Fungal resilience IMPLEMENTED

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noaharts
Posts: 193
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Fungi Overgrowth

Post by noaharts »

:) I dont know which is better
1. Gives walls and buildings all armor types defence by 1

2. Gives walls and building regeneration but weaker
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And helping out with age of galaxy team for fun.
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Puss_in_Boots
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Re: Fungi Overgrowth

Post by Puss_in_Boots »

Overgrowth isn't the same as regeneration, so I vote for 1.
OLÉ
Sombrar +1
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Fungal resilience IMPLEMENTED

Post by Sombrar +1 »

Good morning, I would like to post here another idea I had for myconids, basically it is a technology that can be researched in the city center for 5~7 shifts and will affect all the myconid structures giving a regeneration of +5~10 to the structures symbolizing the rapid expansion of the myconids.

Description: Myconids begin to develop more aggressive methods to withstand attacks and destruction of their structures, carrying out experiments in order to develop more efficient means of rebuild and expand.
tech_fungal_resilience .png
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effect_fungal_resilience .png
effect_fungal_resilience .png (250 Bytes) Viewed 1958 times
Midonik
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Re: Fungal resilience

Post by Midonik »

I think we discussed something on Discord, although I think it was going to be regen for units on mycelium, including buildings.
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Re: Fungal resilience

Post by Sombrar +1 »

So would it be a unique technology that would affect both myconid units and structures at the same time?
Midonik
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Re: Fungal resilience

Post by Midonik »

Yes
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Re: Fungal resilience

Post by Sombrar +1 »

Another image for technology, now with me wanting to suggest that this technology gives +2/2 armor to all myconid structures.

Costing 5 turns and can be researched at Tc.
tech_fungal_resilience .png
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