They can only build hexagon chambers and can't build highway. Nest design and unit composition are affected by species choice and temperament setting.
 
'''Gene-thief ant/ Custom'''
 
Playable units are categorized into 3 groups: worker (green), small soldier (purple or orange) and large soldier (blue).
 
{|class="mw-collapsible wikitable"
|width="900pt" colspan="3"|<big>'''Playable units'''</big>
|-
|width="33.3%" style="text-align:center"|'''Workers'''
|width="33.3%" style="text-align:center"|'''Small soldiers'''
|width="33.3%" style="text-align:center"|'''Large soldiers'''
|-
|style="vertical-align:top"|
* [[Gene-thief Ant|Gene-thief ant]] workers
* [[Black Ant|Black ant]] workers
* [[Wood Ant|Wood ant]] workers
* Leafcutter ant minors
* [[Fire Ant|Fire ant]] workers
* [[Big-headed Ant|Big-headed ant]] minors
* [[Little Black Ant|Little black ant]] workers
* Matabele ant workers
* [[Exploding Ant|Exploding ant]] workers
* Termite minor workers
* [[Exploding Termite|Exploding termite]] workers
|style="vertical-align:top"|
* Black ant soldiers
* [[Slave-maker Ant|Slave-maker ant]] soldiers
* Wood ant soldiers
* Wood ant shooters
* Leafcutter ant mediae
* [[Trap-jaw Ant|Trap-jaw ant]] soldiers
* [[Army Ant|Army ant]] mediae
* Fire ant soldiers
* Big-headed ant majors
* Matabele ant medics
* [[Driver Ant|Driver ant]] workers
* Driver ant small soldiers
* Exploding ant minor soldiers
* Termite minor soldiers
* Exploding termite workers
|style="vertical-align:top"|
* Leafcutter ant majors
* Army ant majors
* Big-headed ant supersoldiers
* Matabele ant soldiers
* Driver ant large soldiers
* [[African Stink Ant|African stink ant]] soldiers
* Exploding ant major soldiers
* Termite major soldiers
* Exploding termite soldiers
|}
 
<br/>
Non-player colonies will randomly choose among the available units in the same group and build a chamber for each unit. Large soldiers are replaced with small soldiers if they aren't available. Small soldiers are replaced with workers if they aren't available.


Non-player colonies can decide building order on their own. They can only build hexagon chambers and can't build highway. Nest design and unit composition are affected by species choice and temperament setting.  
Custom leafcutter ant colonies use the base leafcutter ant nest designs. Mediae are replaced with small soldiers while majors are replaced with large soldiers.


*Docile colonies have mostly workers.  
Custom fungus-growing termite colonies use the base fungus-growing termite nest designs. Minor sodiers are replaced with small soldiers while major soldiers are replaced with large soldiers.


*Timid colonies have a balance between workers, small soldiers and large soldiers.
Other custom colonies have to use the base gene-thief ant nest designs.


*Balanced and aggressive colonies have a balance between small soldiers and large soldiers.
<gallery>
File:Genethief Docile.png|Docile
File:Genethief Timid.png|Timid
File:Genethief Balanced.png|Balanced
</gallery>


'''Black ant/ Fire ant/ Little black ant'''
'''Black ant/ Fire ant/ Little black ant'''
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File:Fire Docile.png|Docile
File:Fire Docile.png|Docile
File:Fire Timid.png|Timid
File:Fire Timid.png|Timid
File:Fire Balanced.png|Balanced/ Aggressive
File:Fire Balanced.png|Balanced
</gallery>
</gallery>


'''Wood ant'''
'''Wood ant/ Exploding ant'''


<gallery>
<gallery>
File:Wood Docile.png|Docile
File:Wood Docile.png|Docile (version 1)
File:Wood Aggressive.png|Docile (version 2)
File:Wood Timid.png|Timid
File:Wood Timid.png|Timid
File:Wood Balanced.png|Balanced/ Aggressive
File:Wood Balanced.png|Balanced
</gallery>
</gallery>


'''Big-headed ant/ Matabele ant'''
'''Big-headed ant'''


<gallery>
<gallery>
File:Bigheaded Docile.png|Docile
File:Bigheaded Docile.png|Docile
File:Bigheaded Timid.png|Timid
File:Bigheaded Timid.png|Timid
File:Bigheaded Balanced.png|Balanced/ Aggressive
File:Bigheaded Balanced.png|Balanced
</gallery>
 
'''Matabele ant'''
 
Matabele ant colonies randomly choose between soldier brood chamber (orange) and medic brood chamber (purple) at first and build them alternately.
 
<gallery>
File:Matabele Docile.png|Docile
File:Matabele Timid.png|Timid
File:Matabele Balanced.png|Balanced
</gallery>
</gallery>


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<gallery>
<gallery>
File:Leafcutter Docile.png|Docile
File:Leafcutter Docile.png|Docile (version 1)
File:Leafcutter Aggressive.png|Docile (version 2)
File:Leafcutter Timid.png|Timid
File:Leafcutter Timid.png|Timid
File:Leafcutter Balanced.png|Balanced
File:Leafcutter Balanced.png|Balanced
File:Leafcutter Aggressive.png|Aggressive
</gallery>
</gallery>


'''Termite'''
'''Fungus-growing termite'''


<gallery>
<gallery>
File:Termite Docile.png|Docile
File:Termite Docile.png|Docile (version 1)
File:Termite Aggressive.png|Docile (version 2)
File:Termite Timid.png|Timid
File:Termite Timid.png|Timid
File:Termite Balanced.png|Balanced/ Aggressive
File:Termite Balanced.png|Balanced
</gallery>
</gallery>


'''Gene-thief ant'''
<br/>
 
'''Exploding termite'''
Unit composition is affected by available unit groups. Large soldiers are replaced with small soldiers if they aren't available. Small soldiers are replaced with workers if they aren't available.
 
Non-player colonies will choose randomly among the available options in the same group and build a chamber for each option.


<gallery>
<gallery>
File:Genethief Docile.png|Docile
File:Exploding Termite Docile.png|Docile
File:Genethief Timid.png|Timid
File:Exploding Termite Timid.png|Timid
File:Genethief Balanced.png|Balanced/ Aggressive
</gallery>
</gallery>
'''Custom colony'''
Custom leafcutter ant colonies use the same nest designs as usual. Mediae are replaced with small soldiers and majors are replaced with large soldiers.
Custom termite colonies use the same nest designs as usual. Minor soldiers are replaced with small soldiers and major soldiers are replaced with large soldiers.
Other custom colonies use the same nest designs as gene-thief ants.


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<br/>
<br/>
[[Category:Mechanics]]
[[Category:Custom Games]]
[[Category:Custom Games]]

Latest revision as of 20:35, 1 May 2026

This page shows the colony settings in custom games.


Settings

You can play with or without other colonies in custom games. You must choose a color and a team for each colony before you start a custom game. You can only have up to 4 colonies and 4 teams in a custom game.

Termite colonies always have miniature mounds on top of their nest entrances. Colony termites disappear 10 seconds after death.

Some colonies may have different headstart from story missions and extra missions.

  • Leafcutter ant colonies have nineteen-tiled queen chambers and start with 200 food.
  • Fungus-growing termite colonies have nineteen-tiled queen chambers and must start with some lignocellulose storage tiles and some fungus storage tiles.

You can control aggressiveness and unit composition of non-player colonies. Fungivorous species have special nest designs and unit compositions to accomodate multiple storage chambers.

Temperaments
Level Descriptions
Docile
  • Non-aggression period: Infinite
  • Common unit composition: Roughly 75% workers and 25% small soldiers
Timid
  • Non-aggression period: 15 minutes
  • Common unit composition: Roughly 50% workers, 25% small soldiers and 25% large soldiers
Balanced
  • Non-aggression period: 10 minutes
  • Common unit composition: Roughly 10% workers, 35% small soldiers and 55% large soldiers
Hostile
  • Non-aggression period: 7.5 minutes
  • Common unit composition: Roughly 10% workers, 35% small soldiers and 55% large soldiers
Aggressive
  • Non-aggression period: 5 minutes
  • Common unit composition: Roughly 10% workers, 35% small soldiers and 55% large soldiers


You can also control their cheat setting. Cheats are disabled when nest invasion is occuring.

  • Non-player colonies always start with prebuilt chambers and some resources. Free resources are put directly in storage as seeds, leaves or lignocellulose.
  • Non-player colonies can reduce taken damage from swarm enemies at the start of each custom game. The effect reverts to normal over time.
  • Non-player colonies can use less resources to build and upgrade.
  • Non-player colonies can spawn units without requiring food or workers and receive food every 30 seconds on high cheat settings.
Cheats
Level Descriptions
None
  • Starting nest: 1 + 1 extra brood tiles
  • Starting resources: 220
  • Free spawning rate: Scarcely
Headstart
  • Starting nest: 2 + 2 extra brood tiles
  • Starting resources: 270
  • Starting damage reduction: - 67.5%
  • Free spawning rate: Rare
Underhanded
  • Starting nest: 3 + 3 extra brood tiles
  • Starting resources: 540
  • Starting damage reduction: - 75%
  • Cost reduction: - 10%
  • Free spawning rate: Rare
Cheater
  • Starting nest: 4 + 4 extra brood tiles
  • Starting resources: 720
  • Starting damage reduction: - 82.5%
  • Cost reduction: - 20%
  • Free spawning rate: Occasional
Crooked
  • Starting nest: 5 + 5 extra brood tiles
  • Starting resources: 270
  • Starting damage reduction: - 82.5%
  • Cost reduction: - 30%
  • Food receipt over time: 25
  • Free spawning rate: Occasional
Corrupt
  • Starting nest: 6 + 6 extra brood tiles
  • Starting resources: 270
  • Starting damage reduction: - 87.5%
  • Cost reduction: - 40%
  • Food receipt over time: 50
  • Free spawning rate: Frequent


You can also control how quickly non-player colonies make decision.

Non-player colonies aren't affected by upkeep and randomized caverns. You can control whether colonies can enter other underground areas.


Behaviors

Non-player colonies will send all units outside to gather food. Nanitic workers will stay inside after you have played for 10 minutes and are only deployed when non-player colonies don't have any other units.

Non-player colonies can only control up to 3 pheromone groups. They can be assigned with gathering food, taking aphids or attacking enemy colonies.

Gathering groups attack any enemies on the way when they are gathering food. Food gathering and attacking is disabled when they are taking aphids.

Gathering groups are kept inside if they can't find any food.

Non-player colonies will choose the weakest colonies in biomass as their targets after they have enough food. Attacking groups either follow their most recently placed pheromone markers or invade their nests. Food and aphid gathering is disabled in the process.

Attacking groups will be tasked with gathering food and retreat after they have taken enough casualties.

Frequency and timing of attack is affected by temperament setting.

Non-player colonies will retreat inside when nest invasion occurs or when water level is about to change.

Non-player colonies can attack nearby uber creatures when the victory condition requires. Omnivorous species can hunt woodworms and woodlice.


Nest designs

Non-player colonies always start with the same predug nest and some resources. They usually work on 2 chambers at once. They prioritize upgrading storage and soldiers first and only upgrade workers after other building jobs have been finished.

Non-player colonies can decide building order on their own. They can only build hexagon chambers and can't build highway. Nest design and unit composition are affected by species choice and temperament setting.

Gene-thief ant/ Custom

Playable units are categorized into 3 groups: worker (green), small soldier (purple or orange) and large soldier (blue).

Playable units
Workers Small soldiers Large soldiers
  • Black ant soldiers
  • Slave-maker ant soldiers
  • Wood ant soldiers
  • Wood ant shooters
  • Leafcutter ant mediae
  • Trap-jaw ant soldiers
  • Army ant mediae
  • Fire ant soldiers
  • Big-headed ant majors
  • Matabele ant medics
  • Driver ant workers
  • Driver ant small soldiers
  • Exploding ant minor soldiers
  • Termite minor soldiers
  • Exploding termite workers
  • Leafcutter ant majors
  • Army ant majors
  • Big-headed ant supersoldiers
  • Matabele ant soldiers
  • Driver ant large soldiers
  • African stink ant soldiers
  • Exploding ant major soldiers
  • Termite major soldiers
  • Exploding termite soldiers


Non-player colonies will randomly choose among the available units in the same group and build a chamber for each unit. Large soldiers are replaced with small soldiers if they aren't available. Small soldiers are replaced with workers if they aren't available.

Custom leafcutter ant colonies use the base leafcutter ant nest designs. Mediae are replaced with small soldiers while majors are replaced with large soldiers.

Custom fungus-growing termite colonies use the base fungus-growing termite nest designs. Minor sodiers are replaced with small soldiers while major soldiers are replaced with large soldiers.

Other custom colonies have to use the base gene-thief ant nest designs.

Black ant/ Fire ant/ Little black ant

Wood ant/ Exploding ant

Big-headed ant

Matabele ant

Matabele ant colonies randomly choose between soldier brood chamber (orange) and medic brood chamber (purple) at first and build them alternately.

Leafcutter ant

Fungus-growing termite


Exploding termite


Trivia

(none)