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 levels 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 other 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 second and return 66% of the 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.
=='''Levels'''==
==='''Behaviors'''===
Non-player colonies in story levels and extra levels 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.
 
*''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 gathering groups accordingly. Gathering groups remain inside if they can't find any food.


Non-player colonies attack any enemies on the way when they are gathering food. They can disable attacking and retreat inside after they have taken enough casualties.
*[[Termite|Fungus-growing termite]] colonies have nineteen-tiled queen chambers and must start with some lignocellulose storage tiles and some fungus storage tiles.


Non-player colonies can control up to 2 gathering groups and 2 attacking groups.
*[[Exploding Termite|Exploding termite]] colonies start with some lignocellulose storage tiles.


*''Polymorphic species:'' Gathering groups consist of workers and small soldiers. Attacking groups only consist of large soldiers. They are kept around the queen and are only deployed to protect gathering groups or to invade enemy nests.
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.


*''Non-popymorphic species:'' Gathering groups consist of workers and soldiers. Attacking groups only consist of soldiers. They are only split from other gathering groups to invade enemy nests.
{|class="mw-collapsible wikitable"
 
|width="900pt" colspan="2"|<big>'''Temperaments'''</big>
Actual players are more decisive and responsive so non-player colonies always need headstart and cheat to stay threatening. You can only encounter free food cheat in story levels and extra levels.
|-
|width="20%"|'''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
|}


<br/>
<br/>
==='''Nest buidling'''===
You can also control their cheat setting. Cheats are disabled when nest invasion is occuring.
Non-player colonies have predetermined nest designs. They can decide building order on their own. They can only build hexagon chambers and can't build highway.


<br/>
* Non-player colonies always start with prebuilt chambers and some resources. Free resources are put directly in storage as seeds, leaves or lignocellulose.
==='''Appearances'''===
You can encounter non-player colonies in:


*'''[[Queen of the Hill]]'''
* 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]]'''
* Non-player colonies can use less resources to build and upgrade.


*'''[[The Harvest]]'''
* Non-player colonies can spawn units without requiring food or workers and receive food every 30 seconds on high cheat settings.


*'''[[Cold Blood]]'''
{|class="mw-collapsible wikitable"
|width="900pt" colspan="2"|<big>'''Cheats'''</big>
|-
|width="20%"|'''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
|}


*'''[[A Bridge Too Far]]'''
<br/>
You can also control how quickly non-player colonies make decision.


*'''[[Triage]]'''
Non-player colonies aren't affected by upkeep and randomized caverns. You can control whether colonies can enter other underground areas.
 
*'''[[Drive Them Back]]'''
 
*'''[[Last Mound Standing]]'''
 
*'''[[Babysitting]]'''
 
*'''[[The Other Foot]]'''
 
*'''[[Tug of War]]'''
 
*'''[[Hibernation]]'''
 
*'''[[Adventure]]'''
 
*'''[[Tug of War 2]]'''
 
*'''[[Tug of War 3]]'''


<br/>
<br/>
=='''Custom games'''==
=='''Behaviors'''==
==='''Settings'''===
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.
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 levels and extra levels.
Non-player colonies can only control up to 3 pheromone groups. They can be assigned with gathering food, taking aphids or attacking enemy colonies.


*Leafcutter ant colonies have nineteen-tiled queen chambers.
Gathering groups attack any enemies on the way when they are gathering food. Food gathering and attacking is disabled when they are taking aphids.  


*Matabele ant colonies must start with some soldier brood tiles.
Gathering groups are kept inside if they can't find any food.  


*[[Termite]] colonies have nineteen-tiled queen chambers and must start with some lignocellulose storage tiles and some fungus storage tiles in custom games.
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.


You can control temperament of non-player colonies: ''Docile'', ''Timid'', ''Balanced'' and ''Aggressive''. It affects their aggressiveness and unit composition.
Attacking groups will be tasked with gathering food and retreat after they have taken enough casualties.


You can control headstart and cheat frequency of non-player colonies: ''None'', ''Headstart'', ''Underhanded'', ''Cheater'', ''Crooked'' and ''Corrupt''. Non-player colonies can spawn units without requiring food or workers and gain free food over time. Cheat is automatically disabled when nest invasion is happening.
Frequency and timing of attack is affected by temperament setting.


You can also control how quickly non-player colonies make decision.
Non-player colonies will retreat inside when nest invasion occurs or when water level is about to change.
 
You can control whether colonies can enter other nests.
 
Non-player colonies aren't affected by upkeep and randomized caverns.


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/>
==='''Behaviors'''===
=='''Nest designs'''==
Non-player colonies will keep all units outside to gather food. Nanitic workers only move inside to finish the assigned nest jobs when storage is full and will stay inside permanently after you have played for 30 minutes.
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 only control up to 3 pheromone groups. They can be tasked with either gathering resources or attacking enemy colonies. Non-player colonies can flexibly disable and enable gathering or attacking depending on the current task.
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.
 
Gathering groups are kept inside if they can't find any food.  


Non-player colonies will choose an enemy colony, which is the weakest in biomass, as their target after they have gathered enough food. They can either harass it by following its most recently placed pheromone markers or invade its nests. They will retreat and gather food after they have taken enough casualties.
'''Gene-thief ant/ Custom'''


*Docile colonies avoid intentional conflicts and stay in their territories.
Playable units are categorized into 3 groups: worker (green), small soldier (purple or orange) and large soldier (blue).


*Aggressive colonies immediately and constantly invade the targeted nest.
{|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
|}


Non-player colonies can't respond to nest invasion. They can't actively hunt [[Uber Creature|uber creatures]] or [[Titan|titans]] either.
<br/>
<br/>
==='''Nest building'''===
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 always start with the same predug nest and some resources. They usually work on 2 chambers at once. They upgrade storage and soldiers first and only upgrade workers after everything else has been finished.


Non-player colonies have predetermined nest designs which depend on species and temperament. They can decide building order on their own. They can only build hexagon chambers and can't build highway.
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 lots of 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 balanced unit compositions.
Other custom colonies have to use the base gene-thief ant nest designs.


*Balanced and aggressive colonies have lots of large soldiers.  
<gallery>
File:Genethief Docile.png|Docile
File:Genethief Timid.png|Timid
File:Genethief Balanced.png|Balanced
</gallery>


'''Black ants/ Little black ants/ Fire ants''':
'''Black ant/ Fire ant/ Little black ant'''


<gallery>
<gallery>
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 ants''':
'''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 ants''':
'''Big-headed ant'''


<gallery>
<gallery>
Line 143: Line 236:
File:Bigheaded Timid.png|Timid
File:Bigheaded Timid.png|Timid
File:Bigheaded Balanced.png|Balanced
File:Bigheaded Balanced.png|Balanced
File:Bigheaded Aggressive.png|Aggressive
</gallery>
</gallery>


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


<gallery>
<gallery>
File:Leafcutter Docile.png|Docile
File:Matabele Docile.png|Docile
File:Matabele Timid.png|Timid
File:Matabele Balanced.png|Balanced
</gallery>
 
'''Leafcutter ant'''
 
<gallery>
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>


'''Termites''':
'''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 ants''':
<br/>
 
'''Exploding termite'''
Gene-thief ant units are divided into 3 groups: workers, small soldiers and large soldiers. Large soldiers only include leafcutter ant majors and [[Army Ant|army ant]] majors. Unit composition is chosen depending on which unit groups they have access to.
 
If they have access to multiple unit options in the same group, they will choose randomly among the available options and build a chamber for each option.
 
If large soldiers aren't available, they are replaced with small soldiers. If small soldiers aren't available, they are replaced with workers.


<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
File:Genethief Aggressive.png|Agrressive
</gallery>
</gallery>


Line 183: Line 279:


<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)