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Fungi Overgrowth

Posted: Sat May 09, 2020 12:48 am
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

Re: Fungi Overgrowth

Posted: Sat May 09, 2020 6:06 am
by Puss_in_Boots
Overgrowth isn't the same as regeneration, so I vote for 1.

Fungal resilience IMPLEMENTED

Posted: Wed Oct 11, 2023 10:24 am
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
tech_fungal_resilience .png (2.32 KiB) Viewed 1960 times
effect_fungal_resilience .png
effect_fungal_resilience .png (250 Bytes) Viewed 1960 times

Re: Fungal resilience

Posted: Wed Oct 11, 2023 7:08 pm
by Midonik
I think we discussed something on Discord, although I think it was going to be regen for units on mycelium, including buildings.

Re: Fungal resilience

Posted: Wed Oct 11, 2023 10:59 pm
by Sombrar +1
So would it be a unique technology that would affect both myconid units and structures at the same time?

Re: Fungal resilience

Posted: Thu Oct 12, 2023 1:42 pm
by Midonik
Yes

Re: Fungal resilience

Posted: Tue Mar 12, 2024 2:24 pm
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
tech_fungal_resilience .png (3.32 KiB) Viewed 1794 times