Custom Game Colony Setting
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.
- Matabele ant colonies start with some soldier brood tiles.
- Fungus-growing termite colonies have nineteen-tiled queen chambers and must start with some lignocellulose storage tiles and some fungus storage tiles.
- Exploding termite colonies start with some lignocellulose 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 |
|
| Timid |
|
| Balanced |
|
| Hostile |
|
| Aggressive |
|
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 |
|
| Headstart |
|
| Underhanded |
|
| Cheater |
|
| Crooked |
|
| Corrupt |
|
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 |
|
|
|
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.
-
Docile
-
Timid
-
Balanced
Black ant/ Fire ant/ Little black ant
-
Docile
-
Timid
-
Balanced
Wood ant/ Exploding ant
-
Docile (version 1)
-
Docile (version 2)
-
Timid
-
Balanced
Big-headed ant
-
Docile
-
Timid
-
Balanced
Matabele ant
Matabele ant colonies randomly choose between soldier brood chamber (orange) and medic brood chamber (purple) at first and build them alternately.
-
Docile
-
Timid
-
Balanced
Leafcutter ant
-
Docile (version 1)
-
Docile (version 2)
-
Timid
-
Balanced
Fungus-growing termite
-
Docile (version 1)
-
Docile (version 2)
-
Timid
-
Balanced
Exploding termite
-
Docile
-
Timid
Trivia
(none)


