Board Thread:Fun and Games/@comment-10863056-20140711005611/@comment-5023233-20141113205026

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

Population: 30 Infestations, 75 I.N.F.E.S.Ts, 6400 Infestors, 9052 Infections, 265,800 Infest pods, 79,500 Heavy infest pods, 9200 Infested blimps (5600 MOABS, 2350 BFBs, 850 ZOMGs and 600 DDTs), 470 Heavily infested moabs (310 MOABs, 110 BFBs, 25 ZOMGs and 25 DDTs) and 77,000 Infested bloons (All ceramic).

The infested area has grown drastically. About 80/100th of the host planet is now infested!

I have 1950 Infections guarding

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

Things getting done:

11 - "Infectious pods" Special pods that spread far more infest than the standard version, but they don't infest units so well. (4 turns)

12 - "Factory Shell" An empty factory to make optimising the factory a lot faster. (2 turns)

13 - "another I.N.F.E.S.T Hangar" A hangar to stat constructing I.N.F.E.S.Ts. (-5,000 Heavy infest pods) (takes 3 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.

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.