Board Thread:Fun and Games/@comment-10863056-20140711005611/@comment-5023233-20150124223913

Due to the Infestations and Infections spawnings stuff, the population increases! (It's raised further by the bays)

Population: 33 Infestations, 490 I.N.F.E.S.Ts, 7990 Infestors, 10092 Infections, 385,900 Infest pods, 4800 Infectious pods, 90,480 Heavy infest pods, Infested blimps (7280 MOABS, 3580 BFBs, 1740 ZOMGs and 1580 DDTs), Heavily infested moabs (580 MOABs, 330 BFBs, 125 ZOMGs and 125 DDTs) and 170,000 Infested bloons (All ceramic)  88 Gear Generators (infested) 1 Heavily Infested Guardian.

There's no more room for the Infest to expand on the home world...

I have 1600 Infections guarding

400 I.N.F.E.S.Ts are also guarding because long range.

Things getting done:

20 - "Mutation 2" The Infest (and it's forms) are slightly mutating in a way that allows for it to kill itself but in the process makes itself become incredibly rigid and durable. (will take 4 turns)

21 - "Armaments 1" The Heavy Infest that's grown on the Guardian are constructing Heavy acid rocket launchers on the Guardian to increase the firepower output of the Guardian  (will take 5 turns)

22 - "Gears" The Heavy Infest that's grown on the Guardian are constructing 2 Gears on the back of the Guardian to produce Heavily infested Crystal Shards to support the Guardian in battle. (will take 5 turns)

X - "Infest event" ??? (occurs in 7 turns)

Things done:

1 - "Another Bay" Making a second bay to further increase the population.

2 - "Bay conversion" A bloon bay is converted which is beginning to increase the population count.

3 - "Radar setup" It's a radar... (this allows for the place to be guarded more effectively)

4 - "Infestation" (Passive) This happens every turn, the area of infest grows slightly, the amount of growth depends on the amount of already present infest.

5- "Defence turrets" A lot of acid-missile turrets are made to defend the city.

6- "Built in growth" this lets for infested things to start spreading infestation on their own. This also lets for them to regenerate from non-fatal wounds and to sustain themselves.

7 - "I.N.F.E.S.T Hangar" A hangar to stat constructing I.N.F.E.S.Ts.

8 - "Techno Implimentation" This adds shield generators to all "primary" infest units (things like the Infested blimps/bloons don't count!).

9 - "Pod growth" This makes the pods larger and more powerful. The toxins will be very deadly to any non-infest that makes contact with them.

10 - "Shape Change" The Infest becomes camo-d. Infested units and buildings will have the camo status.

11 - "Infectious pods" Special pods that spread far more infest than the standard version, but they don't infest units so well.

12 - "Factory Shell" An empty factory to make optimising the factory a lot faster. (Used)

13 - "another I.N.F.E.S.T Hangar" A hangar to stat constructing I.N.F.E.S.Ts.

14 - "Mutate" Infest can grow things like the toxic pods and other things far more efficiently.

15 - "Techno Systems" The factory shell is getting converted to be able to produce Infested Gear Generators.

16 - "Crystalise" The shells of Infest pods become more rigid, increasing health by 25%.

17 - "Acidic Infest" The Infest becomes toxic and acidic. Non-infested things will be harmed significantly by this on contact!

18 - "Heavy Infest 1" Heavy Infest pods can become capable of infesting areas!

19 - "Heavy Infest 2" Heavy Infest can create their own structures.

Home-land Mods:

The Infested territory has a lot of pods that release toxins which can be very harmful to non-infested life. Deals DOT damage and a slight speed de-buff to non-infested life in the area.

As of the 8th upgrade, the pods are significantly bigger and release far more deadly toxins. The slowing and DOT is significantly raised