Search - bank

Bank could use an upgrade in between the base bank and the investment bank. Mid tier (pre-arcology/investment bank) during AR/AL could really use a money and civics boost.
7y ago
so bank become (new) bank become investissement bank
it can be cool for new player who want own more money but can't build the investissement bank
Hello guys!

Some players are troubled by their commonwealth leaders not being online for too long to pay them payroll assistance supposed to have.

Maybe it’s time to get this a solution, a solution other than annexation or starting a new colony.

So how will offline auto payroll be?

Commonwealth: Payroll Reservation/ Payroll Bank
Each commonwealth will get a payroll bank, where offline profits are stored into here and commonwealth leader can also manually deposit money into it when online. Once goes into the bank, nobody can take it out.
Once going offline, the bank will automatically pay their members payroll assistances whenever possible, while recieving offline profits.

Offline money productions
Offline money profits (excluding taxes) will only be stored into the payroll bank.
The money production rate offline is determined by the latest production rate when online, at 35% proportion.
Small:

"The high and mighty in your settlement can't stand to use a regular old blood bank! No, you need this Golden Blood Bank. Disclaimer: Vampires not welcome!"




Advanced:

"A bigger blood bank for a bigger colonist ego! Still doesn't accept vampires."


Hello everyone,

Since being the owner of a large and active commonwealth I've consistently encountered the problem of not being able to give the people in my commonwealth the resources they require in a reasonable time if at all due to being in different time zones and the limited size of the chat.

My idea is to introduce a resource bank for the colony where people are able to deposit into and they can withdraw the resources available at no cost. This would help make commonwealths more active and expand quicker because people can get the resources they need to expand instantly instead of waiting hours to get them. This feature can help people choose which commonwealth to join by showing the total price of all the materials in the resource bank along with the GDP of the commonwealth owner.

To stop people abusing this feature as a large storage place there can be a rule where you can only withdraw the amount of resources you didn't donate. For example, there's 100 million ore in the resource bank and you donated 90 million you would only be able to withdraw 10 million.

Let me know what you think.
6y ago
If anybody was looking for a massive My Colony 2 update this month, I've got you covered! v0.34.0 is dropping now on the Web and the Ape Apps Launcher and is packed with goodies that you will not want to miss, so let's take a look at what is new!


The first change you might notice is that the title screen has been reworked, matching the layout from the title screen of Terra Nova 4X. This is a fairly minor change at the moment, but as MC2 had been using the generic Web App Core title screen, I was limited on what I could potentially add to it in the future, so now I will be able to make some changes and improvements going forward.

I also did quite a bit of work on Player Mode in this update, which had been completely borked until now. There is now a new HUD/UI for the mode, complete with health bar, radar, current location stats and more!


There remains a ton of work to be done on Player Mode. Right now there are still glitches and the controls are a bit wonky, but it is functional if you want to give it a test. My Colony 2 is eventually going to contain an entire sub-game based on Player Mode, but for now it's still fun to just walk around your colony and check things out.

There are new options on the Statistics screen for server operators in this release, and the first one is actually quite important.


You can now toggle your server's Private/Public status on the World statistics, which was a long requested feature. You can also toggle on/off the My Colony Online feature (which gives access to online trading through the GBT, among other things). However, and this is important, worlds created before MC2 v0.29.0 will all be in offline mode until activated on the World screen! This is because the MC Online flag in the save file was ignored until this update, and it defaulted to Offline before v0.29.0. Now that the flag is no longer ignored, worlds with the old default will be set to offline.

So the first time you load up your world in v0.34.0 (or higher), you must go into the Statistics screen and turn My Colony Online back on, if you want to use the GBT. You do not have to worry about losing resources or anything like switching between online/offline in the original My Colony. MC2 takes care of this by blocking all connections from modded games.

In addition to the above, server managers can now set the maximum number of online connections allowed in their game. You could previously set this using a chat text command, but now it's just a lot easier to do it from the UI.


Moving on, I have tried to make some interface changes to make My Colony 2 easier to play on mobile devices. The 3D nature of the game makes placing structures more difficult than it was on the original version of My Colony, but I think some changes in this update will help.


Firstly (as seen above), the ground grid lines are now turned on by default on touchscreen devices, allowing you to more easily see where you are placing structures. If you do not like this setting, it can be turned on/off in the Engine Settings menu under the Interface section, but on touch I think it makes a significant different in making the game more playable.

Next, I have tried to make it so that, no matter what orientation you have the camera rotated, placing a new structure will always originate from the top-left tile corner of the tiles to be occupied. On a touch screen there is no "hover" like with mouse input, so it's hard to tell where the building is going to be placed, and a lot of times with the camera rotated, you would have no idea where the building was going to show up once you tapped the screen, so now it should be fairly consistent no matter how you are rotated or zoomed. This was actually more difficult to implement then it might seem, since what tile constitutes the top-left corner is sort of subjective, especially depending on how far the camera is rotated in one way or another. At what angle is the cutoff where top-left becomes top-right, etc? Anyway, after hours of fiddling with the angle cutoffs, I think I have it to where it "feels" good, but you can play with it on mobile and let me know.

Moving right along, I have expanded the building stats that appear when you click on a structure's stats icon. You can now view the production/consumption ratings of Money, Civics and Research. There is still more expansion to be done on building stats, but this change alone makes a pretty big difference, IMO.


Now let's move on to new content, as there is a lot in this update. This release includes 22 new structures, two new techs to unlock, and one new unit. Among the new content in this release are 3D model contributions from @rahtdrgn @therealchromedino @GeneralWadaling and @spamdude so please be sure to show them appreciation for their great works!

Since there are so many new structures, I am just going to list them all out, and then comment on a few of them afterwards. A lot of the structures in this release are of the "Advanced" variety, needed upgrades to existing buildings.
  • Advanced Robotics Factory
  • Ether Reactor (art by rahtdrgn)
  • Ancient Alien Gold Synthesis Lab (art by therealchromedino)
  • Star Gate
  • Advanced Microchip Factory (art by GeneralWadaling)
  • Advanced Plastic Factory
  • Underground Drop Room (art by spamdude)
  • Spice Drilling Operation (art by therealchromedino)
  • Advanced Spice Silo (art by therealchromedino)
  • Quantum Spice Silo (art by therealchromedino)
  • Quantum Oil Tank (art by therealchromedino)
  • Advanced Regolith Synthesis Lab (art by spamdude)
  • Quantum Offshore Drill
  • Advanced Vocational Training Center
  • Spice Den
  • Galactic Trade Authority Office
  • Ether Crystal Reactor
  • Plaza Mosaic Tile
  • Investment Bank
  • Advanced Helium 3 Extractor
  • Black and White Checkered Pavement
  • Street Sign
First I want to discuss the new Interdimensional Transportation tech which unlocks the new Star Gate, because this is going to tie in big with a Player Mode feature in the future.


Basically, the Star Gates are going to allow characters in Player Mode to seamlessly travel between worlds/servers. Ultimately, the area around your Star Gate will be the first thing a player sees when they enter your world from that perspective, so you may want to include things like informational signs about your world, and you may want to leave some space to build specific Player Mode related structures that will be available in the future. You may also wish to have at least one security turret nearby, as you never know what is going to be coming through the Star Gate. The Star Gates will also allow fast travel of players/colonists/units between distant settlements both on and off world.

The Star Gates are going to be a critical component of the Player Mode. I wanted to get them in the game sooner rather than later, because the My Colony Online database is keeping track of every star gate in the "universe," and I need to get that database built up before I can enable the fast travel and other features.

Moving along, an old favorite from the original My Colony has returned, as the Bank can now be upgraded to the Investment Bank!


You can start bringing in some pretty good money for your settlement with the Investment Bank, but it's not actually the best money maker in this release. That honor goes to the new Spice Den!


The Spice Den is a brick structure repurposed from an old food production model that GeneralWadaling had made a couple of years ago, and as long as you are able to keep it running with Spice, you will make some nice profits, as the rich and famous in your settlement will pay top dollar to get their Spice fix in a safe and discrete way. Obviously if you are not on the Spice World you will need to procure your Spice from the GBT, so you might want to stock up whenever it becomes available, as I suspect this is not the only Spice related structure we will be seeing added to non-Spice worlds.

Note that the Spice Den is the first structure in the game that actually has a negative Security rating, so you may need to offset that with an extra security headquarters.

Now, you have heard of the noble Extraterrestrial Builder, but what about his equally noble cousin, the Extraterrestrial Sea Rover?


The old offshore drill got a Quantum Offshore Drill upgrade in this release, so it needed a new boat to build it. Not only is this new version of the offshore drill faster, but it also brings up Alien Artifacts! This was badly needed I think, since artifacts are fairly rare on the desert world, and you just can't dig much at all on the water world, so these new Quantum Offshore Drills will come in handy.

Speaking of badly needed, you can now easily generate Helium 3 on any world with the new Advanced Helium 3 Extractor. You will need Regolith to operate it, but that shouldn't be a problem once you construct the new Advanced Regolith Synthesis Lab.

So what happens when you want to conduct big trades on the GBT but you don't want to build hundreds of Trading Depots? That's where the new Galactic Trade Authority Office comes into play!


This is another decent money making structure, but it also greatly increases your gift/trade capacity (I forgot the number, but it's big).

A lot of the buildings that needed upgrades got them in this release. We now have the Advanced Robotics Factory, the Advanced Microchip Factory, the Advanced Plastic Factory, Advanced Vocational Training Center, and the Underground Drop Room (upgrade to the Storage Yard), just to name a few.


In addition, the Spice World now has the new Spice Drilling Operation, which is basically an Ore Fracking Operation for Spice. There are also the new Advanced and Quantum Spice Silos for superior Spice storage.

There is also the Quantum Oil Tank upgrade, for storing larger amounts of Oil.

Finally, all of these new structures will require a great deal of power. That is where the brand new Ether Crystal Reactor comes into play!


You will need a continuous source of both Ether and Crystalline to run this thing, so you may need to watch the GBT for deals. If you can afford it though, the Ether Crystal Reactor will provide you with a 55,000 power rating, far eclipsing the current Integrated Nuclear Reactor.

At the end of the day, there was a ton of work put into this update, so I hope you all enjoy it! There is a lot more excitement for My Colony 2 on the horizon. My goal is to have, by the end of this year, full gamepad/tv support, full VR support, music, sounds, a Steam release, and to have enough content and features to overtake the playability of the original My Colony. So stay tuned for more large updates like this one, because this size of release is going to be the norm, not the exception!

Thank you again for playing My Colony 2 and remember, build up your parameter defenses, because @poumm is out there, lol!


Just kidding, poumm. You're ok!

#mycolony2
2y ago
Since we need to increase our Trade/Gift Capacity, and we need to generate more Civics, I thought we could integrate the use of Microchips and Software in order to help our Investment bank employees be able to increase the capacity of their outputs.
Also, if this model is ever added to the game, make sure to add Spam as a credit because he made the remodel for the original Investment Bank.
1y ago
There is an Independence Hall that is the LIS version of the capitol building when indepenence is declared. There there is the Investment Bank which is a VERY upgrade version of the Bank: https://www.my-colony.com/reference/general.html?Type=Building&BuildingCategories=Government#InvestmentBank
7y ago
As of right now in the game, with the introduction of the stock exchange, we might not need this but it could come in handy to the LIS without stock exchange. But here goes.
Advanced bank would make more money than the gold mint but less money than the investment bank. Somewhere between 300-600 a minute. (Pls correct me if I'm wrong im tired and dont want to check.) So if we turn it to something better than the gold mint because the grind for money in the beginning of UN,LIS, and all the other colonys is unbearable. I hope you understand, thx.
6y ago
H3110 guys! (•ω•)

Re-mustard Version

This is the last part of my ideas regarding the IT industries, this time I will concentrate on the late-game contents!
Credits to @Westy266, who have gave me the idea about QuBits.

Here we go!

New Resource - QuBits!
Here I am adding a late-stage resource, QuBits. Qubit is literally ‘quantum-bits’, this is the basic unit for quantum computing, which, one can make a super-complicated AI for controling quantum activities.

New Technologies!
Quantum Computing - The ancients had developed a prototype quantum computer technology, which is billion times more efficient than binery computers.
2nd Generation Alien Tech - The ancients had not utilize quantum computing technology into industrial productions. Learn how to combine them and bring a new industrial revolution of alien technology!
Mass data management - Learn how to manage a large amount of data efficiently, which will also unlock smart industrial production methods.
Automatons (Zolarg) - Time to ask yourself, can Insectnoids make robots?
Insectnoid Plastics (Zolarg) - Discover how to make insectnoid metallic plastic from mixing oil with metals.
Mind-driven Machines (Zolarg) - Use minds to control machines whatever you wish to ,which is anyway better than pushing the wrong buttons!

New Buildings
Human
E-Bank - A upgraded bank utilized with internet infranstructure, which provides convenient online banking services, as well as producing more civics and money than a ordinary bank do.
Smart Charcoal Compactor - Instead of building hundreds of crude compactors to turn charcoal into ore, why not do some improvements on it and make it churn out more ore from the same amount of charcoal.
Quantum Server - The ultimate server that will provide tons of bandwidth and storage for softwares! Also provides QuBit storage. Requires a steady stream of water to cool down.
Quantum Computer Lab - The lab for churning out the QuBits. Requires a steady stream of water to cool down, as well little research.
Quantum AI Brain - An upgraded AI program compiler, which it consumes Qubits to run and make lots of softwares.
2nd Generation Aluminium Generator - This is the perfect upgrade of its old model. Its production speed is increased by 25 times and it can run without workers, while converting one steel into more aluminium.
Neo Antanium Synth Lab - Make use of quantum computing technology and quantum physics, making a huge amount of antanium is possible, only using ore, gold, and sugar.
Neo Ant Paste Synth - Using quantum automations it can synthesize the purest however cheapest ant pastes from trash and sugar.
Insectnoids
Automaton Assembling Yard - Assemble the crude but smart insectnoid robots from wood, microchips and aluminium. Also consumes software.
Turbine Spire - A improved design of the power spire which sugar and wood are burnt to boil water that push the turbine. Requires water to run and takes up some bandwidth for turbine adjustments, but it is way more efficient than the old burners.
Smart Blast Furnance - This automaton-driven blast furnance is able to produce antanium in a more efficient way. Consumes robots.
Petro-refinery - Here is where insectnoids make insectnoid metaplastics from oil and aluminium. These plastics are more sturdy than other plastics known, however with less flexibility.
Smart Chip Foundry - Make more chips using plastic and crystalline, and boosted operation using robots.
Smart Paste Tank - Controled by automations, ant paste production can be faster and efficient.
Automatic Ore Scrubber - Make ore scrubbing all done by automatic machines instead of manpower!
Smart Wet Cone - This wet cone can automatically seek for the richest source of water and pump water from them.
Quantum Spire of Processing - A direct and untimate upgdade of pillar of processing, which quantum computers overkills your bandwidth demand in your colony!
The Quantum Cube - This mysterious cube built using ancient relics can churn out QuBits.
Quantum Totem of Automations - This unholy totem will make softwares under the automation worshippers! Consumes Qubits.
2nd Generation Sugar Cloner - Cloning mountains of sugar using quantum technology from one granule of sugar!
Mind-driven Blast Furnace - Ultimate furnance for producing antanium!
"This Blood Bank is perfect for when you lose a lot of blood and need a transfusion! After all, you never know when you need more blood after surgery. Remember that this is a vampire-free facility."

"This larger blood bank supplies most of a growing settlement's blood needs! The no-vampire policy has not changed."

Since we need to increase our Trade/Gift Capacity, and we need to generate more Civics, I thought we could integrate the use of Microchips and Software in order to help our Investment bank employees be able to increase the capacity of their outputs.
1y ago
It would make the game easier if other colonies could loan smaller colonies money. They would have to pay a flat fee plus the amount of money borrowed. The building used to offer loans would be the investment bank.
7y ago
once you got a investment bank, you don't need to worry about money :D but good idea for early game. Using the Consulate for this would be better in my opinion
7y ago
The investment banks loan the money but in order to receive a loan you need a regular bank.
7y ago
rel4x said:Investment bank is the fastest producing approx. 4800 civics/min.


i wouldn't say the investment bank makes 4800 civics per minute. that's the theoretical production.
2880/min is a realistic production.
7y ago
That's a good idea, but there's already a tall bank building that offeres a lot of jobs. Build a bunch of those and you would be able to make good money and civics and provide a bunch of jobs. Bast would not be likely to add another skyscraper that makes money because the tall bank makes money and civics and doesn't consume any resource at all except power.

Now if you replace money with civics and call it an Administration tower, that would employ a lot of people and make tons of civics needed to make big trades in the billions. Mostly, if we want Bast to use our ideas, they have to fill a certain need where other buildings don't.

Make sure to include the resource costs, building size, and the production and consumption rate. Also, if you include a picture from inkscape, bast will be likely to add it if he thinks it fills a need that other buildings don't.
7y ago
some how these bots are still building even faster 30 mints has passed from when I had a total of 300
and 6 million coins has been used .
so even if its 11 million a hour used less then 2 days .
ten mints to build a advestment bank lol
a 1000 ??? lol yea the math works 1.5 million used a mint
so for you 500 mints more or less 8.5 hours .
a 1000 lol
build a investment bank in 1.5 mints lol
7y ago
Orrigo said:Gold mint should become the bank.


Gold mint transforms gold in money while bank generates money not realy the same things (can't be upgraded for me)
7y ago
Stored by
Bank +40000
Gold Burrow +4000
Gold Mint +10000
Gold Refinery +5000
Gold Synthesis Lab +15000
Insectoid Mint +10000
Investment Bank +500000
Money Pit +5000
Quantum Warehouse +150000
Supply Pile +800
Unholy Pit of Stuff +15000

Its in the reference section. Use it
7y ago
Well my math is only based off of the actual building stats so worker energy will effect the exact numbers. Investment bank fully staffed produces $1,612/min requiring 80/min consumption where as the conference hall fully staffed produces $475/min. The conference hall needs rum, micro and food though for consumption but also produces Research. So it produces less a min but the construction cost is way more manageable plus staffing making it a better choice for income.
I have 6 banks currently producing $13k
I have 186 conference halls producing $154k.If some one wants to get real picky and run all the numbers feel free. That's alot of math lol. I feel that the Investment bank is definitely not pulling its weight.
7y ago
Ever since update 50.0.0, my colony has been in decline. A lack of trades on the GBT and the complete decimation of the Investment Bank left my GDP in shambles. The windfall tax which took 9,990,000,000,000 money from my hard-working colony didn't help either. I have somewhat recovered, but even restoring Investment Banks to half of their previous production would greatly increase the overall happiness and helpfulness of the player base.
7y ago
I keep hearing these mentioned; is it just the normal Bank?
7y ago
https://www.ape-apps.com/viewpage.php?p=19713#p23571

He says that jewlery stores are competitive against investment bank and he is not wrong if you think per tile and if you take into account the price of the bank (and therefore the price of repairs) but of course you need diamonds to run it... I can't do the math rn but might be worth to take a closer look
Honestly, I think everything even's out in the end. in order for an investment bank to be a good investment, your colony has to be advanced enough to provide the amounts of resources needed to build them en mass. But if you have a smaller colony, they are a bad investment. For smaller colonies, the conference call is a better investment until they become more advanced and increase their production.

So whether a certain building is a good or bad investment is directly related to the colonies size and progress through the tech tree. At certain points through the tech tree, certain buildings that were once unreachable become barely buildable, and then eventually easily buildable, but eventually those same buildings become too "cheap" or obsolete for your needs. For example, you wouldn't consider the gold mint a good investment if you are able to build a hall of congress in under a day, but neither would you consider the hall of congress a good investment of you can barely build one investment bank.
6y ago
The system is in place to keep people from using it like a storage bank. If you list it for too high, it will just sit there and then go back to the poster thus the GBT has acted like a storage bank.
6y ago
misteddawn said:The system is in place to keep people from using it like a storage bank. If you list it for too high, it will just sit there and then go back to the poster thus the GBT has acted like a storage bank.
I am not saying we should remove the system, just to fix it so we don't have to deal with unnecessary strikes. my idea is to make the price gouging system work based on the market price, so let's say we have 100 ore at a market price of 100 coins, my system would have let's say maybe anything over 200 coins would be banned, as it is twice the market price.
6y ago
This will make resources transfer between commonwealth members a lot easier, I totally agree. Sharing of resources and assisting each other is one of the key features of online commonwealths.
On the other hand, I wish we can request resources in the commonwealth like that in galatic board of trade (when there’s insufficient resources in the bank), just in case; Meanwhile a monitor-able list of history of deposit and withdrawal of resources, so when there’s some people taking too much resources frequently, commonwealth leader can impose a ban on the member.
6y ago
Hello @Luker124
Speaking of papers, that reminds me the expensive investment bank... part of its description saids ‘hiring thousands of paper pushers’. But paper is absent, that’s a bit wierd.
Yes I like your paper idea, these sheets of papers can be used in libraries and, of cause, commercial and adminstration where thousands of documents are written everyday. As well it also adds another way using wood in a useful way, and it’s another good excuse for developing even better wood productions (one of my wishes). Such as the megatree farm you mentioned in one of your posts (•ω•)
If you are saying all money-making commercial buildings requires paper, please don’t include basic bank. Otherwise it might make economy buildings not accessable on oxygen-not-included-planets where trees are not available.

I also found it is also combind-able with my brunch of ecomomy building ideas 😛
https://www.ape-apps.com/viewpage.php?p=32784























Wait why a government office need toys to run?
H3110 guys! (🐜ω🐜)
What I can see now are only the running ants
🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜


Total building ideas count - 33

@bastecklein
Here is my ultimate list of ideas regarding INSECTNOIDS! Re-intergrated from my previous ideas along with things new!
Warning - Extreme length, might never get complete, and potential FORUM HAZARDS.

Artworks freshly posted in comments!

New Techs
  • Automatons
    It’s time to ask yourself - Can Insectnoids build their own robots?
  • Ceramic Construction
    Have some sturdy, regular-in-shape and smooth ceramic buildings so as to make a insectnoid colony look nice and comfortable!
  • Complex Machineries
    Learn about how to construct complexed machines that will bring the rise of industrial machines.
  • Insectnoid Space/Storage Management
    Sometimes when things go extreme - when there is lots of things and broodlings everything has to get packed altogether. Learn ways to utilize all available space wisely in a very packed space.
  • Industrialization
    Learn how to bring industrial class productions into insectnoid colonies, to increase resource output and produce advanced goods!
  • Insectnoid Mind Network
    This tech has already introduced into the game but it still does nothing.
  • Insectnoid Mega-structure
    Learn how to build massive structures in insectnoid style.

New Buildings
  • Automatons Assembling Yard
    This is where the crudest yet functional insectnoid robots are built.
  • Silo of Supplies
    A well-decorated intermediate storage silo fortified with ceramic. Provide 8500 units of storage for every resource.
  • Tower of Stuff Great Silo of Stuff
    Serves as a pre-upgrade of Unholy Pit of Stuff. A large storage fortified with beautiful creamic that provides 50000 storage for each resource.
  • Glazed Mound
    A beautiful glazed ceramic mound that serves as an intermediate, to house 400 people but loses food production advantage.
  • Bugzaar
    A insectnoid market for selling fresh goods to your broodlings and tourists at a bargained price! Consumes food, sugar, water and rum to produce money. Good for economy.
  • Grand Bugzaar
    A grand insectnoid market where greatest bargains deals are made!
  • Insectnoid Water Park
    Nomatter who they are, rich and poor, big and small, they just can’t resist the fun playing in this water park.
  • Painted Water Vats
    A ceramic fortified taller water vats decorated with paints that provides more water storage.
  • Potterbug’s Mound
    Where insectnoid potters bake clay for making some fine ceramic goods!
  • Turbine Spire
    A massive power spire that utilizes machines - It is modified into a powerful steam engine that generates 700 power, burning charcoal. Additionally consumes water.
  • Charcoal Spire
    A massive power spire that burns charcoal to generate 400 power each, without caring about the chocking black smokes.
  • Smoldering Kiln
    A better kiln for producing more charcoal efficiently than a smoldering pit.
  • Insectnoid Vertical Wind Turbine
    Though not very efficient at all (output 45 power), it has the zero-emission advantage.
  • Pyramid of Processing
    It's simply a powerful internet utility, but requires robots to run.
  • Clay Mill
    A clay production facility. Serves as an upgrade for clay pit.
  • Thermite Reactor (3×3)
    By the strong reaction between aluminium and ore, it generates 4750 electricity! Also requires water to run.
  • Sugar Collider (3×3)
    What would happen when hot granules of sugar collides with the cold crystalline powder? It can generate lots of power by the temperature difference of them! Yields 7000 power.
  • Honey Garden
    A large farming facility... or saying, a beautiful garden, for growing huge flowers and extract nectars from them for making one of the most luxurious and nutritious food in a insectnoid diet - honey (but also counted as food). Also provides a place for insectnoids to relax!
  • Antanium Blast Furnance
    Using industrial blast furnances for producing antanium more efficiently than the stone age antanium furnances!
  • Paste Soil Sugarcane Farm
    Use ant pastes as fertilizers and grow sugarcanes on this fertile land. What it can give is lotta of sugar that is more than farming directly on a piece of land.
  • Alchemy Hive
    Insectnoids has found ways to produce various expensive metals (gold and aluminium) from ordinary ore... here is where the alchemists performs the magic of the alchemy!
  • Insectnoid Mineral Thumper
    An insectnoid fracking mining operation that serves as a intermediate upgrade of Mining Operation, which produces more ore and gold; while also produces clay and aluminium.
  • Paste Plant
    A large ant paste production facility, using heaters to foster the process of turning sugar, water and saliva into ant paste.
  • Dome of Insectnoid Fine Arts
    The artworks of the Insectnoids always involved their beautiful dreamy imaginations and meditations, their painting styles are liked by most people around the galaxy.. Some insectnoids will go into this gallery in their free time and paint their own imaginations on sheets of papers (out of fresh wood) and show them to the tourists. Also requires some rum, as drunk insectnoids can have much better masterpieces...
  • Sauna Mound
    One of the best place to relax after a entire day of tiring jobs! Meanwhile it’s also enjoyed by the tourists.
  • Starbucks StarDocks
    An Insectnoid version starport.
  • Cargo Launcher Array
    Large insectnoid trade facility for exports and imports of wider range and larger amount of goods.
  • Interstellar Alter of Integrated Thought
    This serves as an upgrade as Interstellar Pad of Thoughts. But it’s stronger as the utilization of Insectnoid Mind Network is able to integrate pure and raw thoughts into greater mythical power.
  • Mind Bank
    Serve as an upgrade for the Mound of Scholars. This is the place where pure great thoughts and knowledge accumulated and collected from the insectnoids. Provides high level education by inserting raw thoughts and knowledge into their tiny brains while also produces a minor amount of research and a trace amount of antaura from it.
  • Mind Meditation Hub
    Here you can relax, throw away your daily troubles and enjoy the mediation accompanied with the chilling mind illusions inserted into your brain. This mind treatment is well known among every civilization in the galaxy for its high effectiveness treating depression and mental disorders.
  • Hall of United Minds
    Establish a government institution to manage matters of insectnoid-importance that goes into the minds of your subjects. Generates civics.
  • Vaults of Galactic Investment
    This is the investment bank for insectnoids!
  • Labor Camp
    A massive multi-mound complex that is interconnected together with its enormous subterranean tunnel network and houses 1500 people.
  • Farming Well
    A deep subterranean vertical farming facility for Zolarg.
  • Root-Chopping Burrow
    Plant some megatrees. Dig a burrow below them. And begin chopping their big roots in the burrow.
  • The Megamound
    A gigantic arena for holding all sorts of tournaments and races!
  • Brooding Hatchery
    When you need lots of new workers in a short time, this hatchery has got lots of comfy nests for hatching new broodings.

    MORE WILL COME SOON!

If you have your own ideas, post it here :-D
Hello guys.

Behind the strength of each civilization and nation, they have their own secrets.
UE have been looking very ordinary in the galaxy, no technology stand out from others at all in the world where technology is in fience competition.
But actually, they have been hiding their secret for long, since the early days of the United Earth. Even the Galactic Empire and sneaky Alpha Draconians don’t know they are secretly extracting a new resource unknown to the galaxy...

Here goes the story.
When the archaeologists first discovered the ancient alien remains on Mars, they had discovered one piece of secret artifact of the Ancients - “Black Sphere”.
However that piece of artifact was sealed very well, it was protected by multiple unknown ancient codes, leaving the mystery not revealed.
About four years before the establishment of United Earth, the archaeologist Gaia Jane discovered the sequence of the ancient code on the seals of “Black Sphere”.
What the “Black Sphere” hides is a data bank. The data bank tells the secret of extracting an unnamed mysterious substance.
The substance was later named as Gaiarium.
Soon this mysterious substance became the secret weapon of United Earth’s conquest of Earth. It was made into highly durable armours (but not hard as triantanium, at that time even antanium was not discovered) by mixing a tiny mass of Gaiarium into alloys - It had confused many warlords at that time, why UE liberation forces are such highly resistant to solid bullets and even grenades.
Later the Gaiarium was used in all security infranstructures, and equippments of Space Marines, giving them incredible strength - that’s the origin of the iron fists of United Earth. However, the construction crews and Space Marines don’t know the existance of Gaiarium.
The secret was well protected, beginning from the discovery of this substance. The scientists discovering them were assassinated under the secret agenda of the United Earth General Assembly, and assign the secret to their own military engineers and high officiers, under the extreme supervision of intelligence departments, to prevent their secret of iron fist strength, discovered by their enemy - League of Independent States, and even the most supreme nation in the galaxy - Galactic Empire.
Indeed, even the Galactic Empire don’t know the existance of Gaiarium, because nothing similar to the “Black Sphere” were found since then, and because of the flawless intelligence protection of United Earth.
Some years past away. United Earth Secret Lab Authority submitted a proposal to the United Earth General Assembly.
“Our only secret extraction base in United Earth cannot meet the vast demand for Gaiaium by such many departments in our nation. Shall we allow our colonies to produce Gaiarium, to increase the production rate, in order to sustain our neccessary consumption to maintain our strength. As well allowing us, the Secret Lab Authority, to research more purpose of Gaiarium, using our foreign colonies for experiment.”

After several monthes of debates, the General Assembly accepted the Authority’s propsal. Trusted colony governors shall have right to access to Gigarium, but the condition is, they shall face more supervision from United Earth to keep the secret highly confidential. Further usage of Gaiarium must be approved by the Authority in order to implement them.



The Gaiarium Technology will be the centre of the series, about the usage and utilization of the mysterious substance, which, it has much higher potential than the crystalline.

In the next post, I’ll introduce the actual in-game implemention ideas of Gaiaium.

[Archieve Closed]
[Commentries enabled]
The investment bank seems like a waste of time.

The huge amount of resources it requires it barely produces 5000 money with full worker compliment.

I could have built many many other money making buildings for its cost and had a higher total.

Is there something I'm missing or is it very unbalanced?
2y ago
TomK said:The investment bank seems like a waste of time.

The huge amount of resources it requires it barely produces 5000 money with full worker compliment.

I could have built many many other money making buildings for its cost and had a higher total.

Is there something I'm missing or is it very unbalanced?


There is something that you are missing. LIS does not have IPOs, so investment banks are their go to civics source for transcendence and beyond. However, I do agree that we do need an upgrade to it.
Today I am releasing v0.37.0 of My Colony 2, and from a technical perspective, this is the largest release since the game first came out in late 2020. My Colony 2 has now been moved off of the antiquated Web App Core framework that I first developed back in 2012, and is now being hosted at it's own domain at https://mycolony2.com/. There are some important implications associated with this change, so let's get into it!


The most obvious change is that the game is now hosted at a new URL. Since the majority of My Colony 2 players access the game through the web client, everyone is going to need to update their bookmarks to the new location. If you have the game installed to your device as a Progressive Web App, you need to know that the PWA will not automatically change to the new URL, so you need to first uninstall the old PWA and then install the new one. I realize that it is a bit of a pain, but the change will be worth it in the long run.

The biggest impact this will have is related to save data. Users who sync their save file to the Cloud or who have exported their save data to the filesystem (which I highly recommend) will not be impacted at all, but if your save game is stored in the internal app cache (the riskiest solution with a browser-based game), data will not carry over to the new domain. I hope that most players took heed of this change when I announced it about a month ago! If it ends up being an issue, I might be able to cook up some sort of migration solution, but I think most players will be fine. I think (hope) that the mobile versions of the game are not impacted by this.

Beyond what was stated above, the migration off of the Web App Core framework resulted in considerable changes to the game engine "under the hood." The Web App Core functions touched almost everything, so in many ways this update constitutes a serious rewrite of major portions of the game. Because of this, I would sort of expect there to be some issues here and there. Surprisingly, I have not run into many of them during testing, so maybe things went more smoothly then I had planned, but please be on the lookout for things I may have missed, and please post about what issues you find here in the forums.

Since so much of the code was being changed in this release, I did take the time to work on a few issues that had been plaguing the engine for a while now. First of all, the issue with faded/muted colors I think is pretty well fixed. There may be a few models left that still have color balancing issues, and if you notice any of them please post a list in the forum here so I can get them re-color balanced for the next update.

There had been an issue where Spice deposits were not spreading properly on the Spice World, and this has now been corrected.

Additionally, there was an issue where players who were connected to a remote dedicated server were unable to access the Galactic Board of Trade or other MC2 Online features. This should now be fixed as well.

Game loading and startup should be a lot faster now than it used to be, especially after the first load. I decided to stop compressing the main game data bundle, and even though this added 4mb to the initial game data download, I figured it was not a big deal, since after the first load, the browser stores the bundle data anyway. This means that the data no longer needs to be decompressed when the game is starting up, which on some devices (especially mobile) this could take quite a long time. The start up time improvement can actually be pretty significant, especially if the app is installed to the system as a PWA. I have noticed start up times on the new release of just a few seconds.

Big improvements have been made to flying units. They were sort of borked before - drones randomly disappearing or flying up into the stratosphere, landers not moving, etc. They should just work now.

Don't you hate it when you join a world, then you scroll around the map trying to find a good landing spot, only to never be able to find your lander again? Fear not, if you have not yet deployed your lander, it will not be automatically placed in the Bookmarks tab, so you can always go and find where your lander is sitting.


A major rebalancing has been done in this release, thanks in large part to a document put together by @SPARKY0303 (which you can find here). There were a ton of changes implemented from this, so here is just a rough readout of everything I did:
  • Increased firing range and reduced money cost of the Brick Wall Turret
  • Increased the gift capacity of the Galactic Board of Trade to 25k
  • Fixed the borked stats on the Museum
  • Increased the ore cost and output of the Medium Software Studio
  • Increased the uranium cost and the artifact storage of the Giorgio Institute
  • Increase the build cost and money/civics output of the Investment Bank
  • Increased the output and worker requirement of the Bank
  • Increased the cost and research output for the Center for Artificial Learning
  • Increased the build and input cost of the Robotics Factory while also increasing the robot output
  • Increased the cost and doubled the production rate of the Plastic Factory
  • Increased the cost and production output of the Advanced Microchip Factory
  • Increased the cost and production rate of the Advanced Plastic Factory
  • Increased the build cost and production output of the Synthetic Wood Lab
  • Increased the worker requirement of the Synthetic Oil Lab while doubling production input and tripling output
  • Increased the rum cost and consumption for the Galactic Stock Exchange while also increasing the money output
  • Increased the food cost and money output of the Canteen
  • Increased the cost and attack power of the Pillbox while decreasing the attack range
  • Added worker requirement and increased salt water consumption for Fish R Us
  • Increased the worker requirement and food output of the Hydroponic Farm
  • Increased cost and production output of the Vertical Warehouse Farm
  • Increased cost and software cosumption of the Research Facility while increasing research output
  • Decreased Rum consumption and increased Money output for The Rum
  • Increased money output for the Trading Depot
  • Decreased build cost and aluminum output of the Advanced Drilling Platform
  • Increased the cost and artifact output of the Ultra Deep Drilling Facility while decreasing the aluminum production
  • Increased the cost, money output and rum consumption of the Galactic Trade Authority Office while decreasing the worker requirement
  • The Spice Den can no longer be built on Spice Worlds
  • Increased the worker requirement and production rates of the Aluminum Generator
There may be more rebalancing work to do in the future, so let me know what your thoughts are on the changes.

Some other things have been changed as well. The Blue Dorms have been renamed to the Painted Dorms, which you can now specify your own color for. The Ancient Alien Ore Refinery has been re-skinned with a new model provided by @SPARKY0303 .

Also fulfilling a big request from MC1 players, there are now Building Counts available on the construction sidebar.


I have also added a new option to the Performance Tweaks section of the Engine Settings menu, allowing users to customize the number of chunks that the game renders around the camera.


We also have two new models in this update from @spamdude , including the new Fish Bin Complex (for storing lots of fish), and the giant new Large Brickworks, for bumping out lots of bricks!


Next up, as hinted to in the previous update's release notes, Diamonds have been added to this update, along with the Diamond Miner and the Diamond Solar Tower.


Diamonds are a Lunar World exclusive, and can only be discovered through digging. Once you uncover a diamond deposit, the Diamond Mining tech is automatically unlocked, allowing you to construct the Diamond Miner. Diamond utility will be expanded in the coming updates. At some point once every world has it's own unique resource, there will be some late game super structure that requires a ton of the unique resources from all of the different worlds.

Ok so last but not least, probably the biggest and most common request I get for the game via the in-game feedback is to bring back the Ore Mine from MC1. I never considered the Ore Mine to be necessary, since the world sizes are infinite and you can always just go and find more Ore, and later on you can just generate Ore on all worlds. That said, people have always wanted it, so today I am introducing MC2's version of the Ore Mine, which is the new Ore Drill.


The Ore Drill works sort of like the Spice Vane that occurs naturally on the Spice World. You build it, and then every once and a while it will plop out a small Ore Deposit. Once you build your settlement up to the point where you can make your own ore, you can simply bulldoze the drill. I think this is a reasonable solution for early game Ore, and I might make a Gold version of it in the next update as well. The Ore Drill is only available on maps that have surface ore.

So that is v0.37.0 in a nutshell. The update is available right now on the Web at it's new location (https://mycolony2.com/) and will probably hit the various mobile platforms throughout the weekend or early next week. Please let me know your thoughts on the changes (good or bad), spread the word that the URL for MC2 has changed, and stay tuned for more MC2 goodness to come in the months ahead!

#mycolony2
2y ago
Welcome
Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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