Difference between revisions of "Wild Natives and Fungus"

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{{AdvConcept}}
 
{{AdvConcept}}
There is a small chance whenever a land or sea unit is moved into an unoccupied [[fungus]] square that is not adjacent to a [[Sensor Array]] or base that the fungus will 'spawn' a '''wild native lifeform'''.
 
  
This can be used to "hunt for natives" by repeatedly entering unoccupied fungus tiles.
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Whenever a land or sea unit is moved into an unoccupied [[fungus]] square that is not adjacent to a [[Sensor Array]] or base there is a chance that the fungus will ‘spawn’ a wild [[Native life forms|Native life form]]. Encountering natives prevents [[movement]] into squares and does not cost move points. Multiple units failing to move into a square does not appear to trigger natives.{{Confirm}} Backtracking through fungus, even on the same turn, will spawn natives as normal if the square was left unoccupied.
  
Sensor arrays can be defensively placed to prevent an unwanted 'discovery'.
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Wild native life forms will not usually attack natives controlled by a faction.
  
When attacking wild lifeforms some special bonuses apply:
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== Spawn Chance ==
 
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If successful the 'husks' can be harvested for their planetpearls at a bonus of 10ec per [[Life Cycle]] level (starting at 10 for hatchling)
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Any psi damage received will be spread (at 100%) to all of the same type of native in the tile
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Destroying any one native kills all of the rest too (and gives appropriate planetpearl bonuses)
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[[Locusts of Chirion]]  are a special case to the above two rules, and each one must be damaged separately
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Some wild lifeforms may be captured if your faction possess a positive [[PLANET]] rating, if you control too many natives of any type (regardless of how they were acquired) you will be unable to capture any more until either you lose control of some or you increase your PLANET rating further.
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Some approximate values for the odds to discover a native unit per square are given below:
 
Some approximate values for the odds to discover a native unit per square are given below:
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*Normal land fungus = 1/3
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*Fungus + river = 1/9
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*Fungus + [[road]] = 1/27
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*Fungus within one square of <strike>Sensor Array,</strike> or base = 0 ''(Note: Does not appear to be true in the case of sensor arrays. Tested on SMAX/Yitzi, Thinker difficulty, with PLANET rating of 0 and wildlife set to "abundant." Might have been undergoing the perihelion event as well. Speculation: Odds are not constant but dependent upon certain variables, one or all of those factors created a nonzero chance to spawn natives.)''
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*Fungus + [[Mag Tube]] = 0
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*Sea fungus appears to have lower odds than land fungus
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Note: that natives themselves and a faction that controls [[The Xenoempathy Dome]] use fungus road odds for normal fungus squares.
  
Normal land fungus = 1/3
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== Combat Rules ==
 
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Fungus + river = 1/9
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Fungus + [[road]] = 1/27
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Fungus within one square of sensor radius, base radius = 0
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Any [[Psi Combat|Psi]] damage inflicted will be spread (at 100%) to all of the same type of native in the tile (and gives appropriate planetpearl bonuses) except for the [[Locusts of Chiron]] that must be destroyed one at a time. Native lifeforms do not suffer from ''hasty'' [[Combat_Modifiers|penalties]].
  
Fungus + [[Mag Tube ]] = 0
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If a wild native life form is successfully attacked and destroyed, the ‘husks’ can be harvested for their ''planetpearls'' at a bonus of 10 energy per lifecycle level (starting at 10 for hatchling).
  
It is thought that Sea fungus squares have lower odds than land fungus
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Some wild lifeforms may be captured if a faction possess a positive [[Planet]] rating. The rating also sets a limit on the total number of native life forms that can be controlled by a faction.
  
Note that natives and a faction with the [[Xenoempathy Dome]] treat use fungus road odds.
 
  
Native lifeforms do not suffer from '''hasty''' penalties.
 
  
Wild native lifeforms will not usually attack natives owned by [[factions]].
 
  
 
[[Category:Advanced concepts]]
 
[[Category:Advanced concepts]]

Latest revision as of 23:18, 29 April 2016

Whenever a land or sea unit is moved into an unoccupied fungus square that is not adjacent to a Sensor Array or base there is a chance that the fungus will ‘spawn’ a wild Native life form. Encountering natives prevents movement into squares and does not cost move points. Multiple units failing to move into a square does not appear to trigger natives.[confirm] Backtracking through fungus, even on the same turn, will spawn natives as normal if the square was left unoccupied.

Wild native life forms will not usually attack natives controlled by a faction.

Spawn Chance

Some approximate values for the odds to discover a native unit per square are given below:

  • Normal land fungus = 1/3
  • Fungus + river = 1/9
  • Fungus + road = 1/27
  • Fungus within one square of Sensor Array, or base = 0 (Note: Does not appear to be true in the case of sensor arrays. Tested on SMAXSid Meier's Alien Crossfire (Cross = X)/Yitzi, Thinker difficulty, with PLANET rating of 0 and wildlife set to "abundant." Might have been undergoing the perihelion event as well. Speculation: Odds are not constant but dependent upon certain variables, one or all of those factors created a nonzero chance to spawn natives.)
  • Fungus + Mag Tube = 0
  • Sea fungus appears to have lower odds than land fungus

Note: that natives themselves and a faction that controls The Xenoempathy Dome use fungus road odds for normal fungus squares.

Combat Rules

Any Psi damage inflicted will be spread (at 100%) to all of the same type of native in the tile (and gives appropriate planetpearl bonuses) except for the Locusts of Chiron that must be destroyed one at a time. Native lifeforms do not suffer from hasty penalties.

If a wild native life form is successfully attacked and destroyed, the ‘husks’ can be harvested for their planetpearls at a bonus of 10 energy per lifecycle level (starting at 10 for hatchling).

Some wild lifeforms may be captured if a faction possess a positive Planet rating. The rating also sets a limit on the total number of native life forms that can be controlled by a faction.