Ant Colony
Its back everybody!
In this game you control an ant Colony and you must secure the prosperity and safety of your colony however the meadow is a dangerous place when your the size of an ant, and other ant colonies can try to bump you off as well. Do you have what it takes to secure the dominance of your ants?
The Game takes place in turns, each turn is a month, 3 turns is a season and twelve turns is a year. Each season changes the amount of food gathered during that season.
- Spring: Ants gather 50% more food
- Summer: Ants gather 75% more food
- Autumn: Ants gather normal food
- Winter: Ants gather no food
On your turn you order your ants to perform different tasks, each different evolution of ants can do one of these 3 actions:
- Forage: Order your ants to gather food from a certain tile, Each ant will gather 1 food, then a percentage of them (determined by a d100)will gather extra food. Only 100 ants can gather from any given tile and you can only forage two hexes from an ant hill
- Dig: Dig or destroy rooms for your colony, it takes 50 ants to dig or destroy a room, the room choices are:
- Burrow: a basic room, it houses 50 ants and stores 150 food
- Storeroom: a food storage room, it can store 1,000 food
- Queen Chambers: a room that houses one Queen, qualifies a burrow for the defender bonus
- Ant Hill: The entrance to your colony, an ant hill provides a two hex vision and allows you to forage two hexes away from it.
- Reproduce: Order ants to increase your population. This produces basic ants equal to 50% of the ants tat reproduced. This action requires a queen and a queen can only be used to reproduce once a turn.
These actions don't require a full group of ants but instead have special requirements detailed in the action.
Move: You move ants 5 hexes, the ants are now based there and don't move back to the colony. This action must be done with a minimum of 5 identical ants
Colony Restart: You order your Queen to produce 50 basic ants + 50 ants per Queen level, the ants take 2 turns to hatch and this can only be done if you have less ants then what is being produced, the queen can not reproduce while doing this action
Evolve: Evolve some of your ants with either basic evolutions or special evolutions, this costs 1 food per evolved ant +1 extra food per ant equal to it's evolution level, (The total level of all your evolutions, minimum 0). You can also evolve your queen increasing its level. Each level increase costs 5 food +5 food per queen level. You can only go up 1 Queen level per turn however you can put as many evolutions as you can pay for on your ant.
Level 0(starting level): 1st level of basic evolutions
Level 1: 1st level of positive special evolutions
Level 2: 2nd level of basic evolutions
Level 3: 1st level of negative special evolutions
Level 4: 3rd level of basic evolutions
Level 5: 2nd Level of positive special evolutions
Level 6: 4th level of basic evolutions
Level 7: 2nd level of negative special evolutions
Level 8: 5th level of basic evolutions
Level 9: All special evolutions
Level 10: Can reproduce level 1 basic evolutions, however all ants born are of the same type, must be breed with the desired basic evolution.
Level 11+: one more level of basic evolutions.
These evolutions count as 1 evolution per level,
Digging:Your ant counts as 1 extra ant when digging per level of evolution
Foraging:Your ant counts as 1 extra ant when foraging with an additional + 1 ant per level, the extra ants do not count against the 100 ants per tile limit
Combat:Your ant counts as 1 extra ant per level when determining combat strength
Toughness:Your ant counts as 1 extra ant per level when determining loses, always dies first
Movement:Your ant can move two extra hexes per level
Reproducing:Your ant counts as 1 extra ant per level when reproducing
These evolutions have a variable cost depending on how powerful they are, could be positive or negative, (meaning that the ants requires less upkeep then usual and evolutions cost less) Negative evolutions cost the same amount of food as the positive ones
Cost 1 Positive Evolutions:Big: counts as two ants for the purpose of combat and dying but takes up two spaces of storage in the colony
Vision: Ants can see one hex away, (normally you only see hexes that you have ants in.)
Farmer: Ants can turn burrows into farms, each farm costs 100 food and requires 50 farmers and produces 5 food per turn but there has to be at least 50 farmers in the colony, but the farmer can still take another action
Cost 1 negative evolutions:Ravager: when this ant forages it has a 0.5% x the number of ravagers foraging to degrade the tile one step, fertile - regular - barren
Tiny: For all purposes all tiny ants are half an ant, except in an area which it has a basic evolution
Cost 2 positive evolutionsFire breathing: These ants can forage for 50% food in winter also gives +1 combat strength per ant
Slaver: Any non-soldiers these ants kill are instead captured and enslaved
Costs 2 negative evolutionsPacifist: these ants have no combat strength
Costs 3 positive evolutionsOracle: ants with this evolution can use their action to view a hex, each hex requires 25 ants and allows you to see everything on that hex, for every 25 extra oracle ants you view another tile expanding in a clockwise direction.
Flying: doubles movement and allows you to avoid terrain effects and hostile monsters on the ground, except in the space they end their move
Costs 3 negative evolutionsTimed Life: Ants live for 12 more turns, you can't get rid of it
(I created a thread to discuss ideas
here it is)
The meadow is 50 by 50 hexes and it has a top (floor zero) and is 3 levels deep, each hex is 4ft.
For reference: N L0 above ground
NW NE L1 burrow L2 burrow
Center L3 queen
SW SE
S (Curtesy of Ozarck)
Each person starts with an Ant Hill, 2 burrows and a Queen Chamber, 100 ants, 1 level 0 Queen, and 300 food.
This is the map of the meadow:
The castles are start locations - Each person gets a random start location
The skulls are monster dens - They produce a certain monster every season and a wandering monster every year, they don't spawn if there are any ants stationed on them they automatically increase in power as the game moves on.
The yellow tiles are barren and can't be foraged on,
The tiles with lines on them are fertile and produce double food when foraged on.
The blue tiles are river tiles which can be dug under at levels 2 and 3, but otherwise not crossed
Each turn ants require upkeep. An ant requires 1 food per turn + an amount of food equal to its evolution level, a Queen requires 5 food per turn +5 food per level
After 12 turns random events will start happening every turn, these can range anywhere from really good to really bad these are determined with a d100 as well.
1-10 - really bad event
11-35 - bad event
36-65 - neutral event neither good nore bad
66-90 - good event
91-100 - really good event
Combat:Combat occurs when one group of ants attacks, or is attacked by a hostile creature or another group of ants. An ant army's combat strength is how many ants are on that army, the winner is the side with the highest combat strength. The loser looses a number of ants equal to the winner's combat strength while the winner looses an amount of ants equal to half the loser's combat strength. In the case of a tie the defending player wins, being in your own colony doubles your combat strength.
Side A has 100 basic ants and attacks side B which only has 50 ants. Side A has the higher combat strength (100-50) so Side A wins. Side B looses all their ants (50-100<0) Side B on the other hand, looses 25 ants (50/2=25 100-25=75)
Taking a colony is a different story. The defender, in addition to the defender bonus, can re arrange his ants for one move, as long as the ants don't pass through an enemy controlled room. The attacker has to move through each room, at double speed. To take over the colony he must control the Queen chamber, but he doesn't need a queen in them. Each Queen Chamber controls the rooms closest to it, with the higher level Queen winning Ties, (no Queen counts as -1)
Discovered Monsters: Combat Strength: 200
Move: 8
Toughness: 200
Special Abilities: None
Description: A normal centipede, the weakest and tamest of the monsters to challenge the ants
Other Notes:Your colony only counts as 1 square for movement purposes no matter how big it is
Actions occur in a random player order
If you cannot pay upkeep then ants will cannibalize other ants for food until they are fed an ant provides 1 food + an amount of food equal to it's evolution level, the ants with the lowest evolution level will be eaten first.
Upkeep is paid before food is lost due to not having enough storage.
An inactive player will get a single standard default action which all ants capable of doing will act upon. No other action will be done that round. Priority is as follows: Defense against invasion. Food collection until storage is full. Digging until there is space for an additional %50 ants over current, breeding until upkeep matches (3/4)maximum income.
Turn Sequence:1. State Action
2. Actions occur
3. Upkeep is paid
4. Next Turn's Event is determined
Player1: Sheb
Player2: Tomasque
Player3: Toaster
Player4: DAPARROT
Player5: Kashyyk
Player6: Spiderking50
Player7: Ozarck
Player8: Azkanan
Player9: Kansa
Player10: Rolepgeek
(Suggestions on how to improve the game are always welcome)
[This post is constantly being updated with clarifications and examples, if you have a question check to see if it was answered]