Page 1 of 1
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 (2.32 KiB) Viewed 1960 times

- 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 (3.32 KiB) Viewed 1794 times