Search - consulate 2

You have to upgrade your government building (consulate, capitol..) you get higher gift cap

consulate lvl 1 lets you send 300
consulate lvl 2 lets you send 3k
consulate lvl 3 lets you send 30k
consulate lvl 4 lets you send 300k
consulate lvl 5 lets you send 3m
capitol lvl 6 lets you send 50m
stargate lets you send 100m
congress lets you send 500m
starport lets you send 1 billion
(Thanks DGUE for this)
bastecklein said:@Dwilcox This is interesting.

There has got to be another factor that is causing it also. Can you give me some more details on your colony, anything that might lead to a clue about this?


Hi there,
I have a standard human colony(not LIS), under a Commonwealth from Aussie Empire. I moved my city center from the consulate to the star gate around the same time this happened (issue remains even after I set the center back). For a while when I clicked on the consulate it would only give me the option to bulldoze or sell or the x. Also if I went to sell my consulate it would ask me if I wanted to delete it with the resources but instead of the consulate it was for the building I had previously selected. Now with the current release the options fully appear but clicking on the policy icon does nothing. All the other icons work correctly

Hope this helps. Let me know if I need to provide more information.
6y ago
I am unable to access my policy menu in my consulate. All other features for the consulate work except the policy menu.i have sold the consulate and rebuilt one and the issue persists. I even attempted to try the policy menu at each lvl of the consulate it is available at through lvl 5. Unable to access still.

Also I'm not sure if it's related but my chat doesnt seem to be connected, it's on and signed in but not visible to my Commonwealth members.

Build 0.82.0
Platform: Android and Web (laptop)
Phone: Google Pixel
6y ago
You may have reasons but at this point plastic is the only resource that can not be exported or imported .

Second is gifts ( I am shooting my own foot by posting this btw as I use it alot ).
No such thing as a hard map with the ability to start a colony under a charter- my own or someone else and receive gifts even before one building is built .
The guys who collect colony's are not going to like this idea but I think a colony should not be able to receive gifts until it has a Consulate and the gifts should be limited to the consulate lv they have .

Now at lv 5 they can receive and gift the same amounts as anyone and at a lv 5 they played and the colony is grown .

If this idea seams to extreme then even a limit of 5,000 k at start up till lv 2 consulate would help acutely make a hard map hard .

And yes I know they don't have to except gifts but temptation is a hard thing to resist .
Ps I really don't like the idea this would make it harder for me as well but when a hard map is easy maybe it is time to balance the game .
7y ago
I’m having similar on iOS, game 0.44.2 (last at the moment) when my capitol was lvl4 and I built lvl5 I got both on the same place (this was on 0.41 I think) and on 0.42 or 0.43 I was able to sell the lvl4 capitol and upgrade the lvl5 to 6. I’m still able to build more capitols, any level. For the consulate I have it at lvl5 and when i sold it to put it in a new place I didn’t got the option to build a new one, not even lvl1 (I’ve closed the game without saving and reloaded and I got it back). I never had the option for a lvl6 consulate, if that exists on the game.
7y ago
I have the basic consulate, the first level I guess. I tried turning off rendering, I haven't logged back in to see the result yet though (after letting it play awhile of course).

However, when looking through the options on my consulate building, there's no fire drill, wage settings, or workload listed as options to change. Do I need a higher level consulate before being able to do that?

I'll take additional pictures.
7y ago
you need to have all the resources it takes to upgrade it in your storage, perhaps you're missing some of them, here's a link to reference which shows what it takes to upgrade to lv2 consulate
https://www.my-colony.com/reference/general.html?search=consulate#ConsulateLevel2
6y ago
i was able to access the consulate setting last night.
when i loaded my colony this afternoon i was unable to access the consulate settings from any of my consulates
i have a lvl 1, 2 and 3 consulates
i am using the app from the microsoft store and sometimes play it on my android device both verison v0.81.0


6y ago
I can't enter my colony management from consulate, I can open statistics tho, only management doesn't seem to work (sorry for my poor English, if anyone dont know what I mean, I'm talking about that second civics icon when you tap on consulate). Please let me know if I'm just stupid or is it actually a bug, and how could I possibly fix this
6y ago
I created a colony, made a consulate and upgraded to level 4 consulate, after that, I became an independent colony and the built the Level 6 Capitol. The problem is that I only have the policies I had at the consulate level 4, there is no more how to fire everyone and relocate?

I can't put a pic here, so I upload on Google photos

https://photos.app.goo.gl/SJty2zDzqjY7pwG28
5y ago
Hi, I am having some problems with my game. In an early stage I have built my consulate and upgraded it to lvl 4. Only now the consulate has disappeared completely from my building list (all buildings) and I cannot upgrade further even though I have all of the prerequisites. I have already checked if I have all the resources and necessary vehicles.


1y ago
Checking your ADU, and assuming this is in reference to Atlantipoli, your independent as indicated by having a Capitol Level 6. I believe you cannot build a consulate while independent, I just checked in game and I experience the same thing, I have no reason to believe this is not intended behavior as the consulate is for child colonies.
1y ago
You can only gift to colonies within your commonwealth, and you have to set up a Consulate to do so. The commonwealth leader must build a Capitol if he doesn't already have a Consulate.
7y ago
I unlocked all the technologies needed to upgrade my consulate, but the upgrade button has not appeared. This might be a bug.
7y ago
You also need the required resources and the required bots in order to get the upgrade. Check the reference located here:

https://www.my-colony.com/reference/?search=consulate
7y ago
If I understand correctly, via Embassy you can send same amount of resources as via your Consulate. If this is true, than basically you can send much more to 'foreign' colonies than to your own 'daughter' ones - does not seem fair. I have few colonies in a commonwealth - and this really making me to break it up, as 3M limit is not much in the later game (mainly for sending $).

How do you deal with this?
7y ago
just to make this clear:
It depends on the level of the consulate how much you can send through embassies. If you have a level 6 capitol, you can gift 50m if you have a level one, you can only gift 500(0).
7y ago
yes I did sell at first but I lost to much coins so switched to this .
Now if your wanting to send 50 million in resources from the sub to the main but only have say the lv 2 consulate then again trades works but then it will cost lots of civ points .
I quite doing it from subs to mains long agaio as the lv 5 consulate is so limited that farming any low lv stuff is not worth it .
7y ago
You can already do this. If you've got a consulate or capitol, there should be the option to annex land. With consulate, the level has to be high enough, but I can't recall what it was
7y ago
I’m not sure of the member you are referring to, but if we knew for sure then he/she would be banned from the FFF as using exploits is against our policy.

Anyways, some of us at the FFF had a meeting to talk about ways that would reduce some of the ongoing GBT issues.

1. Players should not be allowed to go over their current storage limits. This can currently be done by placing a request for resources or by receiving a gift, resulting in a player able to hold millions of something with only 50k of storage. Making it where excess resources from gifts or GBT requests simply filled the current storage and the excess disappears prevent a player from being able to stockpile billions of a resource without the proper capacity.

2. Tying into the issue above, there are certain resources that currently have no storage limit. These include Ore, Gold, Aluminum, and Uranium to name a few. There’s no reason that I can see for any player to need a nearly infinite amount of a resource. Using the warehouse or another storage building to limit this would make more sense.

3. The amount you post for trade cannot exceed your current storage capacity. Meaning you cannot have multiple contracts that add up to 100k of a resource for sale on the GBT if you only have 80k storage space. This would already be minimized if #1 was implemented and holding more than your current storage was not allowed anyways.

4. The storage limit for a certain resource is reduced by the amount of that resource you have listed on the GBT. Once the contract sells, the storage space returns to normal. This way if the contract is not sold and the resources are returned to the player, it does not exceed the storage capacity. Or anything in excess of the storage capacity vanished upon the return of those resource.

5. Possibly tie the GBT to your consulate or capital level, so that only players that are within +/- 1 level of your consulate or capital level can see your trades and vice versa. Allow the max trade amount to increase with these levels as well, so that smaller levels only trade with smaller levels and larger trades stay with the larger levels.

I’m not sure what your current plans are but hopefully these will give you some more ideas on possible solutions to address the issues of players using GBT exploits for personal gain.
7y ago
If a colony doesn't pay taxes their relation with the commonwealth decreases and if it's too low they get a embargo and can't import/export (I'm not sure).

Maybe features like embargo could be controlled with colonial assembly /consulate
Maybe colonies can pay their debt and make their relations better.

Giving unique features for colonial assembly/consulates is something I would like to see
7y ago
Yeah my colonists are protesting cuz my fatigue hit like 80%, its down to like 60 now and they still haven't stopped protesting. I've built pubs around my consulate and plenty of entertainment next to my housing complexes but nothing has changed. Approval is 80% (up from 60%) and i only have a lvl 1 consulate so I can't lighten their work load. Any way I can get them to stop protesting?
7y ago
You need to build a consulate (tier 2 version I think.) That will give you access to an option fully repair all your buildings at once. When you do build a consulate I would put it on the same screen as the center of the colony so you can access its many useful commands quickly. Same with the Galactic board of trade, import/export buildings like the rail gun, and the capitol if you ever d3cide to declare independance.
6y ago
My colony version.75 on the web. I was curious and clicked on my consulate and saw that the "build another" option still appeared. I clicked it to see if it would actually work. It did.
6y ago
I need help with upgrading my consulate to level 2 I have researched everything that I need and the upgrade button is still not showing up.. is there any buildings I need to have before I can upgrade or something?
6y ago
I am currently suffering from the same issue. Seems like specific buildings have optional issues. I also cannot “mass delete all” water towers. Seems like an issue with the options panel when you select a building. The consulate is the major issue here as above.
Device: iOS iPhone SE
Game fully updated to v0.81.0
6y ago
I'm also having this issue. I wanted to declare independence but I can't because I can't access the features for the consulate to control the game
6y ago
I made a backup file from main menu, and reinstalled the game, after loading backup consulate has been working normally
6y 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!
iGodly,

Please check here : https://coloniae.space/reference/general#ConsulateLevel5 , and ensure that you have :
- All the materials needed to build it. If even one type of resource is missing, you won't be able to see the building in the menu. Usually for consulate 5, one is missing helium 3 or charcoal.
- All the research needed to build it. Do note that one of the research needed is Tourist Traps.
- The Megabots needed to build it.
- That you have not declared independence yet.
5y ago
My advice is to re-check again based on the Reference data I linked. Many players have had issue with not being able to build Consulate lvl 5, and at the end turned out they either missed a resource item, or one of the techs, or the Megabot.
5y ago
Hi,
I have a Problem: I got independet from united earth and I deleted my consualte. I have Capitol Level 6 but there are no Options like work time or fire drill and Things like that. But I cannot build a new consulate. Am I missing something? Where can I use this Options?
And the Population of my Colony is increasing steadily. I only have capacity for 16k but now there are 23k People and it doesnt stop. I turned off Immigration function a Long time ago and the cloning facilities are deactivated but there are more and more People.
Can somebody help? Thank you :-)
5y ago
Hello guys.

It may not be the first time I mention this idea. However, I still think it worthes introduction and discussion.

Now here, introduces the idea.


What are COLONY SPECIALISTS?
Colony Specialists can be hired in your colony to provide certain buffs and assistances for the colony, from production and revenues, to population and constructions.
The specialists gameplay will be unlocked once having your consulate/capitol type buildings built in your colony. From that moment, you can hire specialists using civics (and possibly money or some resources as well), from specialist tab of the colony statistics.
Colony specialists’ service requires civics to maintain, their civic consumption are at highest piority. So besides having enough civics to hire them, but also to maintain them.
Specialist slots are limited, however. This is to maintain game balance. Extra specialist slots can be unlocked when the population and government level (depends on the level of consulate/capitol) requirements are met.




Colony Specialists
Notes: Colour of the specialists represents they are from different factions. As follows: United Earth, League of Independent States, Zolarg Empire, Alpha Draconains.
  • <Plutocrats>
    Money revenue increase by 15%.
  • <Propagandist>
    Civic production increase by 15%, reduce unhappiness effect by 5%.
  • <Taxation Officier>
    +2 revenue per min per population in the colony.
  • <Gynecologist>
    Birth is 20% faster. When there’s no empty housing, the birth rate is 50% slower.
  • <Militia Officier>
    Crime rate decrease by 10%.
  • <Pioneer Squad>
    Harvesters carries 30% more resource. Construction is 10% faster. Expansion is 10% cheaper.
  • <Utility Engineer>
    Power and bandwidth output +20%.
  • <Rationing Officier>
    Under normal conditions, food and water comsumption is reduced to 95%. Under distress call conditions (starve, drought, plague, etc), the consumption is further decreased to 75%.
  • <Ore-seeker>
    Mining operation efficiency increase by 5%. Mineral deposits may regenerate on empty grounds.
  • <Agriculturist>
    Food and sugar production increase by 5%, sugar cane and wood resource abundance increase by 20%.
  • <Brotherhood of Zolarg>
    Approval rating increase by 5%. Entertainment capacity increase by 15%.
  • <Tinkbugs Union>
    Building decay speed is decreased by 50%.
  • <Alphaian Discipline>
    Prevents 70% illegal immigrants. Increase security capacity by 10%.
  • <Agency of Slavery and Colonization Probes>
    Enslaved insectoids and probes are 10% cheaper. Enslaved insectoids carries 20% more resource.

There might be more ideas later.
I don't think you should restrict certain buildings after events. For example, i have a consulate level 4 and i can't upgrade it to make it look better because i declared independence. There's no way for me to get back into a commonwealth either as far as i know.
4y ago
The reason for this is once you become independent you then are granted access to the capitols, it makes sense tbh that it’s all like that. Yes there is no way to get back under a commonwealth once independent and main reason for that if you unlock more buildings once your independent. The consulate is made purely as a pre-independent building and has far less value than the capitols. Reason being the capitols give higher trade cap, and more civics.
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Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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