Search - civics gone

This idea would change the method of colony organization by maps for region colonies. Default style colonies with just one map would continue to be shown on the map as normal. Note that this idea is solely for premium features and would not impact the free to play aspect of mc.

I imagine a map with planets, not one planet per colony, but one planet that houses many colonies.

ONLINE PLAYERS:

For online colonies, when a player starts a new colony, their choice of planet type will determine what planet they get added to. Each planet would have a square planetary map with procedurally generated oceans, land masses, mountains, and other terrain features that bast would like to add. The terrain features would be spread naturally across the planet. The planet would have a grid that would split the map into sections/regions that would house many colonies per planet. The player would be able to choose a region based on it's position to certain terrain features, and once they choose a region, a new region colony is formed. They will not be able to chose regions occupied by other colonies.

Yes, this means that multiple players would be able to make colonies on the same planet. All region colonies would contribute to the same atmosphere level, but their civics, power, research, antaura, money, and other resources would not be shared with other region colonies on the same planet.

This would pose a challenge for region colonies that would balance the game out and prevent paid gamers from having more of an advantage than free gamers, because they would need to work together in order to ensure that the planet is terraformed. So by working together, players will ensure that all players on a given planet are able to advance through the game. The advantages to this would be that each region colony would be able to set up trade routes with other colonies and regularly ship products to each other without the cost of civics, and would be able to communicate with each other without the communications array.

However, there is one setback that could happen with this idea. What if one of your fellow region colonies on the same planet doesn't play nice, refuses to contribute to the team, goes inactive indefinitely, or decides to isolate themselves from the rest of the regions. what do we do then? This is where the idea of exiling comes into play. All of the region colonies on a planet can vote together to remove a colony from their planet to free up a region for another colony to come in and take over.

However, exiling should take time to do, and the colony in jeopardy would have lot's of time to act and repent before they are exiled. I propose a merit system. Each colony will have a merit score that will go from -250 to 250. Everyone starts with a score of 0. Each day, that colony will be able to go through all of the other colonies on their planet and either add a +1 or a -1 to each colony's score. Since there would probably be about 36 region colonies to a planet, that means that the most that any one colony could ever be demerited in one day would be -35 points per day. That means that it would take a little over a week for that colony to be exiled.

The exiled colony would be moved to an orbiting moon of the same planet, and would still be able to trade freely with the region colonies on the planet, would still keep their terrain, and would still be categorized under tha planet in the galactic map, but would have to build up it's own atmosphere(albeit the amount of atmosphere needed would be decreased as the moon would be smaller.). Each planet can have infinite moons, and they wouldn't show up under the planetary map view, but would be hidden until a player wishes to search through them for an exiled player to trade with..

OFFLINE PLAYERS:

Now for offline players. I imagine a more campaign-like gameplay to keep things interesting for offline paid players.

Upon creating a colony, the player would need to pick a race. Once the race is picked, a solar system would be generated which would contain all of the planet types available to that race. The player must then choose where to establish their first colony in this new-found solar system. They would do this be selecting a planet, selecting a region of that planet to develop as the first colony based on the terrain features of each region, and then proceed to build up their first region. Once their first region is well established, they can proceed to colonize other regions and establish trade routes between each region of the same planet.

All regions of the same planet would share research, civics, and contribute to the planets atmosphere level. However, they will each have their own money and resource supplies, and the player would only be able to operate in one region at a time, and only in one map in that region at a time. So you can see how involved a player would need to be to make sure that their planet prospers.

Eventually, once the regions of the planet have been well established and have declared independence(civics requirement should be raised significantly to require the contribution of all regions on a planet). The player can proceed to colonize other planets. They will need lots of civics to organize the movement and research to develop new technologies, and they will need startships to be produced in order to send colonizers, and of course, with any good space endeavor, lots of money is involved.

Each planet would be able to set up trade routes with other planets, but with a regular cost of civics and money, and a very small but regular cost of starships. The resources of each planet would be able to be produced while on the solar system screen, albeit estimated and not real time. These would be based on the production rates of the entire planet right before the player last exited the planet. The downside to this would be that you wouldn't be able to tell if one of a planet's regions is starving just by looking at the solar system view. That is unless you add a small symbol that appears next to the planet name that would indicate that some parts of the planet are starving.

Through this feature, the player would be able to set up an empire that spans an entire solar system of planets. But if you wanted to take this even further, you could implement the use of multiple solar systems. This would be crazy in-depth. However, I doubt that any player would ever get to that level. It is a long process to develop a single region now, so an entire planet of regions would take ages, and a solar system of planets would take ages of ages to develop, so I wouldn't implement multiple solar systems unless you can come up with a way to let the player auto-generate cities on each map based on the player's needs, and then eventually autogenerating cities in every map of a region based on the player's needs, and then tying both of these to certain techs that would need to be researched. This would help the player to quickly be able to splash some resources at a region and completely develop it in a few minutes time, but only after they've spent lots of time developing their empire to be able to do that.

Just as a reminder, this would all be for premium players that play offline only.

I hope that this idea is understandable and helpful to the developing of my colony.
5y ago
Hello.

So let’s see some even higher level utilizations of Gaiarium!


Technologies!
  • Advanced Gaiarium Usage
    Obtain access to Gaiarium usage under authorization of Secret Lab Authority, and research ways to use Gaiarium in your colony.

    After aquiring this technology, your colony will be able to use Gaiarium for more beneficial purposes.
    Requires:
    • Standard Gaiarium Authorization
    • Xenomaterials Research
    • 115000 Research
    • 25000 Civics
    • 200 Gaiarium
  • G-Dimension Science
    The power of the Gaiarium comes from its connection to dimensions, which opens the gate to the even-advanced dimensional theories - Which is the ultimate value of Gaiarium.

    Thanks to Gaiarium, UE is able to pioneer interdimensional powers - Which, it’s not just something like portals and warping beams.
    Requirements:
    • Advanced Gaiarium Usage
    • Interdimensional Transportation
    • 50000000 Research
    • 100000 Civics
    • 5000 Gaiarium
  • Top-Secret Dimensions-Powered Manufacturing
    This will allow you to access one of the most confidential archieved secret blueprints of Secret Lab Authority - using the power of the dimensions to manufacture goods.

    Yes. Finally something valuable for improving manufacturing!
    Requires:
    • G-Dimension Science
    • Faster-Than-Light Travel
    • 500000000 Research
    • 450000 Civics
    • 10000 Gaiarium
  • Top-Secret Instant Remote Teleporting
    Teleporting now don’t even need portals. What you need is just a Gaiarium-powered teleport node to warp objects from place to place.

    You’ll think about logistics of goods, but UE has another way utilizing it...
    Requires:
    • G-Dimension Science
    • Transcendence
    • 500000000 Research
    • 450000 Civics
    • 10000 Gaiarium
  • Top-Secret Interdimensional Influence Theory
    Data from Gaiarium interdimensional observers has shown that by influencing the subdimensions, the reality can be influeced. What will this theory changes to UE?

    This. Will. Be. Interstin.
    Requires:
    • G-Dimension Theory
    • 58000000 Research
    • 450000 Civics



Buildings
  • Interdimensional Observeration Lab
    An properly-disguised underground secret lab facility where secret scientists do dimensional observations using the Gaiarium interdimensional observers. While they are locked inside to keep them under strict overwatching, the relaxing, supervision-free living quarters are also built inside to accomodate them and provide them daily support. Generates a even vast amount of research using software, ancient instructions and Gaiarium, while also producing trash from accomodations...

    It’s an upgraded Standard Gaiarium Experiment Lab. Not just provides a stronger output of research from Gaiarium, it also provides accomodation and entertainment for keeping the scientists inside the lab - not just effectly reducing the chance of intelligence leak, they’ll be able to make themselves like home here.
    Requires G-Dimension Science.
  • Advanced Gaiarium Refinery
    Equipped with better alien artifact powered appratus to extract more Gaiarium using ore and crystalline, while the workers are fooled to produce ‘steel‘ here.

    A better facility to produce Gaiarium, for the later larger demands.
    Requires G-Dimension Science.
  • Secret Interdimensional Power Reactor
    Using the power of the dimensions to generate electricity is still a very new concept to the Galaxy... While the Alpha Draconian engineers scratching their bald head wondering the equation they need, the United Earth have already developed this prototype reactor in their secret backyard. Consumes software, Gaiarium and Helium-3.

    [LAUGHS IN UNITED EARTH]
    Requires G-Dimensional Theory.
  • Interdimension-Compression Alloy Forge
    By using the strong force of interdimesional compressions, alloys can be synthesized without strong heating - only by crushing aluminium, uranium and sugar, crumpling them together tightly. Uses some Gaiarium to trigger the reaction.

    Randomly produces antanium or triantanium, triantanium at lower occuarence.
    Requires Top-Secret Dimensions-Powered Manufacturing.
  • Secret Etherization Plant
    Now you won’t have to buy ether from others - bacuse you know how to create them - By accelerating the etherization using the effects of dimensions. The magic will happen inside this Consumes ant paste, Gaiarium and uranium.

    For game balance, it’ll produce ether slowly...
    Requires Top-Secret Dimensions-Powered Manufacturing.
  • Biocrystal Plantation
    When artificial crystalline fuses with biomasses under the effect of Gaiarium, what it results is a more fast-growing, aggressive biocrystals. Because biocrystals are dangerous, the plantation has to be built into the deep underground with all-time control to avoid disasters.

    It uses rum, water and a trace amount of Gaiarium to operate.
    Requires Advanced Gaiarium Usage.
  • Instant Arrest Centre
    Now, with the remote teleporting technologies, maintaining security no longer needs cops to catch the thieves. Now you just need security cameras everywhere, and a warp node to zap those criminals into this instant arrest centre - instantly.

    It requires less staff to operate. And with more jail cells.
    Requires Top-Secret Instant Remote Teleporting.
  • 4th-Dimensional Warehouse
    The fourth dimension is far larger than the third dimension we’re in - By making use of that, almost endless storage space can be provided.

    A very simple idea, isn’t it. Can be an exclusive warehouse upgrade for United Earth.
    Requires Top-Secret Dimensions-Powered Manufacturing.
  • Interdimensional Influence Brainwash Node
    The ultimate weapon of peace and order is never nukes and bombs. It’s actually the irresistible brainwashing... Unless having a tin foil hat.

    Generates a terrible amount of civics from brainwashing people... It gotta be terrible.
    Consumes software and very little Gaiarium for maintenance.
    Requires Top-Secret Interdimensional Influence Theory and Political Theatre.
  • Dimensional Manufactory of Knowledge
    Utilizing the power of the dimensions, not just sheets of research can be converted into various actual objects, even the pure traces of thoughts and knowledges can be converted into objects - Everything is possible.

    It’s something like an upgrade for Research Convertor... It’s just an idea anyway.
    Requires all three top-secret techs.
I was thinking about the retirement function in my colony and it's relatively underutilized. I believe that more needs to be done in this area. So I propose the creation of the "Retirement Plan" tech path. It could cost mere 10k-15k research, but if you want to be funny you could make it cost 401k money/civics/research, (personally I would want 10k research & 401k money). All of the following will require at least Advanced Building Technology (except small old folks hab). It will be in successive tiers starting from Eldercare Essentials and ending in Cryogenics I know this is exhaustive but I hope some of the features get implemented or can be built off of, as I think it would lead to a better simulation and make the retirees and the older age group in My Colony.

*The biggest feature would be allowing control over the retirement age, potentially bringing back stimulus, and most importantly having the policy of deportation come sooner then Level 7 Government… should be closer to Level 4-5.


Human Technologies: (The order is tiered meaning you need that tech to unlock the next)
- Eldercare Essentials (Early Game)
- Retirement Planning (Mid Game)
- Advanced Eldercare (Mid Game)
- Cryogenics (Late Game)


Humans Eldercare Essentials:[/u]


(Requires: 10,000 Atmosphere) (Colonists: 20, Jobs: 5 *unskilled*) (Size 2*2) (Colonial Finance Theory)

- Colonial Elks Club/Colonial Branch Office of the Benevolent and Protective Order of Elks:
A fun place to hang out where you can listen to your music from 60 years ago. Provides entertainment to the retired and a place for them to hang out so they don't get depressed. Requires a small rum and food to keep the party going.
(Requires: 10,000 Atmosphere, Power: 6) (Entertains: 25, Jobs: 5 *White Collar?*) (Colonial Finance Theory, Microgravity Brewing)(Size: 1 * 2)

- Old Folks Home: A nice housing unit that takes care of retirees like Grandpa and Grandma so they don't take up homes meant for workers. Requires a modest amount of money and food to keep them out of your way but produce some civics and cloth from all those quilts they make.
(Requires: 5,000,000 Atmosphere) (Colonists: 60, Jobs: 20 *Unskilled? Heals: 2) (Low Gravity Manufacturing, Colonial Civics, Low Gravity Masonry). *Building produces cloth based on the number of residences?* (Size: 2 * 5, 1-2 stories)

- Senior’s Living Chamber: A small housing unit for the retired that want a little privacy, costs little to no maintenance and prioritizes retirees over working citizens.
(Requires: 10,000 Atmosphere, Power:1) (Colonists: 4) (size 1 * 1)





- Humans (Retirement Plan):

- Slot Machine: An automated slot machine booth that will entertain your people for days while slowly pouring their money into your pockets. (Requires: 0 Atmosphere, Power: 4) (Tourist Traps, Eldercare) (Entertains: 2, Tourists: 2) (Size: 1*1) (Produces: 5-30 money per minute depending on use?)

- CAARP: The Colonial Auto & Home Insurance Program is here to insure your housing unit and rover against the dangers of colonial life. Generates Civics and Money by assuring citizens they won't lose it all.
(Requires: Atmosphere: 10,000, Power: 50, Bandwidth: 10) (Galactic Commerce, Eldercare, I.T,Low Gravity Manufacturing) (Jobs: 45) (Size: 4 * 2)

- 401k Consult: A quaint place to plan your future retirement. Using the power of software you can raise, or lower, the retirement cutoff to a certain extent. *This may be overpowered* *Maybe just produce civics or help lower the poverty line?* *may not be necessary*
(Requires: 10,000 Atmosphere, Power:35, Bandwidth: 25) (Galactic Commerce, Solar Governance, IT, Eldercare) (Jobs:35 *white collar*) (Size: 2*2)



Advanced Eldercare:


- Medium Old Folks Hab: A larger and better version of the Small Old Folks Hab. You can use it to shove dozens of retirees into the same space and make some money well your at it. Requires employees to oversee those who live there and ensure they are well taken care of. They might also use some software out of thin air by watching all those relatives on the net.

- Office of the Old: A new job sink for educated workers at low wages. Also used to give seminars to colonists over the age of 50 or retired, giving them an intelligence boost and a quiet reminder to go back into the workforce.
(Requires: 10,000 Atmosphere, Power: 60, Bandwidth: 35) (Self Government, Nationalism, Low Gravity Manufacturing). (Jobs:80 *Unskilled* *people with IQ over 90) (Size: 2*2)


- Golf Course: A place for people to have fun, hit a few holes, and make deals. A must-have for any self-respecting colony. Use the magic of aluminum golf balls and rum to make lots of money, civics, and keep people entertained. (Large size use… requires atmosphere)

- Integrated (Seniors) Living Chamber: Using the magic of software and robots, scientists have created an amazing house fully automated to provide premium assisted living. Seniors will likely spend all their time talking to their robot pals so you never have to call.

- Retirement Community: A large living complex suited especially for the retired population. Provides large entertainment, and produces pottery and paintings from all those art classes. Basically a human version of a Zolarg labor camp… but with pickling classes. (requires atmosphere and bricks to make… not sure of quantity).


Cryogenics:

Essentially allows you to extend the lifespan of citizens and improve health. Precursor to Nano-Clincs? Could use Cobalt, Crystalline and Ant paste as part of the storage process. *Maybe could effect food use*
1y ago
CodyStormz said:I was thinking about the retirement function in my colony and it's relatively underutilized. I believe that more needs to be done in this area. So I propose the creation of the "Retirement Plan" tech path. It could cost mere 10k-15k research, but if you want to be funny you could make it cost 401k money/civics/research, (personally I would want 10k research & 401k money). All of the following will require at least Advanced Building Technology (except small old folks hab). It will be in successive tiers starting from Eldercare Essentials and ending in Cryogenics I know this is exhaustive but I hope some of the features get implemented or can be built off of, as I think it would lead to a better simulation and make the retirees and the older age group in My Colony.

*The biggest feature would be allowing control over the retirement age, potentially bringing back stimulus, and most importantly having the policy of deportation come sooner then Level 7 Government… should be closer to Level 4-5.


Human Technologies: (The order is tiered meaning you need that tech to unlock the next)
- Eldercare Essentials (Early Game)
- Retirement Planning (Mid Game)
- Advanced Eldercare (Mid Game)
- Cryogenics (Late Game)


Humans Eldercare Essentials:[/u]


(Requires: 10,000 Atmosphere) (Colonists: 20, Jobs: 5 *unskilled*) (Size 2*2) (Colonial Finance Theory)

- Colonial Elks Club/Colonial Branch Office of the Benevolent and Protective Order of Elks:
A fun place to hang out where you can listen to your music from 60 years ago. Provides entertainment to the retired and a place for them to hang out so they don't get depressed. Requires a small rum and food to keep the party going.
(Requires: 10,000 Atmosphere, Power: 6) (Entertains: 25, Jobs: 5 *White Collar?*) (Colonial Finance Theory, Microgravity Brewing)(Size: 1 * 2)

- Old Folks Home: A nice housing unit that takes care of retirees like Grandpa and Grandma so they don't take up homes meant for workers. Requires a modest amount of money and food to keep them out of your way but produce some civics and cloth from all those quilts they make.
(Requires: 5,000,000 Atmosphere) (Colonists: 60, Jobs: 20 *Unskilled? Heals: 2) (Low Gravity Manufacturing, Colonial Civics, Low Gravity Masonry). *Building produces cloth based on the number of residences?* (Size: 2 * 5, 1-2 stories)

- Senior’s Living Chamber: A small housing unit for the retired that want a little privacy, costs little to no maintenance and prioritizes retirees over working citizens.
(Requires: 10,000 Atmosphere, Power:1) (Colonists: 4) (size 1 * 1)





- Humans (Retirement Plan):

- Slot Machine: An automated slot machine booth that will entertain your people for days while slowly pouring their money into your pockets. (Requires: 0 Atmosphere, Power: 4) (Tourist Traps, Eldercare) (Entertains: 2, Tourists: 2) (Size: 1*1) (Produces: 5-30 money per minute depending on use?)

- CAARP: The Colonial Auto & Home Insurance Program is here to insure your housing unit and rover against the dangers of colonial life. Generates Civics and Money by assuring citizens they won't lose it all.
(Requires: Atmosphere: 10,000, Power: 50, Bandwidth: 10) (Galactic Commerce, Eldercare, I.T,Low Gravity Manufacturing) (Jobs: 45) (Size: 4 * 2)

- 401k Consult: A quaint place to plan your future retirement. Using the power of software you can raise, or lower, the retirement cutoff to a certain extent. *This may be overpowered* *Maybe just produce civics or help lower the poverty line?* *may not be necessary*
(Requires: 10,000 Atmosphere, Power:35, Bandwidth: 25) (Galactic Commerce, Solar Governance, IT, Eldercare) (Jobs:35 *white collar*) (Size: 2*2)



Advanced Eldercare:


- Medium Old Folks Hab: A larger and better version of the Small Old Folks Hab. You can use it to shove dozens of retirees into the same space and make some money well your at it. Requires employees to oversee those who live there and ensure they are well taken care of. They might also use some software out of thin air by watching all those relatives on the net.

- Office of the Old: A new job sink for educated workers at low wages. Also used to give seminars to colonists over the age of 50 or retired, giving them an intelligence boost and a quiet reminder to go back into the workforce.
(Requires: 10,000 Atmosphere, Power: 60, Bandwidth: 35) (Self Government, Nationalism, Low Gravity Manufacturing). (Jobs:80 *Unskilled* *people with IQ over 90) (Size: 2*2)


- Golf Course: A place for people to have fun, hit a few holes, and make deals. A must-have for any self-respecting colony. Use the magic of aluminum golf balls and rum to make lots of money, civics, and keep people entertained. (Large size use… requires atmosphere)

- Integrated (Seniors) Living Chamber: Using the magic of software and robots, scientists have created an amazing house fully automated to provide premium assisted living. Seniors will likely spend all their time talking to their robot pals so you never have to call.

- Retirement Community: A large living complex suited especially for the retired population. Provides large entertainment, and produces pottery and paintings from all those art classes. Basically a human version of a Zolarg labor camp… but with pickling classes. (requires atmosphere and bricks to make… not sure of quantity).


Cryogenics:

Essentially allows you to extend the lifespan of citizens and improve health. Precursor to Nano-Clincs? Could use Cobalt, Crystalline and Ant paste as part of the storage process. *Maybe could effect food use*


I could really use this for Terra Nova ngl. I am starting to ramp up my old people population. Even some of my reptillian and insectoid immigrants are getting old lol. I hope that bast notices this.
I was accumulating civics in an offline (region) game. I had just reached stage 2 and was harvesting trees. I look down and all of my civics were completely gone.

I went to the statistics and it said I was only generating 280 and there was no expenditures. I went back to my civics-producing city and within seconds I had accumulated over 2k, which was normal.

It is strange to suddenly lose all of a resource while the game was idle for 5 minutes.
4y ago
In the next week or so, an extremely early "beta" of a game I've been working on in my spare time will be hitting the Ape Apps Launcher and Ape Web Apps. This is a new single or multiplayer game that is sort of like my game Gone Rogue merged with Minecraft.

Essentially, you create a new world, and then you join it with an avatar you created using the My Tokens app. You start with a completely uncivilized world (no pre-built structures), and you have to gather natural resources and craft them into materials in order to build up your world.

The game is 2D top-down world view and controls like Gone Rogue, but a lot of the gameplay elements are like Minecraft. I plan to have random dungeons generated throughout the world using similar level generation algorithms as Gone Rogue, but the actual world is potentially infinitely big, as there is no set limit on how far you can walk, and new sections of world are generated as you go.

On the Web, the game is single player, and on the Ape Apps Launcher (and mobile devices, once released), it supports LAN multiplayer, or direct connect to another player over the internet, if you know their IP.

So anyway, it's just a simple(ish) little concept game at the moment. I've had the concept in my mind since I came out with My Tokens, but am only now deciding to throw it together. A lot of the base framework for the game is done, as well as the multiplayer code. I am just needing to add more resource stuff to mine and whatnot.

Anyway, I will probably release something beta in the next week or so. I am not going to dump a ton of time into the game, unless people like it, then I can dump more time into it 🙂

Stay tuned for more!
5y ago
Today I am happy to announce a big new update to Epic Adventure - v0.12.0! My son has started playing a lot of Epic Adventure, and as such his demands for updates have become impossible to ignore, which in turn has placed Epic Adventure on a higher update priority than it has previously been, so expect a lot more from this game in the coming months. Until then though, let's take a look at all the changes in this release!

To start things off, crop farming has now arrived in Epic Adventure! Before, you could collect seeds from tall grass, and you could plow dirt with the hoe, but you just couldn't combine the two efforts into one. Now, you can plant those seeds in the dirt to produce a brand new entity - Wheat!


Once the wheat is ripe, you can harvest it, and using the crafting menu, six wheats can be converted into another new entity - Dough. Of course, what good is plain dough? Not very tasty. But wait, there has been a non-working object in the game from the very beginning, the furnace. Non-working until now, because the furnace is now fully operational, with the new furnace interface. Loading your furnace with the dough and a fuel source such as coal with convert your dough into another new entity, the delicious and edible Bread!


The last update to Epic Adventure added the first mob, Chickens, to the game, but you couldn't do anything with them. Sadly for the chickens, this has changed, as they can now be slaughtered using your weapon of choice. A few hits with an axe or pickaxe ought to do the trick.


The Chickens currently are a little over powered for what they are, so you will need some sort of weapon to kill them, but they will eventually be nerfed a bit. Regardless, killing a chicken will provide the new entity Raw Chicken and also a random chance to get another new entity, the Feather. There is no practical use for the Feather yet, but the Raw Chicken can be thrown into the furnace to create Cooked Chicken, which provides a great boost to your health and energy.

Speaking of health and energy, Death and Respawning are now fully implemented into the game. Eventually you will be able to create a bed to set a new spawn point, but for now the spawn point is locked at chunk 0x0x0. When you die, your inventory will dump at the site of your death and you will have to return to your body to collect everything. Premium users have the option to respawn at their body if they want to.


Going forward,, I plan on increasing the Epic Adventure update cycle from "whenever I feel like it" to once per month. A big part of creating a game is implementing all of the engine features, and once that is done, adding new content can go quick and easy, rapidly expanding the game. I am getting closer to the rapid content expansion phase, but there are still engine enhancements and changes I wish to implement first.

In a prior post, @Amorphus suggested the concept of rooms, towns, and limited visibility. For the most part, I agree with these concepts completely. Right now in the game, you can easily scroll around the map and see everything. I plan on changing the mechanics to something more resembling my game Gone Rogue, in which a player has a certain line of sight which is also blocked by walls and other obstacles. Additionally, caves and enclosed rooms are going to be dark, requiring torches in order see inside of them. I also plan on adding a day/night cycle to the overworld.

Farming needs to be expanded well beyond the current Wheat. There was a thread a while back with contributions from @Amorphus and @GeneralWadaling concerning Agriculture, and now that the basic engine mechanics of planting, harvesting, and cooking have been implemented, I plan on following many of the suggestions in that thread. Expect a lot more to come in the area of agriculture in the near future.

In this thread, @GeneralWadaling laid out a ton of suggestions regarding food and cooking, and many of these will be finding their way into the game shortly. Wadaling suggests a kitchen stove object, and I might implement that and change the furnace so that it just deals with smelting of metals (whenever I add metals to the game). I will also be adding the camp fire, which will allow cooking but will "burn out" after time.

v0.11.0 introduced engine capability for mobs (the chicken), and this update allows you to kill them. We also need mobs that fight back. Monsters, skeletons, bandits, etc. Look forward to all of these things. That's not all though, because Epic Adventure needs some dungeons to explore. My plan is to repurpose the dungeon generation routines I wrote for both Gone Rogue and Dungeon Infinity in order to have random dungeons to appear on the map that you can loot and explore. Dungeons will be filled with items, treasure, and monsters and will give the player the chance to kind more items, gear, and to gain experience and level up, which are two more concepts headed to the game.

There also needs to be a lot more biome types, including the introduction of Water. There is already a little bit of code in the engine to support water (including accelerated crop growth when near water), but there is no actual water in the game. This will be changing. You will also be able to build ditches/trenches to move water from one location to another.

One thing that really bothers me about Epic Adventure is how only one chunk of the world is rendered at a time and you cannot manipulate objects in nearby chunks. I plan to make the world more seamless (like how it works in My Colony 2) to where the entire world feels like one continuous thing instead of something broken up into chunks.

Anyway, I have a lot of plans for Epic Adventure and I think that things are going to start happening a lot faster in this game now going forward. If you have suggestions on things you would like to see, feel free to let me know here in the forum, and let me know what bugs you find too. Beyond that, thanks for playing Epic Adventure and stay tuned because a whole lot more is on the way!

And if you haven't tried Epic Adventure yet, you can play in on the Web, through the Ape Apps Launcher, or find it on various app stores.

#epicadventure #dungeoninfinity #gonerogue
3y ago
Usually, it costs 1 civic per 100 units but now it has gone up to 100. This may be a bug.
edit, it recently moved up to 200 civics. Does the number of civics you have to pay rise the more you trade?
6y ago
Gonna post ALOT of my ideas for the Zolarg faction. As it stands, compared to say... United Earth, the Zolarg tech tree is VERY small.
You can reach it's end in under a day, while United Earth takes atleast a week if you suck sorta, or probly 4-5 days if you know what you're doing.

As it stands, there's currently alot of buildings that don't do much for a "late-game" colony, atleast not as much as it COULD. I will go through each one, and suggest an upgrade for each that currently doesn't exist in any capacity, if I'm wrong on if there's no better upgrade, then let me know!


Brew Pit.
This produces about 2 rum per second, according to my stats page, so that's an estimate, however even with 91 fully staffed and operating, it doesn't equal enough rum to make more than 1 crystalline patch.

Suggested upgrade: Unholy Brew Tank. At the cost of Antaura, Water and Food, this could produce well up to 50 rum per second, and be just as large as a Brew Pit, with probly about 6 workers. Likely could cost Antanium, Antaura, Wood, and Ant Paste, maybe Civics as well.

Suggested Upgrade: Brew Ravine. At the cost of some sugar, water and food, this produces less food than the Unholy Brew Tank and takes up more space, being 1x3 diagonally top right, to bottom left length-wise, but also takes less workers, only 3. Could cost antanium, alot of Civics, Tons of ant Paste, Gold, and maybe Wood.


Supply Pile.
Ofcourse, it increases storage of literally everything, but just by a little bit.

Suggested upgrade: Unholy Pit of Stuff. Would be 2x2, but would store at least 4 times more things than 4 supply piles, since it'd look like a mystic-inspired, cool hole in the ground filled with stuff, and holes hold more than piles.
This wouldn't cost Antaura to run it, but could cost Antaura to build, but less amounts of other resources compared to a money pit, since you've got basically magic doing most of the digging.

Suggested Upgrade: Sugar Matrix of Supply. Could be just as big as a Supply pile, but would contain more, being a tall sugar-powered silo that uses sugar power in ways to miniaturize the contents. (or could be a constant Antaura draw maybe?) Would require workers to keep running, and maybe 50-100 power.


Shrine of Mystics.
Produces Antaura.

Suggested Upgrade: Unholy Temple of Mystics. Would be 3x3 or 4x4, but produces WAY more antuara than a Shrine of Mystics. Needs more workers also, but also could be a tech-required building for other researches.

Suggested Upgrade: Monolith of Mystics. Would remove the worker cost of Shrines, but would cost power and produce more Antaura than a Shrine. It would cost ALOT of antanium, Antaura and Civics to produce, but no Wood whatsoever. Or it could cost no Antaura.


Mound.
Gives 200 population room and produces a decent amount of food per second.

Suggested Upgrade: Unholy Mound of Whorship. Would be a 3x3 building that would likely contain atleast 2 times more, and would produce Antaura instead of Food as an addition.

Suggested Upgrade: Hive. Would be just as large, just a taller structure, and would cost primarily Antanium, Ant Paste, Civics, and Aluminum.


Aluminum Mine
Essentially an endless source of Aluminum, provided you have the time, effort and resources to keep placing them.

Indirect Upgrade Suggestion: Unholy Core Mine. This would be much larger, but uses Antaura to power itself along with alot of power. This could also be an upgrade to the Mining Operation, it could take WAY more workers, but produces a little bit of everything one could get from the ground.


Synthetic Crystalline Patch
A placeable patch of Crystalline, you can get 400 of it from this.

Indirect Upgrade Suggestion: Crystalline Growth Pit. Would be a 3x3-ish structure that costs alot of Rum to run, but produces Crystalline. Would cost Crystalline and Rum, maybe also Aluminum and Ant Paste. Would use Power to increase the growth rate of Crystalline, maybe 200 power?
Could also cause

Indirect Upgrade Suggestion: Crystalline Growth Node. Would be a 1x1 structure that costs Antaura and power to run, requires no workers, but ends up creating Crystalline patches near it that regenerate and expand at a rate needed for high crystalline demands.

Mega Tree
A really big tree that gives 800 wood.

Indirect Upgrade suggestion: Unholy Chamber of Growth. Clones colonists, and produces a bit of everything gained from plants, so wood and sugar mainly. Costs Antaura and power to run alongside a steady supply of water and a decent workforce. Dunno on costs and size.


New Building Suggestion: Pit of Terraforming. Burns wood and Ant Paste consistently in order to produce atmosphere.

Alt Idea: Antauran Utopian Pillar. Costs alot of Antaura to consistently produce atmosphere up to 11 million atmosphere. Or 16 million, either way it produces it up to a point and either temporarily turns off once that point is reached,


New Building suggestion: Gross Shape. Uses Antaura to absorb atmosphere above smog-levels, but looks really gross and wrong. Just a big ball of concentrated pollution. Could produce Pollution as a physical resource.


That's all I can come up with, sorry for the huge wall of text, I just really enjoy Zolarg, and want more to be added, so I'm doing my part as best as I can!
6y 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.
6y ago
The civics costs are ridiculous on the gbt, I can't afford the cash price for stuff most the time and the civics on top of that just kills me. I normally only have around 15-25k civics and am always saving for research stuff.
6y ago
So far the best way I have found for producing civics is of course investment bank, but I also just spammed a bunch of low-level capitols. I am trying to get 100 million civics for Transcendence research in the United Earth tech tree. What are other ways for producing a mass amount of civics in the later game?
5y ago
Dear My Colony devs,

I think the ability to share civics, research, and buildings would be a great feature. It would be more realistic(accept for the buildings sharing), give a use of research and civics for those who have so much and don't have anything to do with it, and would make the game more fun. The building sharing could be limited in someway, like it is where you need the builder that would build it to build the shared building. For the civics and research sharing, maybe both parties need the transmission hub, which would give it a great use. The building sharing could use a special building, which you have to research. I would love to see this in the next update.

Thank you,
ChooChoo
4y ago
H3110 guys!


There’s a way to give more playability to the gameplay - By implementing the unpredictability. It not just give challenges to the gameplay, it also makes the entire gameplay more exciting and fun (maybe...)

Here’s my idea,
The Random Events.

When you’ll see your first random event? That will appear shortly after your consulate is built in your colony. Don’t worry about these events are difficult to overcome, all events have their trigger conditions. Every event will come in a constant manner, about every 30 minutes of gameplay.
In every random event you may need to make important choices, and some may not need.
And if choices are required to be made, you might have to face the consequences after making a choice.

Okay, here are part of my proposed events!

  • Roaming Trader
    A freelance trader will try to make a little deal with your colony.
    The trade will require a small amount of resource, one kind only. Successful trade will yield money and reputation, and will also bring in better traders later.
    Unsuccessful or rejected trade will bring no impacts.
    Trigger condition: Gov. level ≥1
  • Colonial Investment (Small)
    The colonial finance advisor have proposed an investment campaign for your colony, and now it only require your permission to perform it.
    Costs $1500.
    If permission is granted, there’s a 55% chance to profit $2500 (returns $4000), 25% chance to earn nothing (returns $1500) and 20% chance to loss $500 (returns $1000).
    Successful investment will also brings in higher yield investments.
    Rejection will have no impacts.
    Trigger condition: Gov. level ≥1<3 or 0 times of success in Colonial Investment (Small)
  • Pirate ATTACK! (Small)
    Code red! A small group of pirates are approaching!
    This event stands for 50 security threat (this will be explaind in Security and Crimes MKII).
    If your security is strong enough (remainding security point ≥50) , your colony suffers no loss and reputation is earned.
    If the colony don’t have enough security strength to defend, you have two more options:
    All colonists defend the colony together. This might cause casualties (at least one deaths), but earns little reputation.
    Evacuate all colonists and have 60% loss of all resources. Buildings will be damaged.
    Trigger condition:
    Gov. level ≥1<2
  • Rumors about the Government
    There’s rumors about the colonial government spreading in your colony.
    You have the following choices:
    Do nothing and have tempoary decrease in approval rating (-10%) and happiness (-10%).
    Launch a campaign to tell everybody it’s a fake news without evidence (Costs civics, amount = 0.5 × total population ).
    Trigger condition:
    Gov. level ≥1.
  • Visit of Commonwealth Officer
    The colony officer of your commonwealth is visiting your colony for evaluating your newly established colonial government, and you have limited time to prepare everything to welcome him before he comes. Try not to give a rude impression on other colonies and your host commonwealth.
    This event is an non-rejectable quest (Quests will be explained in Quest & Orders part), time limit is 20 minutes, you'll need to prepare 500 food, 15 rum and 50 civics in time so you can earn 500 civics and 1000 money with 50 reputation. If you failed to prepare... relationship with ALL commonwealth members get a temporary decrease of 65%.
    This is the FIRST event after you have established a government through the consulate and only take place once.
  • Birthday of Imperial Noble
    Under the name of Galactic Emperor, an Imperial Noble is celebrating the birthday and your colony is asked to prepare a 'small proportion' of gift, if you are willing to.
    This event is a quest, time limit is 15 minutes. Requires 150 civics to reject it; If you accepted you have to prepare 1500 rum, 2000 gold, 50000 food and 200 money. If you failed to prepare the present on time your colony will have -5% relationship with the Galactic Empire (Will further explain in Galactic Diplomacy).

Stay tuned for further updates!
More ideas are coming!
This idea is simple, to develop a way to use bandwidth and software to make large amounts of money and civics.

The data mining mainframe consumes lots of software and takes up a large amount of bandwidth and produces money and civics. You could consider it an upgrade to the investment bank. Costs tons of resources to build, but would award you with absolutely tons of money and civics. This building is for humans.

Tower of endless thinking: A zolarg data miner, same functions, although you might want to tweak some of the rates and construction costs.

Collective Slave Maitrix: The reptilians have learned how to use organic insectoid minds to process raw binary data. The insectoids need food and water in order to continue operating, but this drastically reduces the bandwidth the building takes up and the consumption rate of software, and generates much more money and civics. Those reptilians always know how to achieve great feats, even if they are committing mass-genocide in the process.
4y ago
This would be a good time to produce a building that specifically brings in one type of race, like maybe an upgrade to the slave gate that allows immigration from the Zolarg Empire. Then there could be jobs that could be specific to one race...arbiters and brewmasters could be draconian only, or jobs could be set to only allow certain races as workers, that way it makes more sense for insectoid housing to exist, and for insectoid specific jobs to exist. It's just an idea, something I've thought should be in place for a while.
Regardless of if bast does that or not, what about:
Insect Fattener- It turns out if you overfeed your insects, they will start to vomit up sugar and ant paste as they get sick from overeating. Collect both these resources from the poor bugs! Consumes Food to keep those insects fed, and water to clean up the gross insectoid germs!
Slave Labor Camp- Using state-of-the-art insectoid technology, create your own Labor Camps for those insects to work! Creates many valuable resources for your colony! (This is the draconian version of the labor camp like they have their own version of the mining pit too). Requires a couple of Reptillian supervisors to make sure those insects don't slack off!
Drunken Market- It's a well-known fact that tourists and citizens alike act much dumber when they're drunk. Here you can get people drunk and sell them terrible knockoffs for high prices while their inhibitions aren't in the way! Transforms 2 rum, 1 pottery, 1 painting into $3000, and creates unhappy people! Can entertain 30 tourists (I'm not sure how many it should entertain, 30 seemed reasonable).
Plastic Polymerizer- I'm sorry, I couldn't come up with something clever for this one. Uses bandwidth, power, 1 oil and 1 water to make 80 plastic.
Hacker's Den- Tired of how all that coding work nets you so little software? How about having that code be used to steal other people's programs instead! That coder will bring in much more software now! Uses much more bandwidth and a bit more power to net you much more software.
Triantanium Impactor- Using antanium, uranium, and helium, you can create a decent amount of triantanium to use to usher in the newest age of technology. Uses 1 u, 1 an, 1 he to make 40 triantanium. Requires bandwidth, power, and software as utilities.
Robomaker's Den- Provides housing and job(s). Uses aluminum, software, microchips, and crystalline to make robots.
Cell Phone Factory- Tired of hearing your younger citizens complain about the slow postal system? Want to make the elderly colonists feel stuck in the past? Well, start making and selling cheap cell phones that will stop working as soon as the warranty ends! (Warning: small chance phones may explode!) Produces civics as a byproduct of people feeling the illusion of being able to contact customer service (even if they are always on hold). Transforms 1 microchip, 1 plastic, 1 software into $200. Uses power, robots, and bandwidth as well.


New Tech- Next-Gen Technology: Costs 30 million research, 3 million civics, $8 million, 5k plastic, robots, and triantanium. (Can modify costs, just what I thought of based on other draconian techs) Needed for everything after this point:
Next-Gen Chip Transporter- Tired of how slow the normal transporter is? Using plastic and other state-of-the-art materials you can upgrade those last-gen transporters into the future! Now requires bandwidth, but produces 30 microchips per round in return. (or alternatively, produces chips at the same conversion ratio, but at a drastically increases speed).
Ultra-High Frequency Node- Are your people complaining about not having enough internet access? Does it feel too slow for you? Well never fear! Using next-gen fiber optic technology, you can make superior nodes to provide all your people with bandwidth!
Deep Space Hacker- Using next-gen data-stealing technologies, upgrade your deep space interceptors to hack even the most secure transactions and communications! (not sure how much of an upgrade it should be, but should definitely give you more money and research, but should now also get you civics from hacking into secure government databases halfway across the universe).
Next-Gen Triantanium Impactor- Using next-gen technology you can create massive amounts of triantanium! Creates 140 triantanium from 1 an, 1 u, 1 he. Utilities: robots, bandwidth, and power
Next-Gen Polymerizer- you know the words by now, using next-gen technology, blah blah blah :P. Produces 160 plastic per round using same components as original polymerizer.
Next-Gen Microreactor (upgrade from hybrid microreactor, because I thought of this idea but don't want to step on wadaling's toes)- Using the power of next-gen technology, create absurd amounts of electricity! Uses bandwidth, triantanium, and helium to make power. Also requires water to stop from overheating.
Next-Gen Materials Extractor- Uses crystalline and helium to make 50 of each of the raw materials instead of 15.
Actual Reality Gaming Station- Using next-gen "virtual reality", make video games so realistic they are actually happening! You can drop blocks on insectoids in Antetris, crush them with candy in Sugar Crush, stomp Sectoombas like your favorite video game characters Drario and Druigi, and best of all, play first-person shooters like Crush of Insects: Drac Ops as yourself! Requires sugar to keep those "virtual" insects fed, as well as software and robots to add that extra realism to the game! Produces money that draconians have mooched from their parents, as well as civics for helping the draconian military crush any insectoid rebels. Provides entertainment for citizens and tourists.

I'll add more ideas if I think of them, just had a couple of immediate ones and I wanted to post them.

Welcome to the first ICG Event!


The ICG is a community driven event to bring the players together in one space to have fun with the game in various unique and interesting ways! The Intergalactic Colonial Games (or ICG) is our branding of the many events and activities that NOZ will be hosting! With a wide variety of events and prizes, we will be hosting ICG events every weekend!

For more information, including the rules to these events, please visit https://www.ape-apps.com/viewpage.php?p=34539 before continuing.

The first event we will be hosting is... a race!



Now, what exactly is the race we have in mind you ask? Well, as the informational thread I linked above describes, a race means that participants will start an entirely new colony and race to a certain milestone to win the grand prize. The race for this event will be the collection of Civics!

Goals

There are three player groupings, with each being more challenging than the last to complete.

  • Group 1 is 0-250,000 population on your largest colony. The Goal will be 250,000 civics by the end of the event period.
  • Group 2 is 250,000-1,000,000 population on your largest colony. The Goal will be 5,000,000 civics by the end of the event period.
  • Group 3 is over 1,000,000 population on your largest colony. The Goal will be 50,000,000 civics by the end of the event period.
The event period will be 1 week long from the time it starts.

Prizes

These goals may seem daunting, but I assure you, they are all possible. As impossible as they may seem, there is an equally great reward! This event will not only be for fun, players may win unholy amounts of resources to the colony of their choosing by winning. So let's see some competitive spirit in here!

As described in the informational thread, each tier can have up to and including 3 winners. First place will receive 3 packages of their choosing, second will receive 2, and 3rd place will receive 1 package of their choosing (each package is a large sum of one resource).

Group one may choose between the following prizes:

25,000,000
25,000,000 Ore
25,000,000 Regolith
25,000,000 Aluminum
25,000,000 Microchips
25,000,000 Gold
25,000,000 Steel
25,000,000 Alien Artifacts
20,000,000

20,000,000 Wood
20,000,000 Charcoal
20,000,000 Oil
20,000,000 Helium
20,000,000 Ant Paste
20,000,000 Robots
20,000,000 Antanium
20,000,000 Pottery
20,000,000 Bricks
20,000,000 Uranium
20,000,000 Crystalline
20,000,000 Cloth
20,000,000 Toys
20,000,000 Clay
20,000,000 Sugar
20,000,000 Wool
20,000,000 Software
20,000,000 Diamond
20,000,000 Wheels
15,000,000

15,000,000 Alien Relic
15,000,000 Alien Instructions
15,000,000 Obsidian
5,000,000

5,000,000 Triantanium
5,000,000 Ether

Group two may choose between the following prizes:

200,000,000
200,000,000 Ore
200,000,000 Regolith
200,000,000 Aluminum
200,000,000 Microchips
200,000,000 Gold
200,000,000 Steel
200,000,000 Alien Artifacts
150,000,000

150,000,000 Wood
150,000,000 Charcoal
150,000,000 Oil
150,000,000 Helium
150,000,000 Ant Paste
150,000,000 Robots
150,000,000 Antanium
150,000,000 Pottery
150,000,000 Bricks
150,000,000 Uranium
150,000,000 Crystalline
150,000,000 Cloth
150,000,000 Toys
150,000,000 Clay
150,000,000 Sugar
150,000,000 Wool
150,000,000 Software
150,000,000 Diamond
150,000,000 Wheels
100,000,000

100,000,000 Alien Relic
100,000,000 Alien Instructions
100,000,000 Obsidian
30,000,000

30,000,000 Triantanium
30,000,000 Ether

Group three may choose between the following prizes:

1,000,000,000
1,000,000,000 Ore
1,000,000,000 Regolith
1,000,000,000 Aluminum
1,000,000,000 Microchips
1,000,000,000 Gold
1,000,000,000 Steel
1,000,000,000 Alien Artifacts
800,000,000

800,000,000 Wood
800,000,000 Charcoal
800,000,000 Oil
800,000,000 Helium
800,000,000 Ant Paste
800,000,000 Robots
800,000,000 Antanium
800,000,000 Pottery
800,000,000 Bricks
800,000,000 Uranium
800,000,000 Crystalline
800,000,000 Cloth
800,000,000 Toys
800,000,000 Clay
800,000,000 Sugar
800,000,000 Wool
800,000,000 Software
800,000,000 Diamond
800,000,000 Wheels
600,000,000

600,000,000 Alien Relic
600,000,000 Alien Instructions
600,000,000 Obsidian
300,000,000

300,000,000 Triantanium
300,000,000 Ether

As you can see, the prizes are well worth your time and are designed to be a great boost to anyone in the game. The top prizes are difficult to get, but they are possible.

How to enter?

It's simple! Just comment your name in game here and tell us you want to enter! You are also required to join our dedicated events commonwealth in order to enter. The charter code for the commonwealth will be revealed when the event starts. We need to know what your colony name you will be registering as will be in advance. You may put [ICG] in your colony name as, though this is not required, it will make our jobs easier when running the event.

When we know the name of the participant, we can give you a small boost just to get started with to avoid the tedium of the early game. Players will receive all of the following:


5,000 Ore
4,000 Steel
3,000 Gold
2,000 Microchips
2,000 Wheels

This event will begin on the 16/11/2019 so we will accept applications to join until then! Once more, the event duration will be 1 week from the starting date.

Upon completion the event goal, comment that you have done so on this thread. We will then review your colony history before acknowledging you have completed the event.

Of course all rules and regulations must be followed by all participants. These may be found in the informational thread https://www.ape-apps.com/viewpage.php?p=34539

Contact us!

Though not a requirement to participate in the events, I encourage everyone who is interested in the events to drop by the NOZ discord server for a great My Colony community. NOZ has a lot of very experienced players, whom are also very active in game. To learn more about us, please join us here at https://discord.gg/qqCswpF

Good luck with the events, and may the odds be ever in your favour.
4y ago
Hello guys!

Up to now, the way we unlock buildings is based on two ways, technology and atmosphere, respectively.

Indeed on such stranger planets, research and terraforming are vital for a colony to survive and develop.
But something we can question in My Colony - how people are maintained in harmony and order? And where do the services, institutes and policies comes from?

Here, let me introduce a new gameplay that would be added onto the current gameplay system - The Code of Law, i.e, legislation.
Similar to researches, but what it consumes would be mainly civics, what it unlocks would be mostly gameplay features and policies.

The Code of Law is available after you have researched colonial civics, and producing the first civics.
To unlock the policies you normally use in My Colony, some laws must be signed, costing civics.

For instance, the first law available would be ‘Governance Institutes’, unlocking Consulate and in-commonwealth interactions.
Another example would be ‘Financial Secretary’, unlocking the ability of auto-budget.
Further example would be ‘International Trade Regulation‘, unlocks GBT buildings.

Besides these stuff, there’ll be more extra (and some crazy) stuff like:
‘Child Labour’ law which expands labour force to lower age groups. Provides more workers, but your people will surely be unhappy.
‘Subdivided Housing’ law that increases all housing limit by 10%, rounded up.
‘Tourism Tax’ law which the colony will recieve extra income from each tourist’s arrival.

And more... which I’ll dump in the comments later!

Ideas? Feedbacks? (•ω•)
Comments please!
Region map or classic map?

Try to open the civics windows (statistics > Resources > Clic on Civics), and see if you have some consume. I don't remember if the insect have building able to consume civics.
4y ago
Having same problem. Statistics does not report anything consuming civics. I increased civic production and what ever consumes the civics continues to take ALL the civics no matter much I produce.
2y ago
I hope you are all having a great today! Today I am releasing My Colony 2 v0.12.0, which includes quite a bit of new content. I have also submitted this build to both the Google Play store and the Amazon App Store so that I can start getting better feedback on mobile performance and UI! MC2 is really starting to shape up into a real game now, so let's take a look at what is new in this release!


First, you may notice that My Colony 2 now has a proper title background image instead of a blank grey screen, which of course looks a lot nicer. Modders can obviously customize this to be whatever they want.

I started adding in the interface for the in-game encyclopedia, which you can see from the main slide-out menu. The only section so far is the in-game credits, which are automatically generated based on username data attached to game data and .vpp files. Check it out if you want to see who has all helped on the game so far! The neat thing is that the credits will be different when you activate a mod, so that you can see information on the mod creator as well.

Since the game is starting to get more resources, I made a change to the resource readout bar. It will appear static as normal until your resource list takes up more space than can fit on one line, then it will begin scrolling like it does in My Colony 1.

Speaking of resources, I added two new ones to this release, Rum and Sugar! I always thought that Rum in MC1 should have been made out of sugar instead of food, so that is how it works now in My Colony 2. Sugar is obtained through the new Sugar Extraction Lab which extracts trace sugars from your excess food. Rum is naturally made as the new Distillery. Unlock these structures with the new Microgravity Brewing tech.


As you may have noticed in the background of the above picture, the Solar Tower from MC1 has returned. You can unlock it using the new High Density Solar Panels tech.

Some good new structures pulled from @GeneralWadaling 's voxel batch have been added, including the Regolith Processing Plant, and Greenhouse Park, and the Trading Depot.


The Regolith Processing Plant is a superior version of the Regolith Compactor on Lunar maps. The Greenhouse Park is sort of like the Green Dome from MC1, except it will produce some food as well. The Trading Depot currently only generates a bit of cash, but is eventually going to be used to facilitate trade between players on the same world. So stay tuned for that.

You can now start generating Civics using the new Civic Center! The Civic Center is unlocked with the Colonial Civics tech. Civics in MC2 are slightly different from MC1, in that they are stored at the settlement level and are not shared between settlements, even if you have a logistics center. Civics are going to determine the "city level" of a settlement, and be a factor in deciding what sort of government options a city has available.


I have made a lot of fixes to pavement rendering in this release. In addition, Pavement is now slightly depressed into the ground once built. It is fairly subtle, but you can notice it when the lighting is right.


In addition, the engine can now automatically generate brick road patterns for pavement, which I demonstrate in this release with the addition of the Solar Road. I also want to add checkered pavement generation, which will probably be coming in the next update or so.

There are more little changes here and there, and you will see them as you play. For now though, I want to thank everyone for playing, leaving feedback, and helping with content! The next few updates are all going to be big on content, so stay tuned for more!

#mycolony2
2y ago
You know children? Yes, those gremlins that take up worker housing early game. Well, I got an extensive idea on how to solve that (The first tech for it being right after colonial finance, so that it comes into effect right when it is needed). I call it: Childcare! These techs and buildings were inspired by another suggestion for eldercare.

Techs

Basic Daycares

Prequisite Techs: Basic Education, Colonial Finance

Tech Cost: 150 research

Desc: Colonial Analysis has predicted a massive baby boom! Prepare for it by building Daycares for children!

Needed by: Small Daycare, Children's Home, Large Daycare, Children's Arcology, Child Insurance





Child Insurance

Prequisite Techs: Basic Daycares, Colonial Civics, Advanced Nuclear Physics

Tech Cost: 2k research, 100 civics

Desc: Now that you got Childcare, it is time to make a profit off of it!

Needed by: Small Child Insurance Agency, Large Child Insurance Agency, Child Repossesion Agency




Child Protection

Prequisite Techs: Galactic Governance, Basic Daycares

Tech Cost: 16k research, 500 civics

Desc: Let's face it: there are terrible people around. We need an agency to keep these terrible people away from children!

Needed by: GBCS Colonial Office, GBCS National Office, GBCS Imperial Office


Child Labor

Prequisite Techs: Child Protection, Child Insurance, Self-Governance, Ancient Alien Manufacturing

Tech Cost: 100k research, 5k civics

Desc: With the recent boom in industry, we need all hands on deck! Luckily, with a few law changes, we can raise or lower the minimum working age at our whim!

Needed by: Department of Child Labor, Child Workplace Insurance Agency, Department of Bribing GBCS to Turn a Blind Eye Towards Our Use of Child Labor





Structures

Small Daycare

1×1

Built by: Builder Bot

Cost: 1k ore, 50 steel

3 Power

Jobs: 1 [Teacher]

Child Capacity: 20

Desc: This Daycare will hold children inside, leaving housing room for workers!

Tax Value: $1


Large Daycare

2×2

Built by: Megabot, Megabot Deluxe

Cost: 5.5k ore, 3k steel, 1.6k gold, 50 microchip

30 Power

Jobs: 15 [Teacher]

Child Capacity: 120

Desc: Cram large amounts of children in one area, leaving the other cramped housing free for workers!

Tax Value: $15


Small Child Insurance Agency

2×2

Built by: Adv. Builder Bot

Cost: 10k ore, 1.5k steel, 10 microchip, 15 software

15 Power, 10 Bandwidth

Jobs: 20 [White Collar]

Desc: Children are the darndest little things, getting into all sorts of trouble. They surely need insurance to make sure that nothing happens to them... Right?

Generates:

Money × 50 (4000 ticks [1000 ticks fully employed])

Tax Value: $30


Child Repossesion Agency

3×3

Built by: Megabot, Megabot Deluxe

Cost: 15k ore, 5k steel, 3k gold, 200 aluminum, 50 microchip, 50 software

45 Power, 20 Bandwidth

Jobs: 30 [White Collar]

Child Capacity: 360

Desc: When parents do not pay their child insurance, they surely do not care about their children. Those poor tots must be repossesed and put into more caring hands...

Tax Value: $40




The rest of the buildings are up to you, Bast.
You cannot. Once it's gone it is gone. And the person you had an embassy with can not send another because it says embassy already established. However, you can still go to your government building and access everyone you have a diplomacy with, even if their embassy is gone
6y ago
Today I have finished Epic Adventure v0.14.0 which should be hitting all platforms over the coming days. This update adds Charcoal which can be created by smelting a Log in the furnace. Also, pretty much all wooden items can now be used as furnace fuel. This update also vastly increases the speed at which logging/mining/attacking occurs.

Beyond that though, I wanted to discuss the future of Epic Adventure a bit. The truth is, there are a lot of really good ideas and things I want to do with this game, but they are all sort of hampered by some stupid design decisions that I made from the very beginning of development, making it exceedingly difficult and time consuming to add new features and content to the game.

Even the graphics are a hassle, as simple as they look. For instance, I have been wanting to add more walls to the game beyond the simple wooden wall that exists. However, each wall object in the game requires 48 different images which all need to line up together so that all possible configurations of creating a wall will properly connect. The same goes for rocks in caves and other terrain elements. This is a very annoying and time consuming process in and of itself.

The game world is split into chunks, which is fine, but I originally implemented this is having each chunk be a totally separate map, whose processing and entities are completely disconnected from the rest of the game world. What is happening in one chunk has no relation or impact on what is happening on the chunk next door, and changing this requires a complete reworking of the server side code.

For rendering, Epic Adventure uses the Scroll2d engine that I originally created for My Land. This engine does not lend itself particularly well to the chunk layout of the game, as it works on an x:y coordinate system that cannot go below 0:0, meaning negative numbers are not possible. This is why in My Colony 1, the map could only be expanded East and South when using the annex land option, and not to the North and West. This is an issue in Epic Adventure because I would like to make game "look like" it is not broken up into chunks, even though it technically is, similar to My Colony 2.

Because of this, I have determined to consider Epic Adventure a proof-of-concept or a tech-demo for a brand new game engine that I will be switching to, and to end development of the game at this point. I will be taking the best parts of Epic Adventure and reusing a lot of it's code, but pushing it into a brand new open-world RPG engine that I can use across several games, including Gone Rogue 2, as well as whatever will be the spiritual successor to Epic Adventure, which I am thinking about calling My World or something to that effect, in tradition of keeping with the "My" series of games.

So for the purpose of the rest of this post, I will be referring to the continued development of what is now Epic Adventure as My World, however there is no guarantee that My World will be the final name. But I need to use something to talk about what will be changing in the new engine, and what will be carried over from Epic Adventure.

To start with, the My World engine will probably straight-copy the game HUD/UI from Epic Adventure, including the crafting/smelting menu, as well as the "belt" inventory and so on. Not that these things don't need improvement, but copying what is already there will give a big boost to the development.

For rendering, I will be replacing the Scroll2d engine with the Scroll3d engine that is currently being used in My Colony 2. Scroll3d is vastly more advanced than Scroll2d and renders faster on more devices thanks to using WebGL instead of software rendering. My World .png artwork will be replaced with Voxel Paint graphics like in My Colony 2, and player characters will still use My Tokens characters thanks to the new Mini Voxel Tokens introduced in the latest My Tokens release.

The reason for this change is that it simply makes it way faster and easier to create graphics and assets for the game. For instance, I said that a wall in Epic Adventure requires 48 different images. In My World, it could be made with either 1 or 2 images, one for the sides, and optionally a different one for the top. Scroll3d was also build with chunk-type worlds in mind right from the beginning, again look at My Colony 2 for reference.

My Colony 2 has a complete game-editor and modding platform built in, and I want My World to have the same thing. Not only does this allow other users to create content for the game, but it allows me to work on the game from a web browser from anywhere. For instance, if we spend two weeks with family, I can take my laptop and still work on My Colony 2, because I have the game and Voxel Paint in my web browser wherever I'm at. It would be nice to be able to do that here as well.

I mentioned that I want this engine to also support Gone Rogue 2, which I've been wanting to make for a while now. This means support for other RPG style elements. It will need a full dungeon generator, as well as support for NPC's, shops, dialogs, etc. A lot of these things I was planning to add to Epic Adventure anyway, because I was originally going to use the Epic Adventure engine to make the Gone Rogue sequel. But to have this in the new engine, along with the game editor built right into the game, will actually give players the ability to create their own RPG adventure games as My World mods. There are a lot of possibilities here.

Anyway, this is a long term project. What I want to do is take what I've learned about crafting games from Epic Adventure, what I've learned about modding/endless worlds from My Colony 2, and what I've learned about multiplayer from a whole host of games, and merge them into a new Open World/Adventure Game engine. It might be called My World, and the first version will be pretty similar to the current release of Epic Adventure, except in 3d. It will be a lot like when I originally converted My Empire from Scroll2d to Scroll3d, except this requires more substantial changes than that one did. But for the first release, I plan to have everything that the current Epic Adventure has, and then move forward from there.

So there it is, I hope that this doesn't disappoint anyone, but I think that the new game has potential to really shine in ways that it would be hard to make Epic Adventure do so. But let me know what you think, and stay tuned for more!
2y ago
was just building a bunch of advanced robo factories and all of a sudden construction stops. im like ok maybe a resource is low. turns out 5t money just disappeared. gone. thought ok maybe i used it i build a whole medium city today so almost makes sense. so i sell some obsidian for another 5t money. 2 minutes later, gone. i thought okay maybe its servers lagging or something and give it a few minutes to fix itself. nothing. give it a restart and bam, whole medium city gone. not so mad about money or resources but i spent a few good hours planning and building the medium city. want to at least know why it disappeared
2y ago
Today I am putting the finishing touches on and releasing the v1.21.0 update to the original My Colony! Since interest in the original My Colony remains high, I am putting it back on the front burner, and we will discuss that more in a bit. Until then, let's take a look at what is new!


First off, and as every Ancient Astronaut Theorist knows, the Ancients were experts at brick making, and now their secrets have finally been unlocked with the introduction of the new Ancient Alien Brick Factory! A couple of these should easily take care of most or all of your colony's brick needs.

There have been requests to beef up the transportation capabilities between regional cities, so there is now a new upgrade to the Regional Bussing Authority called the Deluxe Bussing Authority! There is nothing earth-shattering here, but it does have a vastly higher bussing capacity than the current structure, which should come as a big help for many Regional players.

The last update introduced a new tech called Advanced Simulation Theory, and this update brings a long-awaited upgrade to the I.T. Studio Complex called the Simulated Software Studio! Here, virtual people, created by software, are in turn used to produce even more software. It seems unholy, but one building full of these sims can output about as much software as 50 buildings full of human workers. The A.I. is taking over!

Next up, a new late game technology has been added called Simulated Fabrication. Basically magic, this tech allows simulated people to create real things. How does it work? Who cares? Because it unlocks the shiny new Simulated Nanite Factory!


Here we have Nanite production on steroids. I don't know what the math is, but one of these things is roughly equivalent to 600 regular Nanite Factories, so it's a big deal. It might seem OP right now, but you can assume that some larger scale Nanite consumption is coming in the not-too-distant future...

There have been a couple of minor changes as well, based on user feedback. The Bulldozer behavior has been changed. Now instead of destroying buildings, it sells them, so it's basically a quick-sell toggle. Additionally, I have made all Encyclopedia entries alphabetically sorted so it's easier to actually find things.

I know there have been a lot more suggestions/requests lately, so if I did not get to yours yet then don't worry. I am reviving My Colony back to full-time production, so it will be updated a whole lot more in the weeks and months ahead (along side My Colony 2 and Colony Wars, but more on those later 🤐).

This brings me to the future of My Colony. Based on comments here, the in-game feedback and on the app stores, it's clear that people want me to continue working on and expanding the original My Colony. I am fine with doing so, but there is also the reality that it is an almost seven(!) year old game, and since it's not really a pay-to-win type In App Purchase festival, it's big income generating days have largely come and gone. So to be worth my time to keep pouring time into the original My Colony at the expense of other projects, I need to find a way to be able to make it generate a return.

So I was considering ways to do this that would not be annoying or disruptive. There are a lot of new ad formats available on mobile now, but I really didn't want to flood My Colony with annoying pop ups like every other mobile game. Then just this morning, a friend of mine told me he had spent some money buying collectors items in the game World of Tanks, and it gave me an idea for My Colony.

What if, on occasion, I made available "special edition" or limited time only releases of certain buildings, such as holiday themed variants of current buildings, that people who wanted them could buy with Ape Coins? So for instance, there could be the "Halloween 2022 Themed Investment Bank" (or anything really) that you could only buy during a two or three week period, then it's gone for good (gone for sale, if you buy it then you always have it on your account).

So anyway, people who like to collect things could get all these extra buildings. Even tough they wouldn't necessarily provide a leg up on the game, they would let you make your colony look a lot cooler, and also satisfy the collection itch. Most importantly, it would help support the continued development of this "oldy but goldy" game.

That is all just an idea though, I have not decided one way or another. I might just add that to MC2 instead.

Anyway, there is a lot more to come, not just for MC1, but for the entire My Colony Universe. I plan to get another MC2 update in this month, and I've got some really cool things headed to Colony Wars, such as Super Weapons. So stay tuned, because there is a lot of exciting My Colony goodness headed your way!
1y ago
A few weeks ago with the release of My Colony v1.28.0 on Steam, I introduced the ability to link your Steam account directly to your Ape Apps account for automatic login and Premium/Ape Coin purchase syncing. Now I am testing this feature through the Google Play Games Services platform.


Currently being rolled out in the game Gone Fishing on Google Play, players who are signed in to the game using their Ape Apps Account will find a new option in their user account menu to link their Ape Apps Account to their Google Play account. Once this link is established, other Ape Apps games on your Android device (provided that the game has been updated to include this support) will now have automatic login to your Ape Apps account, reducing friction (as well as the need to type in your username/password every time). All authentication is done behind the scenes on the accounts server.

In addition, linking accounts will also allow support for syncing achievement and high scores data between your Ape Apps account and the Google Play games scores database.

This new feature is currently live only in the Gone Fishing game on Android, but will be coming to other games over the coming weeks and months as more updates are rolled out.

#gonefishing
8mo ago
With the latest update and the launch of the option to play with Regions, I jumped right in and started up some new colonies to try it out in a local game for myself so I can learn how it all works.

I created a medium and then a small colony yesterday and everything seemed to be running pretty awesome. Except, when I saved the Medium colony and moved to create the Small one, I noticed that several of the larger(early) researches like microchips and civics, had reverted to as if I had never researched them. Which I did, on the medium colony before I created the small one. It was not a big setback though, so I just moved on.

I progressed and got up to mining aluminum and uranium, let them run for a while, and then saved and closed out for the day. I turned it on today and logged in to find that I had absolutely no aluminum and no uranium. Well over half of my aluminum nodes were gone (Harvested yesterday, I watched it happen), and all of my uranium nodes are gone (Also harvested yesterday)

I am running the desktop version
Google Chrome browser
Windows 10 OS
MyColony Version 0.71.0

Edit- Research is still resetting after the .72 update. New Zolarg Regions, I get one colony set up and up to crystalline production. I make a second colony because the first ate up its gold resources very quickly, build it up a bit without issue, tech is all researched. I open it up the next day to keep going, and tech is all reset as if I never researched it.
5y ago
This topic isn't meant to be a complaint, it's just my ideas of what could be done to improve on the existing planets' designs. I realize that bast isn't working very much on new content and I support that, since what he is doing now is better for the game than making new content. I just figured that I would cover all of the planets for my planet-hub topic. That way people can get my opinion of all the planets.


earthlike Planet specific ideas:

earthlike planet summary: I think that this planet is fine as it is. It's supposed to be a training planet that gives the user the perfect conditions to build a colony, so I think it should be left alone. There are some ideas that I have regarding all planets that also apply to this planet, but I don't have any ideas regarding this specific planet. I do believe that every race should have this planet type so the player can learn to play this race under the best conditions, with the exception of zolarg because they already have a world with the best conditions to grow, their just a harder species to manage overall. reptilians and LIS get the abandoned world, which is earthlike but doesn't have any ore.

Waterworld specific ideas:

Waterworld summary: This planet is really fun to play because you have to be carful how you design your colony layout. I wouldn't chancge anything about this planet and I'm not going to suggest anything because all of the ideas that I have bast is already going to implement soon. There are other ideas that pertain to all planets that apply here, but no specific ideas come to mind when thinking about this planet.

red planet specific ideas:

Red Planet Summary: I really like the simplicity of the map, and I like the laid-back feel that you get when playing it. I also like how quickly it allows you to grow your colony. There is not much more that I would like to see added to this planet aside from the general ideas that I have below that don't apply to any planet. This planet is very well-designed.

red badlands decorations: I think that the red planet map should generate decorations that resemble badlands structures, or weird rock structures that form because wind wears it down into awkward shapes. This should make the map aesthetically pleasing.

generated lake-bed rivers: per the dry lakebed tile idea below, i think that rivers of those tiles should be generated on red planet maps. This allows the red planet to become just like an earthlike planet once terraformed, with rivers that produce infinite amounts of water. It gives the map a more dynamic feel.

Dust storms: These planetwide storms can last for months and would make it more difficult to see your colony. Solar panels would stop working, but you could implement a windmil to take advantage of the storms and it would produce more during these storms than normally. You already have added the ability to block out light by subtracting alpha from an overlaying object to simulate night time. You could create another overlay object for storms and give it a reddish-tan hue. Then just add moving particle affects and wind sounds and your done. These should disappear once the planet is terraformed. There shouldn't be a damage factor to these storms as the dust is too fine to really wear anything down.

Dynamic Terraformation: I think that this planet type specifically could benefit from dynamic terraforming and should be the first to receive such a feature if added since it's one of the most played maps.


Lunar specific ideas:

Lunar Summary: Lunar world is my favorite map because you can jumpstart your colony before you even get your first immigrant. I like the fact that it's terraformable and the regolith challenge is fun as well. There are a few features that could be added to make this world more immersive though.

Jagged rock decos: Since a lunar planet has no atmosphere, it has no wind on it's surface to smooth and erode rocks, so you should see some really jagged rock formations. I think this would add some aesthetics.

craters: I think that large circular patches of darker terrain tiles should exist on the map. These terrain tiles would act the same as lakebed tiles in that they will become water tiles as atmosphere increases. Craters should be random sizes and distances between. I would even have them generate partially off of the map and across region maps to give a very appealing region view. This may might that craters could envelop most or all of some maps, and some maps might get no crater tiles at all, but that's the beauty of it. the player should also have the option to fill in a crater tile or water tile using regolith where they would otherwise use ore on other planets. The player should be able to turn regular tiles into crater tiles as well with the cost of money.

meteor showers: these showers would pummel structures below periodically. Any that land on empty tiles could generate regolith nodes and could have the chance to generate mini-craters that would fill with water upon terraforming, this is why I think we should have the ability to turn crater tiles to regular tiles, and vise versa. The damage from these meteors shouldn't be catastrophic, but it should cause some damage depending on the structure. These meteors should stop once atmosphere is above 1 mil.

Atmosphere leach: Since most planets like the moon aren't big enough to keep an atmosphere forever(there are exceptions), there should be a significant drain on atmosphere that must be compensated for. It could also be a benefit if a colony's atmosphere is too high though. A drain of 5k per minute would be a challenge at first, and you would have to beat that mark in order for condensors to operate.


Forest Planet ideas:

Forest Summary: I don't have much to say about this world, it's pretty straightforward albiet annoying at the start. Not really a big benefit to this world aside from the fact that you don't have to mess with the atmosphere at first until you get bigger. I'd honestly play abandoned before forest any day. Here are some ideas I have in mind though:

Rivers: this should be an addition. Any forest world requires lots of water in order for trees to grow.

mega trees: i think that mega-trees should generate on the map at first and begin to spread. Players could try to preserve these so that they'll have a huge supply later on. Once they they're gone, they're gone.

Asteroid planet ideas:

Asteroid summary:
I like the asteroid world. It's just like lunar, but harder since you don't have alu nodes. I used to play this world back before we had ways to get infinite diamonds. Might take a crack at it again to see how far I get. I have a few ideas regarding this world.

craters: the same concept as the lunar planet.

meteor showers: the same concept as lunar planet

Extreme atmosphere leech: asteroids are definately not large enough to keep an atmosphere for long. Because of this, they are drained by 50k per minute. 100 minutes is all it takes for an earthlike atmosphere level to drop to 0. Major benefit later in the game though when atmosphere is increased rapidly by pollution.

Awkward rotation: An asteroid has a very randomized shape in real life. it can be elongated, flat, and even spherical. Because of this, days and nights on this planet last for random times. Short nights lower colonist energy. Short days reduce happiness. long nights can increase colonist energy and long days can raise happiness. This amount increased or decreased would only apply if the length of a night or day goes past the minimum or maximum limits. if a limit is exceeded, the same amount of energy or hapiness is taken away or given, no matter how far past the limit a day or night is.

Abandoned World Ideas:

Abandoned Summary: I really like the abandoned world map, but my idea for a twilight themed abandoned world would add a mystic and ancient feel to the map. I'd like to see a much darker themed map than the light and cheery theme that it has now.

Rivers: aside form the twilight idea I would love to see rivers on this map.

Ice planet ideas:

Ice summary: I like the ice planet because it's a challenge to get through the crystalline bottleneck. I do have some ideas though:

glacial/ crystal decos: a slew of icy/crystalline decorations would look good for this planet.

unstable melting: When you heat up an ice planet, there's no telling where the oceans and rivers will form and where the actual land will be. Ice melts very unpredictably, so there should be no indication as to whether each tile is a lakebed or regular tile, but they should both still be there and have the same texture. It should be set up to where rivers will form as if randomly and instantly. This would be part of the real-life challenges of terraforming an ice planet, so would make sense here. Sometimes your colony gets destroyed just like in lava world, sometimes you get lucky.

Underwater crystal farm: This new building would need to straddle water and land and would be four-way rotatable so it can be placed in any orientation as long as the front 4 tiles are on water and the back 2 squares are on land. It is a 3x2 structure, and it consumes moderate amounts of water, crystalline, and alcohol to constantly produce large amounts of crystalline. The concept behind it is that some crystals grow faster in a water solution with the nutrients it needs to grow. Water also allows the crystals to grow much larger because gravity is much weaker in water as we all know. The fact that the structure would have to straddle land and water means that the planet will need to terraformed before a player can place on of these and get rid of their green crystals.

desert world:

desert summary: I don't have much to say about this map, haven't played reptilians that much. I do think that it could use some aesthetics though, just one flat plane of land is nothing to get all excited about. But here are some of the ideas that I have:

Yellow badlands decos: weird yellow rock forms, crackly ground, rough patches, and some shrubbery and cacti. These should randomly dot the landscape and would really up the aesthetics on this map.

Tar(oil) pits: instead of water flowing through the map, tar pits would give it a more desert feel, as you find these pits naturally in deserts. just like rivers on the earthlike planet yield infinite water, these pits should yield infinite oil. The major downfall with this benefit is that you need workers to collect the oil, and that can be pretty tedious and may slow down performance.

raise the atmosphere: Since deserts are supposed to be hot, we should raise the atmosphere to above earthlike. This also corrosponds to my thermal idea below. In addition to this, I would recommend adding a fully terraformed stage where atmosphere is reduce to between 5 mil and 15 mil. I'm not saying that deserts don't exist when atmosphere is at perfect levels because the saharrah wouldn't exist if that were true. It's just that since bast still hasn't added any thermal or moisture level factors to terraforming, I thought that lowering the atmosphere was good enough to simulate raising the moisture level and lowering thermal levels to make the planet cooler and wetter.

dry-lakebed tiles: I think that the dry lakebed tile idea would particularly help this planet as once it is terraformed from dessert to earthlike, you'll have rivers flowing through the landscape.
Sandstorms: Not to be confused with dust storms, the storms are much shorter, yet can be devastating to colonists and buildings. These storms should cause colonist sickness, slow down movement, and accelerate the decay of structures by a certain amount for the duration of the storm. Depending on the direction of the storm, walls placed on the map will block the storm from getting into your cities. It's best to surround your cities with walls so that you get as little exposure to the storms as possible, just an extra challenge. These storms should cease once atmosphere is reduced to earthlike and life is brought back to the planet.

Lava planet ideas:

lava summary: I liked this planet at one point, but I think it's rather pointless to play being that it doesn't have an end-goal and you're colony is never safe no matter how far down the atmosphere goes. My list of lava ideas on my planet hub topic should cover all of the ideas that I have for this planet, and they all still stand.

Fissure vents: These gigantic cracks in the planet spew forth ash and toxic gas into the atmosphere. Because of this, atmosphere is increased by 2 thousand atmosphere a minute, even if the atmosphere is reduced to between 5 and 15 mil, atmosphere will still pile up, requiring you to build more buildings that use up atmosphere to balance it out. The only thing that would need to be added is a passive loop that continuously counts down 60 seconds and then adds 2k to the atmosphere number value. Good luck terraforming this planet.

ideas for all existing planets:

Dry Lakebed Tiles: I've suggested this a few times, but basically dry lakebed tiles should replace water tiles in low and high atmosphere planets. These tiles can be built on, but watch out, because when atmosphere goes over 250k or falls under 30 million, these tiles will turn to water and any buildings on them will be destroyed. There should be an apparent difference in color shade or texture between regular tiles and the dry lakebed tiles. remaning Ice deposits should also turn into water deposits at the same atmosphere level.

Dynamic terraforming: I've mentioned this a couple of times too. It's simple, if atmosphere goes too low, the terraformed planet becomes barren, just as if it were a red or lunar planet; if atmosphere goes too high, then the planet becomes hotter, becoming first a dessert and then eventually a lava planet, with all the eruptions and lava spreading we know and love. . I also think that atmosphere requirements for all atmosphere stages for region games should be multiplied by the number of tiles on a region. This gives the player a longer playthrough and also encourages them to develop cities on every tile. I think that downside is worth it and it would be a fun challenge to work towards. I think that aside from the tiles changing texture, trees should generate across the map on empty space once atmosphere either rises past 5 mil or falls past 15 mil. I also think they should disappear while outside of those ranges.

Thermal factor: I feel like there should be some sort of challenge regarding keeping your colonists at a good temperature. Perhaps you could add a meter in statistics that indicates thermal level of the entire colony. Too hot or cold and your colonists will become sick and loose energy and hapiness. An earthlike planet, or any planet that's been terraformed to between 5 mil and 15 mil, will not affect the meter at least, but too much atmosphere and the meter will start to go up and too little atmosphere will start to subtract heat from the meter. You should be able to build coolers or heaters to supplement the loss or gain of temperature. Currently most planets start out at no atmosphere, which means that they will start out cold. Lava is the only planet that would add the the thermal meter at this time but I think that the desert type planet should have high atmosphere so it can add to the meter.

Regions acting as mc campaigns: Now, some people would disagree with me on this, but I think it's totally fair to call region mode and sort of "campaign mode." This is because with regions, you get a longer playthrough and it takes longer for you to develop the space given to you. I also think it's fair that region mode requires premium, as most well-developed apps offer a free trial(single map mode) and full version with campaign mode(region mode). Some of yall might disagree. but here are the main ideas that I have in mind:
- design random mandatory goals to have a chance to pop up for each tile a map occupies that grant the player money, research. civics, happiness, or other resources, kind of like quests. But these would be more like story-line quests. a medium map would contain four of these quests. These should take a decent amount of time to complete and should make the game progress slower.
- design smaller optional side-quests that pop up randomly occasionally and grant smaller bonuses.
- each tech should require a certain number of complete story-line quests before being unlocked, even if you have enough research. There would be only one quest per tile so this would encourage players to develop all the tiles to complete all of the available story quests.
-Make individual map progression depend on the completion of story quests. For instance, you can add a population cap that unlocks after the quest is complete, and for medium maps with four quests, you could increase the cap in increments to allow the player to develop further after each quest, but not indefinitely until all quests are complete.

Overall I think that these ideas for campaign mode should add a very interesting element to regions mode and would make it more worthwhile and entertaining to play and a player might be entertained for a very long time before becoming bored.




But anyway, those are my ideas. I wanted to go over each planet so that everything was covered in my planethub topic. I'll paste this link so yall can access it easily. Let me know what you think and which ideas you like/dislike.
5y ago
I always sell very large bundles for a higher price than smaller amounts because the service, that my colony offers is to generate the civics, so the customer doesnt have to. My whole colony is specialized on civics generation. The customer doesnt only pay the goods, but the 10 million civics too. That makes the deal fair. And its otherwise pretty hard to get bundles of 100 million to 2 billion units of aluminum - so it works :)
6y ago
It was - but it's all earned through normal trades at the Galactic Board of trade. I focus on civics production and buy large amounts of ressources, bundle them and sell them at even larger chunks for a higher price. The service is, that i pay for the civics and offer amounts, that no one else offers. So people are able to overstock by buying my ressources without having to generate the civics for it.
6y ago
Ok, so here would be my idea of how to add this building. So, make it an upgrade to the fl arc, so it would still require an empty plot of land. Then, the building would look like a big space elevator, only with a gigantic station at the top. This station would also support massive amounts of immigration and tourism, would produce large amounts of money and civics, and would produce enough food, power, entirtainment, and jobs to support itself with a good amount of each left over to support other structures.

I would make it consume several more resources, or at least most of the durable goods since this thing would not only support lots of housing, but it would be the center of commerce. So, water, oil, uranium, he3, steel, antanium, gold, aluminum, chips, pottery, toys, cloth, rum, robots, plastic, charcoal, atmosphere. In order to build and support this thing, you would have to have built up all of those production areas. I would mak certain productions of the space station halt when certain resources are depleted. For instance, a lack of water will hault food production, a lack of uranium or he3 would halt power production, a lack of cloth would halt money production and reduce tourist space to zero, or a lack of rum would do the same but also halt civic production. These are just several examples. Even if every needed resource is depleted, housing will never be disabled as long as the power grid can still support the station when the station stops producing power. I think that this would be easily hard coded for this particular structure, so the engine should be able to run it just fine.

I would only allow up to eight to be built, but i would make it produce enogh and house enough to be totally worth building. You could also make several upgrade choices that would cause the station to focus on a particular area. I would make 10 choices: residential station focuses food and housing, commerce station focuses tourism and money, administration station focuses civics and money, funland station focuses tourism and entertainment, support station focuses power and food, luxury station focuses housing and money, data warehouse station focuses power and civics, warehouse station focuses raw and durable goods storage, research station adds and focuses research production and a lunar station allows you to gain access to the planet’s moons and terraform and annex them for additional space(this one may not be possible).

I would change the name to “orbital Space station.” The whole point of this building would be to consolidate several functions and resource productions into one single space to provide more room for bigger colonies.
6y ago
To all the players who already have a civics-production oriented colony, do you have some tips? What are the most effective buildings to produce civics?
I've thought about it but couldn't find a proper strategy yet

Thanks for the help :)
6y ago
After you get the builder bot, you can construct the small County Jail for 1000 ore. Hires 1 police officer and can hold one criminal.
- When colonists protest, they can be arrested and sent to a jail.
After unlocking Colonial Civics and Basic Education, you can unlock Basic Justice. This tech unlocks the Small Prison and the Police Academy.
- Small Prison 2*2
Needs- 100power
2500 ore
1500 steel
1000 gold
100 civics

Employs 3 officers and holds 10 prisoners

- Police Academy 3*3
Needs- 50 power
3000 ore
2000 steel
1500 gold
250 civics

Employs 10 teachers and trains 50 officers. Holds 5 detainees.
Tell me what you think about this
6y ago
Spam anything that makes civics. You'll need civics later on in the game as well.
5y ago
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