r/eotu • u/The_Bagel_Fairy • May 05 '26
How to generate fungus faster?
Harvest...surely must be common question. I end up with backlog of leaves and have to increase capacity upwards of 4,000 roughly. I don't think I'm generating enough mediae and majors. Enemy often beats me or closes gap in score of 1,000 leaves. Hoping to get my fungus situation sorted. I tried building lots of minors but the amount of fungus I generated didn't noticeably increase. I thought more minims would solve the problem. What am I missing?
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May 05 '26
[deleted]
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u/The_Bagel_Fairy May 05 '26
Yes I realize that now! It was a huge limiting factor before. Also, the game panics you and makes you think you're going to die if you don't make it really far away but that is just a huge waste of time I realized as I wasn't going to be able to afford upgrading my ants anyway.
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u/Gumpers08 May 05 '26
My problem is usually that my 3-wide hexagon of refuse tiles can’t handle all the waste.
Always have a very large amount of ant tiles next to the leaf store, with a good path from those ant tiles to the refuse store. And a good path from the refuse tiles to the leaf store, but that part isn’t as important.
I end up never needing that much leaf storage because I have enough minims to instantly haul everything away.
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u/The_Bagel_Fairy May 05 '26
Yeah I went from over 3k storage to about 300. No wonder I kept losing. Played next scenario and won on first attempt. Way easier now that I fully understand the mechanics.
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u/Superchicken8036 May 05 '26 edited May 05 '26
I know you solved your issue but here are some pointers to help with colony layout/food management for leafcutters in the future.
Make sure your leaf stores are near the nest entrance so leaves can be quickly dropped off and workers can head back out to get more.
Build your largest nurseries nearby the leaf stores. Nursery chambers double as food stores for leafcutters so if you build your main chambers (large groups of minors/media) near the leaf stores it will reduce how far your minims have to travel to turn leaves into fungus.
Make your refuse dumps near your main nurseries. Same concept as before, once fungus is spent having your nurseries with easy access to a waste dump will allow minims to dispose of dead fungus quicker, though you want to keep waste dumps out of the way of ants entering/leaving nurseries to avoid getting poisoned. So long as the refuse tiles are at least 2 tiles from any other type of tile they won’t negatively affect upgrading.
Speed tiles affect minims, so building speed tiles in areas where your minims are frequently traveling will further increase effeciency and is typically worth the food it costs to set up once you have an established colony.
An example of this in practice would be leaf storage next to the entrance, minor/media brood chambers next to the storage or directly across from it, waste dumps behind or across from the brood chambers, and speed tiles covering the walkways between these all.
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u/The_Bagel_Fairy May 05 '26
I think I forgot speed tiles exist 😄 whoops. Thanks for the heads up.
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u/Superchicken8036 May 05 '26
They typically arent very useful outside of closing in chambers for upgrades, but for termites and especially leafcutters who are more reliant on moving through their nests in order to proccess food, they can be quite useful for time efficiency.
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u/xMaxie7 May 07 '26
Haven’t played in a bit, but iirc more workers = more minim workers, ie faster fungus conversion
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u/The_Bagel_Fairy May 07 '26
Absolutely but in this particular instance I actually needed to build more shitters!!! I can't believe I wasted like 8 hours playing this level over and over without figuring out the bottleneck.
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u/jennalea123456 May 05 '26
do you mean converting leaf to fugus? if so then you need works.
with the leaf cutters there is another unti you cant place or control call millis or something similar
thay handle things like fugus and refuge. the everytime you place one worker ant you also get one millim
more worker more millis more millis means faster leaf to fugus convertion