So Many Ants

Scout for resources, grow a living mind, and connect the planet.

Colonies → natural supernodes → cabled clusters → EM-connected planet

First nest
Turn 0
Regional workers301 colony
Reserves · food / water85 / 7090% mean energy
Insight0Spend on evolution and discoveries
Neural coherence—No pathways yet

First nest · scouting grounds

Click an area to scout for hidden food and water.

Green: food
Blue: water
Each dotted trail is a scout’s round trip.0 / 3 scouts assigned
Search the map for hidden food and water. A search costs 6 energy and reveals nearby resources.
01 · SustainFood, water and energy
02 · ConnectAutomate exponential nest growth
03 · Form Cluster ZeroAwaken · manufacture · connect supernodes by cable
04 · IntegrateUse EM to link 48 clusters · fill the planet to win

Regional evolutions

Inherited by every colony. Local survival produces insight; a coherent network produces it faster.

Network memory

Progress autosaves on this browser only.
Portable backup / restore

Generate a backup and copy the text somewhere safe. To move a game to another browser, paste it below and choose Restore backup. Restoring replaces the current game on this browser.

How to play
  1. Explore locally: each new colony has eight randomly positioned, hidden resource areas. Explore mode searches within the displayed circle for 6 energy. Nearby food or water is revealed permanently; empty searches still cost energy. Chemical senses expands the search radius from 12 to 16 map units. Use arrow keys and Enter as an alternative to clicking. Search locations are remembered.
  2. Gather and recover: discovered resources appear as buttons. Assign gathering scouts to both food and water, or switch the map to Gather routes and click a revealed patch. These scouts repeat their routes. Different patches replenish separately. Rest scouts advances up to 10 turns with upkeep and recovers scouting energy if the colony survives. Colonies that reach zero energy are removed automatically with their incident pathways, and a loss notice appears. If the last colony dies, use Start a new colony. Expeditions require more than 6 energy to avoid exhausting the colony. Conservation can slow resource use. Existing played saves retain their known patches; untouched starting saves and new nurseries use hidden randomized maps.
  3. Found nurseries: a colony with 60 workers, 130 food, 90 water and 50% energy can seed a satellite. Three nurseries with 45 workers, 60 food, 60 water and 60% energy each can establish automation for 120 insight. The donors each contribute 40 food and 40 water.
  4. Natural exponential growth: automation integrates the founder nurseries into one biological network. The Colony tab and founder menu disappear. Colonies spread and connect naturally; reproduction, foraging, moisture retention, reserve chambers, nesting niches and pheromone coordination improve without built technology. All six inherited evolutions remain accessible.
  5. Supernodes: reach 10 trillion naturally connected colonies, all six inherited evolutions and 70% coherence. The valley-wide biological network awakens as Supernode Zero. There is no manufactured infrastructure before awakening.
  6. Cluster Zero: open the new Cluster Zero view. Learn Manufacturing, then Electrical cables. Establish supernodes in other habitable valleys and lay communication cables across uninhabitable mountain barriers. Each supernode is a naturally connected colony network; the cable-connected collection is Cluster Zero. Up to nine valleys are represented. Construction costs insight and the displayed food and water reserves.
  7. EM communication: connect at least three supernodes in Cluster Zero. Discover fire, tools, infrastructure, chemistry, materials, power grids and then EM. The planet view unlocks. Your local cluster is now the template for distant clusters, connected by EM across oceans. Manual supernode construction ends when EM is learned.
  8. Planetary takeover: choose any unoccupied region on the planet or its numbered button. One action seeds a whole cluster, creates its internal cables and establishes its EM link. It costs insight, food and water. Planetary coordination can automate these cluster-level actions. When all 48 regions are connected, you win. A victory panel appears and pauses play; you can continue exploring or start again.

Play runs the simulation; 5× and 20× speed up waiting. Advance 25 turns for a small step, or 1,000 turns for a larger idle interval. Growth and insight are automatic; adaptations remain your decisions. Biological conservation, animal partnerships and nursery transfers still work in Colony view.

Idle progress is simulated at 1× real time for up to eight hours while away, if the automated network was running when saved. Time beyond that limit is ignored. Returning progress is processed in small batches; there is no offline progress if you paused. Existing saves migrate without losing nurseries, traits or discoveries. Earlier small-network awakening is replaced by the new ten-trillion requirement.

Counts, resources and the simulation

Colonies connect naturally into supernodes. Supernodes connected by communication cables form clusters. EM links join clusters across the planet. Supernode Zero is the first awakened supernode; Cluster Zero is its local collection of cabled supernodes. In planet view, one marker represents a whole cluster, not a single nest or supernode. Distant clusters copy Cluster Zero's established supernode layout; this is a high-level growth abstraction.

The Region view draws a fixed number of aggregate biological districts. Each circle represents many naturally connected colonies. Exact integer counts remain bounded at one quadrillion. K, M, B, T and Qa mean thousand, million, billion, trillion and quadrillion. Natural nesting-niche adaptations raise carrying capacity tenfold without requiring technology.

Food and water are abstract resource units. New colonies consume four food and three water units and create more production. Reserve shortages, habitat capacity and signal coherence limit growth. The founder nurseries are archived when automation begins; their menus and individual management actions are no longer available.

Consciousness emerging at 10T is speculative game fiction. The threshold and abstract historical era clock are design choices. The finite 48-region map represents planetary integration; filling it triggers victory. Progress saves in this browser, with portable backups and capped offline growth; there is no account synchronization.