Pheromones and danger memory
Scent trails are passing clues. They replace neither perception nor orders.

Each species has its own pheromone channels. Ordinary movement leaves a faint presence trail. Returning foragers advertise productive food sources along their routes; as a source runs low, the signal weakens. A searcher that finds nothing at the end weakens the misleading peak further.
Danger memory
Serious experiences are first remembered in broad sectors, not as a scent. Several relevant episodes separated in time can grow into a connected region of danger. One large fight does not automatically suffice, and an injury followed by death in the same episode is not counted twice in full.
Player and AI
Every colony can learn from its own experience. Only AI-led colonies automatically lay warning pheromone on explored ground as a result. The player draws a physical warning line with the controlled slime. Memory fades independently of rain; only the resulting trail decays faster in wet weather.









