Search - deport children

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.
So I had a couple of ideas for government policies, and while I think several people have already posted some ideas that I like a lot already, I just wanted to post some of my own. I've been slowly adding my ideas for the game to the forums, but this one was just a few simple ideas that could be implemented at any time. I'm also going to try not to include ideas that have already been proposed recently since I don't want to steal anyone's thunder, although I do want many of those policies available.
One idea is to add a Federal Holiday option, which greatly increases government approval rating for a short time, and where you make a certain amount of money proportional to population, as everyone is spending their holiday at pubs, buying decorations, and the like. On Federal Holiday, everyone who is a politician, teacher, or diplomat is not working, and maybe half of all other workers are off? I'm trying to think of a good way a holiday would work, and that seems like the most reasonable. Obviously they would only stop working for a short period, like maybe one unmodified round based on the highest level government building you have?
New Deport Options:
Deport Uneducated- works like the deport poor just with education...if you have less than half the average IQ, you get deported. It may not be super useful, but it was an idea.
Deport Unemployed- This one could be tricky, as the students and retired people might technically be considered unemployed in the code, but essentially anyone who isn't employed, retired, or a student would be deported.
Deport Race- Select one of the three races after selecting this and all members of that race will automatically be deported. (this one *could* be a bit touchy for obvious reasons, but I thought I would include the idea...plus if you wanted to roleplay the draconians not letting free insectoids live in their cities, you could do so). This one also may only be applicable to online games, and if so, then it probably wouldn't be worthwhile to implement.
Autodeport- Don't want to manually deport people? Set autodeport on and select which deport policy you desire to automatically apply after a certain amount of time (maybe you can adjust the time between deportations, maybe it will do it at a certain frequency). This should obviously come with several warning messages, including one about lag, one about breaking the game if you set it to deport the wrong thing automatically, and of course warning that deporting homeless and unemployed automatically will ruin the game if you use fire drill.
Here's just a list of "Quality of Life" changes that I feel would make a great addition to the game, and make certain things a little less tedious.

Multi-Select Buildings
I myself and other people have often found it a bit tedious having to go and manually change each slider for every building we build whenever we don't want said buildings to for example have any workers.
Would it be possible to add an apply to all buildings of this type button? Or some mechanic that behaves similar?

Cancel GBT Contracts (Thanks to @WildAbbee for bringing this up)
I myself often accidentally sell certain things or make a mistake in the amount I wish to sell. It would be pretty nice if we could have the ability to take down our contracts.

Template Changes
The ability to save maps as templates and load them into other maps to remember where everything goes is an amazing feature. However I think it need a bit of changes to make it a bit more useful. I would be nice if there was and opacity slider that way all the none built buildings don't mesh together as at times it can be pretty difficult for any buildings to stand out. Another thing I would recommend, but would very likely lead to a whole copy and pasting maps idea would be an auto build template option. Where if you have sufficient resources to build everything on the template, then it would do so. (This also could end up being a tech tree where you have to research this in order to enable it)
There is also a bug with templates where after viewing it for a while, the template can become off-centered leading to the user not building things in the correct position.

Deport Children policy not working
An issue a lot of people have is children, which is understandable to a certain point like when you end up at times having more children than workers. However this is easily dealt with once you get the Hall of Congress. This is a good time to talk about the current bug that is causing the Hall of Congress's deport all children policy to not work.
@Shadowdoom286 Posted this recently and I would also like to shine some light into this idea as I too feel it would be pretty useful quick data.
"Small suggestions: when hovering over the population number in addition to showing capacity and jobs it should show children, working age, and retired populations."

Revamp of Embassies
Embassies definitely need a bit more of a reason to have them I feel. Something that we have on the NOZ discord, is a channel where you can setup trades with other players, for example lets say I want to set up a deal with someone where once a week, I received 500 ether from someone as I am unable to steadily produce ether yet I need it, and in turn I give them a resource they need.
Would it be possible to allow embassies you set up with people act as a sort of automated trade system so long as both people have the necessary resources to send and both people agree on the deal?
This would work with the same menu as gifting players, you would select a resource you would like to give, and then another menu would popup asking what you would like to receive and how much. Upon player one confirming their wants, then player two (whoever they are attempting to set up the embassy with) will get a mail inbox telling them what is being asked to be traded. From there they can either confirm or deny. And of course if they want to further speak on the matter there is always global chat.
Even if it wouldn't be this exact mechanic, I do feel some sort of things should be put in place to provide players with more of a reason to attain embassies


Comment's down below on your ideas on these ideas are greatly encouraged!
if you try to deport children after getting the hall of congress, it wont work and say deported 0 people













i wanna deport the children
2y ago
some scattered thoughts:
  • Could be possible to remove the children from the colonist house slot? or adding separate slot for children (0-18) and Senior citizens (65+).
  • I will love to see more specialist buildings for different age, like kindergartens and rest homes
  • Since people will die.. we will need cemeteries
  • The growing is to little, the colonist need to do more baby, or soon my map will be full of retirees colonist, and some baby, Like Italy in this day. Deport the senior citizens is not.. a good way to handle the problem.
  • Other thing about the first point. My Colony until now have pretty much only industrial city. All city have just one purpose, produce something. Pretty much everything is a primary and secondary sector. I'm not sure will be a good idea the ageing, at least on this way. Now we have 8 not working slot, and only 12 active, without any control. The house should remain for working stuff. If the citizen can't work (to little or to old), should occupy other slot (like.. kindergartens and rest homes), but not the current house, at least without adding slot for baby and senior. Even if we can move building, will be a mess to adapt current city, or constantly changing the city with the change of citizens.
  • Could be possible adding more control on the birth rate? Like the worker ratio, No children policy, 1 children for family, 2 for family, or 4 for family, ecc
4y ago
Hello!
Here are some other methods of handling your population, the way i personally do it is I set up housing away from everything in hopes that the children who cannot work will live there while adults will stay near the jobs.
If you build the hall of congress you can have new options to deport colonists (I.E Homeless, children, elderly, or random number) however it will damage your approval rating.
Yes, the elderly do end up dying from old age, and the children will end up growing up to work. The age system is based like irl where adults stop working and retire at 65 and children start working at 16. from birth you would have to wait until the child grows up, which would be 16 years. However 1 year in game is about an hour irl.
Unfortunately there is no way to completely stop colonists from being born, and the amount born will continue to grow more with more colonists.
Hope this helps!
The deport option is still here, now we have 3 option:

deport "n" colonist
deport baby
deport retired colonist



for the deport option, you need to have hall of congress or similar.
4y ago
Today I am publishing a long awaited update to the original My Colony, v1.20.0, which is live now on Ape Web Apps and the Ape Apps Launcher, and should be hitting everywhere else sometime next week (might have delayed app reviews due to labor day weekend). People have been asking for fixes and content, so it's time to give MC1 some love, so let's take a look at what is new, as well as what's to come!


First off, one of the longest awaited bug fixes is here in this release, regarding colony health statistics. There was a bug in MC1 where, if your colony ever ran out of food or water, it would completely bork the health reporting stats, even after food and water was restored. This has been corrected, and health stat reporting should be back to normal. If yours was borked, it might take up to ten minutes in-game for the issue to correct itself.

There was a request by @josip0101v to overhaul the building color codes in the "Building Colors Only" view mode, and this has now been done. I don't remember the new color coding off the top of my head, but its something like Yellow for resource production, Green for residential, blue and purple are in there too. I think they correspond to the graph colors when you click on a building. Anyway, it's better than showing everything in Red.


If you are one of those people who hate kids, then you are in luck because the long broken Deport Children function has been fixed. Deporting children will remove all kids 10 years of age and younger. The cutoff is 10, because MC1 considers kids over 10 to be working age, and they are available to work in the labor market.

There have been several issues raised related to inappropriate language and behavior in the in-game chat, so some basic automatic chat moderation has been added. These changes only apply to the green letter chat that shows up in the game window, and the slide-out chat sidebar will still show everything, for those who do not want moderation.

The game will filter out a variety of common profanity words. By filter them out, I mean if a message contains one, the message just wont show up in the game at all (it will still be in the chat sidebar though).

The chat overlay will now no longer show messages over 400 characters long. There have been complaints about people either typing a bunch of nonsense or just copy/pasting stuff into chat. This will no longer show up.

There have also been complaints about non-stop spam posting. The game will now no longer allow more than three messages from a user within a 10 (I think 10) second time span. This should be well enough time to allow for normal conversation to go uniterrupted.

Again, none of this moderation happens in the slideout chat, it's mainly to keep things from showing up for people who are just trying to play the game.

By request from @Shadowdoom286 , more information has been added to the popup window when you mouse-over the population of your colony. It will now show the number of children, the number of working age adults, and the number of retired people.


Moving on. The Quantum Warehouse and the Gravity Compression Warehouse now have storage for Cobalt. Cobalt will now also be generated by the Research Converter.

I have included three new buildings in this update that were submitted by the community. The new Nuclear Water Synthesis Plant (submitted by @itsLiseczeq ) is a great new structure for water generation (mid game, but its probably one of the best structures for late game as well). The Department of Paradoxical Studies and Nanite Server Building (submitted by @Electrogamer1943 ) have also been added. The Department of Paradoxical Studies is roughly the LIS version of the Department of Fish Mating Studies, and the Nanite Server Building is an upgrade to the Large Server Building, providing more bandwidth, but costing nanites and cobalt.

Next, I decided people might want me to start adding more late game content, and so I am starting down a new tech path which I will expand on over the coming updates. The new Advanced Simulation Theory research has been added to the game, which unlocks the new Advanced Simulations Unlimited structure, which is an OP generator for money, research and civics but costs huge amounts of power and bandwidth, and really chews through the nanites.

Moving forward, I think the game needs (at a minimum) better production facilities for Software, Nanites, and Bricks, so you can expect those in the coming update. I am also open to continued community submissions, so keep them coming and I will keep adding them. While I have been focused on MC2, there seems to be a larger desire for me to keep adding content to MC1, so I might as well, so stay tuned for more content to both games as the weeks progress!

So that's it for today, check out the update on the web now, idk when it will hit other platforms but it should be this coming week (maybe longer for Android). Enjoy!

#mycolony
1y ago
Recently I noticed in one of my colonies that when I use the policy members to deport children the population is unaffected and the statistics show that I still have the same amount.
3y ago
My population demographics generate too many children, and not enough productive adults. is there a way I can control the population and have more adults than children?
3y ago
I hope everybody is having a good week! Today after several weeks of work, I am putting the finishing touches on My Colony v1.0.0 which will be heading out to all platforms over the coming days, just in time for the holidays! There is not a lot of new content in this update, and pretty much nothing that I had originally planned to add to it is here, but that is ok! What you get instead is almost a total re-write of the underlying simulation engine, which I think will improve performance on most devices, greatly reduce save-file sizes (and save corruption instances), and greatly expand the possibilities for new features in the coming updates. With all of that said, let's take a look at what has changed. This will probably be a longer write-up than most, so sit tight!

First of all, I really wish I had more time to work on this update, as I do not consider it to be complete by any stretch of the means. Sadly though, because of the time of year I had to push the update now, otherwise I would not be able to release until sometime in January. For one reason, I have a lot of family stuff coming up for the holidays. Also, the various app stores do not process submissions during this time of year (so that their employees can have some holiday time off), particularly iPhone, so I have to get the update in now before the release window closes. So I want to apologize to everybody for the lack of new content and incomplete nature of this update, given what I had promised previously. I hope you are not too mad at me, especially since it has been about a month since the last update! I did put a ton of hours into this one though, and I think (hope!) in the long run the game will end up being a lot better for it.

Since these patch notes are longer than normal, I will split them up into sections.

Game Data

First I want to talk about some game file changes. Since the format of the game has evolved a bit since the first release of My Colony in 2016, there have been a lot of properties and settings added over the months and years that are no longer applicable today. I have done a little bit of cleanup and reorganizing of the game data in this release, and if you have an older, larger colony, the first time you open it in v1.0.0 it might take a little longer to load as this cleanup procedure takes place on your game data, possible up to a minute or more. This is normal. Afterwards, the disk size of your game data should be a lot smaller, which should be great for all versions of the game, as save file corruptions are sometimes a problem on various platforms. It should also make cloud sync a whole lot faster and more reliable. I believe it will also help with issues where web browsers like Chrome delete My Colony saves to keep the game under the browser's storage quota. Just for an example, the save file for my main colony which has around 270k population is now only about 600kb, which is a massive reduction from before.

I am working on a way to export an entire region game (and all of it's sub colonies) into one single backup file. I had meant to have this feature ready to go for this update, but simply ran out of time. Be aware that it is coming soon though. The new file size reduction is one of the reasons why I am able to implement this feature properly!

Regions

There is a large change to how Regions are generated now, when playing on a map type that features a river terrain, such as Earthlike, Abandoned World, and Lava World. The River formations are now generated on a region-wide basis, instead of on a map-by-map basis, giving the entire region a more continuous look and feel. So now when you start a new region on one of these map types, it will have to generate the river template, which may take a minute on slower devices. It is a one-time thing though, so I think the time trade-off is worth it.


In addition to automatic region generation, you can now also include a template file that the game will use to create your region. The template parser works best when using a 250x250 black and white image, but it will accept any image file you have. For example, consider the following template file:


When applied to a Lava World region, will create the following regional map:


These new region generating and templating features can make for some very interesting regional maps!

Once you are inside of a region map, you will notice some additional changes. There is now a 1 tile green border surrounding regional cities. If you mouse-over this border, you will see the name of the adjacent city in the region and if you click on it, it will ask you if you want to switch over to that city, without having to back out to the overall regional map first.


In addition, you can now order a rover or other unit to drive onto that green border area, and the unit will be transferred to the adjacent city. Players have wanted this feature since regions first came out, and it basically works just as you would expect it to.

Simulation Changes

This is where the changes start getting big, but I have tried to implement them in a way that will hopefully be unnoticeable to most players. For v1.0.0, I have rewritten the core simulation engine from scratch, moving it from an individual colonist based simulation, to more of a macro simulation using buildings as the core point of focus for the game. This change was mainly done for performance and scale. When I had originally created the game, I did not really expect colonies with more than a few hundred colonists at most. My original inspiration for the colonist part of the game was a title I found on Steam called Spacebase DF-9, which sadly got abandoned by it's creators. But in that vain, each colonist had it's own stats, it's own bank account, it's own mood, name, health, happiness level, job, house etc. With a few hundred colonists, this works out pretty good. With 100,000 or even 1,000,000, this becomes a CPU and memory nightmare.

Over the years I have done various tweaks and hacks to try to get around this design issue, but it's never worked out perfectly. At the end of the day, there was no way to get around the fact that the way that the game was originally envisioned and designed was simply no longer compatible with the way that the game had eventually turned out. My Colony has become, at it's core, a city simulator game based in outer space. It does feature things that you will not find in a traditional city simulator game, but at the end of the day, this is what it has basically morphed in to. So I have made changes to the game to better reflect this reality.

The individual colonist, as he has existed in prior versions of the game, no longer exists. He has been replaced by statistics. The game now operates on a system based on the residential structure and it's proximity to available amenities, such as entertainment, medical, educational, and work. This is now reflected by clicking on a building and looking at it's stats screen.


Where a colonist decided to live is based on the overall value rating of the residential property. Where a colonist decides to work is based on the location of the job site in relation to occupied residential buildings. Therefore, maintaining full productive capacity requires balancing all of the desirability factors for your residential buildings and keeping your job sites in range to those buildings.

It may sound complicated, but it's really not. In general, a colony that was well designed and balanced before this update should still work without too many issues. I have tried to design this in a way that would be as minimally disruptive to existing colonies as possible.

The largest potential issue people will see is in regards to medical care. Simply put, before medical care was barely required, and now it is absolutely required. If your colony lacks medical facilities, people will die. If you start seeing people die every month for no reason, make sure that you have enough medical clinics!

This new simulation engine has changed the way approval rating is calculated. It is now a function of the overall value of every residential structure, weighted by the number of colonists living in that structure. Overall colony approval rating will impact production in this way: if overall approval falls below 30%, you will start to see riots, which will in turn decrease the number of people who go to work. To make the transition to v1.0.0 easier, I have disabled rioting for this release, to give players time to balance their colonies. It will be activated in v1.1.0 though, so you should not ignore it.

In a way, it is sad to make this change, as I've always liked having the ability to select a colonist and see where they live, how happy the are, give them money, etc. These options are now gone from the game, along with certain policy items that were related to individual colonists. That said, the change has reduced the memory consumption of the game significantly, and will also allow the game to grow in ways never before possible, so I think that overall it will be a good thing, and I hope people are not too disappointed by it!

Colonist Lifecycle

Colonists now age properly in this update, and they will also have babies. You now need to balance your colony in a way that can support children and elderly, who are unable to work. Before you could just have a 1:1 ratio of population to jobs, now you cannot. A new section has been added to the population stat screen that lets you see the current age distribution of your colonists.


Colonists will work between the ages of 16 and 70 and they will have kids between the ages of 16 and 40. After the age of 50, they have a chance to die of natural causes, and that chance is higher or lower based on the health rating of your colony.

This has been the hardest part of the game to balance in this update, and will probably take several updates to get it right. You do not want the birth rate to be too high at the beginning of the game, because it is hard to take care of babies when you are just starting out. However, you do not want it to be too low later on, because you need enough new workers to support the aging population.

As I said, this will probably take some time to get right. It will be a bit more difficult for large existing colonies, because before this update, almost all colonists were aged between 20-35 years old. If you have a large existing population, all of these people will probably be retiring around the same time. To ease these issues, I have added new deportation policies to the game, with the options to deport all elderly and children.

Random Changes and Improvements

The Stats screen now has two new sections, Utilities and Game Data, both of which were going to be a lot cooler than they are now, but I ran out of time. Keep an eye on these, because they will be getting better in the future.

On the main construction sidebar, you can now right-click on a building to quick-jump to the encyclopedia article for that structure. In addition, mouse-hovering over a building now shows a bit more information, such as the entertainment/medical/educational capacities of the structure.

For vehicle construction buildings like the Small Vehicle Factory, you can now mouse-over them when they have multiple units queues up to see exactly which types of units are currently in the queue.

On regional maps, the day/night cycle is now synchronized across the entire region. Before now, one city could be daytime, and the city right next to it could be night.

Tourism has been revamped, much in the way the rest of the simulation has. You will now probably make a lot more money on tourism than you had previously.

The Overview statistics window now displays the total number of real-life hours you have played the game (since v0.91.0, as it was not tracked before then), as well as the amount of game-time that your colony has been around.


There is now a new Medical build category.

When a colony under embargo starts paying taxes again, they now regain their "motherland relations" at a faster rate.

The Brood Training Center now provides some education.

Increased the number of students for the Transcendent Academy, Mound of Scholars, and Internet Relay Booth.

Increased medical capacity of the Bloodletting Station, Healing Pods, and First Aid Station.

Increased the guest capacity of the Large Park, Paste Treatment Spa, Torture Booth, Live Autopsy Slab, Suppertime Arena, and Internet Relay Booth.

Added slight Entertainment and Education boost to the Real News Station.

Added slight Education boost to the Live Autopsy Slab.

New Content

New Unit: Ether Rover
New Structures: Ether Storage, Integrated Medical Clinic, Small Hospital, University, Ant Paste Rejuvenation Clinic

What's Next?

There is still much to be done. I would have preferred to just work on this update for three months and add everything I want to it, but I did want to give everybody something to play over the holidays. My immediate plan for My Colony v1.1.0 is to add the #1 most requested feature since the game originally came out, Mass Transit. I already have the entire system mapped out in my head and I think it's going to work well, and will function within a single city and even across region. This means you will also be able to have houses in one region map where people work in the adjacent region map. So this is what will be coming in v1.1.0, unless there are major issues with this update, in which case it will be v1.2.0.

After that, I want to implement crime and security, which will be the focus of the next update. Crime is already factored into the land value rating of all buildings, so a lot of the work is already done. I just need to do the work to finish it off. If I had more time, Mass Transit and Crime would have been done in this release, since I have already started implementing both "under the hood."

Finally, I promised online competition and leaderboards for this update, and I just didn't get to them. I have not forgotten about it though, but I am pushing it out until after Mass Transit and Crime, as I have already sort of started on Mass Transit and Crime, and I think people will probably get more out of those two features anyway. So I am tentatively scheduling the online competition update for v1.3 or v1.4.

Beyond those, that is all I have planned in the near future for major gameplay changing updates. After that it will be back to the regular bug-fix and content update grinds. I do still need to flesh out the other civs a bit more. At some point I want to add AI controlled factions, as I want to add a new map type that is already inhabited by a primitive species and you will either have to coexist with them or exterminate them. But that is a little bit further down the line.

So that's all for v1.0.0. It should be hitting all devices over the coming days, so be on the lookout. Let me know in the forum what issues and requests you have. There are literally a ton of engine changes to this update and so I do expect problems, but with your help I will get them all ironed out over the coming updates.

This happens to be the 100th major update to My Colony, and I want to thank everybody who has been with me over the years, helping me create this amazing game that we all love! I never could have imagined when I first started on it in 2016 what it would have eventually morphed into. A lot of the greatness in the game comes directly from suggestions I have gotten from you guys, so thank you to everybody who has supported the game over the years, and stay tuned for a lot more to come in the future!
4y ago
Yeah there is a way, you can deport all children and clone or Star gate more adults
3y ago
Did you look in the statistics to make sure you actually have children?
Also depending on map size sometimes it can take a few to reflect numbers wise.
3y ago
The v0.58.0 update for My Colony should be hitting a device near you soon. I expected another Reptilian content update, but I got sidetracked and started implementing the education system instead. Oh well! Here is what's new:

My Colony v0.58.0 Changelog

New Stuff
  • New Tech: Basic Education
  • New Occupation Class: Teacher
  • New Structures: Center for Relic Studies, Adult Daycare, Small Elementary School, Small High School, Small Community College
  • New Policies Added: Deport Arbitrary, Deport Homeless, Deport Poor
Changes
  • Some non-square structures can now be flipped. If no issues crop up related to this, more will be added soon.
  • The 'Research' producing buildings now have IQ requirements for employment
  • Desktop-class users can now change the flip orientation of structures before placing them
  • Various minor UI changes
Notes
For some reason I decided to spend this update activating the dormant education system that has been inside of the engine for some time now. I am sure there are bugs to work out, and the system will be refined over the coming updates. Right now, only basic research structures require educated colonists, in order to give people time to transition. Eventually, there will be IQ requirements set for most structures.

For Human colonies which have managed to accumulate Alien Relics, there is a new Relic Research Center which is ultimately an Aluminum Generator on steroids. It is a good late-game way to produce aluminum without having to maintain 900 Aluminum Gens.

The next update will probably add education to both the Zolarg and the Reptilians, as well as iron out any education related bugs which may arise. I will probably also enable flipping to most structures in the game, at least the ones which do not have text written on the side of them.

Before then though, a great update is on the way to Antiquitas, adding in the Gauls as the second civilization.

Also, a new Desktop application called the Ape Apps Launcher will be coming out soon, and you can find more details about what it is here: https://www.ape-apps.com/viewpage.php?p=17315

That's it for this update. Enjoy, much more to come!
6y ago
Well, I think that we should have the option to do all of the above. But I think that this should wait until bast develops crime and police. Once he does that, the police station could have a law enforcement menu that includes the ability to deport illegal immigrants. Once the option to deport is enabled, the station will deport a certain number for each round.

You could also build a refugee center, which would provide education for illegal immigrants and would turn them into colonists little by little, like 1 per round or something like that. Once they are colonists, they have every right to seek further education or find a job. Also, I feel that Immigrants shouldn't necessarily be unintelligent, because even smart people could be forced to flee a tyrannical commonwealth and take refuge in another. The refugee center would just make sure that illegal immigrants have a elementary school level of education.

In addition, later on in the game, you may have tons of illegals in your colony, so another building, the naturalization center, would ensure high school education for all illegals in range and would be at least 20 times more efficient at granting citizenship to illegals.

I would also make illegals capable of working in blue collar or unskilled labor. Their happiness wouldn't be counted into the colony happiness, so they would always wok at full pace, yet they would still consume some of your food and water. An additional option would be just to leave the system as it is and let the illegals do all of the dirty work.
5y ago
So I've been out of the loop for well over half a year, a lot of fun stuff to come back to. Before I continue I just want to say I always appreciate all the hard work that goes into this game.

That said, I can't say I even remotely like the new baby system, I know deporting is an option, but like... I've started a new colony, and before when I played, I could just chill and let resources gather, just enjoy myself. Now it seems like a race against time.

My colonist won't stop having babies, my population is over half children, my people are hating me because of homelessness, so I can't genrate enough political power to declare indipendance so I can even access deportation.

I think the birth rates need a serious tweak. I'm playing on an ice world too, so resource gathering takes a lot of time, so it's not like I can just easily bullrush either.

btw I'm open to advice on how I should handle the above problem if any pro's have thoughts on it. I'm currently trying to crank out banks but I'm starting to stagnate around 50k of the nearly 200k i need.
3y ago
“ I have added new deportation policies to the game, with the options to deport all elderly and children.”
😂😂😂 I don’t think I have laughed harder in my life!

Amazing update by the way! I can’t wait to see the mass transit!
How do we deport?
3y ago
So I have a problem with too many useless children and not enough productive adults. I am in the LIS and not yet independent, how do I remedy this problem?
3y ago
(All is for Human races only)(United Earth & League of Independent States)



First things first, I apologize for there being any grammar mistakes, am doing this from my phone, and I also don’t like to be too formal because I don’t really see a point of it.



Do I need to get rid of Trash and limit the amount of Atmosphere I have?

Atmosphere and Trash have absolutely no negative effects to your colony(as of right now), in fact it’s best to get as much of these two resources as you can. Reason for that being that Trash can eventually be used to make Plastic (Small Recycler) and eventually Plastic and Aluminum as well! (Medium Recycler)Also, if you really wanna boost your the amount of Atmosphere you have, the incinerator ( 2x2 building) produces a TON of atmosphere at the expense of burning away a lot of trash. Atmosphere can be used eventually to create a lot of water which is really useful in some colonies. The Ant Paste Synthesizer consumes trash as well to make Ant Paste.
(Do note, Atmosphere and Trash may effect gameplay negatively in a future update, however as of right now it does not)
(I personally currently have 42.8 Billion atmosphere, and 12.6 Billion Trash)


Aluminum! If you have this resource in your world DO NOT use all of it! Save as much aluminum as you possibly can because one it goes away, there’s not another way of making more until you get Alien Tech or you unlock the Medium Recycling Center! Aluminum can also be pricy at times aswell, but with that being said it is also an option to purchase it from the trade market, and also the Uranium Enrichment Facility allows you to purchase some Aluminum in amounts of 100.



Uranium Enrichment Facility? This building requires Uranium and Aluminum in order to function. It takes in 1 Uranium and produces 2. Meaning every time the bar is filled you will receive 1 Uranium.



Best way to get Civics? The most efficient way of generating high amounts of civics for United Earth is the Imperial Propaganda Office, while the Investment Bank generates more, the IPO is more space, and cost (the second clue for the challenge is a building not looked highly upon for it produces a resource only useful for the government and pubs) efficient considering the IB requires 4 tiles, 5k workers, and a couple thousand resources as well as $2.5M.



Best way of generating Research? The most efficient way of generating resource is without a doubt the Center for Artificial Learning. It generates about 1100 Research a second at max worker capacity.



What is the Department of Fish Mating Studies & is it Worth it? The DFMS is and was designed to simply be a building to send extra colonists to work without damaging your production lines. It simply just generates Research in amounts of 1 extremely fast while using Money, Rum, and Software. It can hold 5,500 workers, and it is a 3x3 sized building. It isn’t worth it if you have to worry about the resources required to build it, it is simply a job filler.



What is Tourism? Tourism is a quick way of earning passive income without the need of consuming a lot of resources. While you do not get resources produced by it you do get money. The amount of Tourists you can support can be found to the right of your Population number and it has the symbol of a colonist wearing a blue shirt, a red hat, and is looking through binoculars. Tourists will come in from the Space Port, and to increase your Tourism capacity, simply build more tourist buildings.



How do I get rid of Depression in my colony? In order to cure the depression within your colony simply build more entertainment buildings.



How do i cure Fatigue? Fatigue is caused by your colonists having to take too long of a trip in order to get to and from work, entertainment, education, and medical buildings. It is best to keep all of these buildings at an absolute max of 50 tiles, and a preferred max of 25 tiles. This means the path the colonists would have to walk, not a direct route through buildings. (like pac-man)



What is Ether and where can I get it? Ether is a resource primarily obtained by the Draconian and Zolarg race, however recently League of Independent States have been granted the ability to obtain it as well. When i say obtain i mean actually produce it from a source. The source can be found on Abandoned Planet and is found by Ether River tiles that have an infinite amount of Ether. This is obtained by building the Worker/Vehicle that can get get the Ether. Ether is used for human races for only two buildings currently, those being the Advanced Cloning Facility, and the Ether Tree Farms. Both buildings are the best for what they both do. (Immigration & Wood)



Is it useful to always Group Up my rovers? In most cases yes, however do not group them up if they are harvesting resources because it will slow down the rate at which you get said resources. If the rover is strictly for building, then yes group it up. Also, group if you are experiencing high amounts of lag.

Also, it is best to place a Resource Depot next to the resource you are harvesting (at most one tile away). This way the rovers do not have to take trips back and fourth and can constantly pick up and drop off immediately.



Why is Mobile so errr poor quality in some ways?

Well when it comes to this, and it’s from my experience considering I am a mobile player only and I do not actually own a computer. (am using an Iphone 8+) You have to consider the processing power of mobile phones, I mean, think of trying to calculate hundreds of buildings, manage the population, manage new buildings being built, the trees growing over time, the GDP of your colony, and more all at once. While many say this game is poorly optimized for mobile, it honestly is really optimized. While yes it may fry your phone and murder your battery, the fact that it’s possible to run something of this size at all from something in your pocket is insane.

If your colony is lagging horribly it’s best to group up your rovers, limit the number of buildings being built as low as you can, zoom in away from the majority of your buildings, and turn your settings down. With that being said, if you play in a Region you shouldn’t worry too much about lag however if your a single city colony, if you start experiencing lag even though everything i just listed is being done, then unfortunately there’s not much you can do.



What are Starships?Starships are another Endgame resource that does not currently really have a use other than for selling it for high amounts of money, I sell about 150k at a time and make a good $10-15 billion. Also, don’t sell it as a contract in the Trade Market unless you are doing it as a way of storage, nobody ever really buys them. If you want to make money, I would sell directly.



What is the Regional Bussing Authority? This is a recently added mass transit feauture that is useful simply for Regions only, it allows you to place one of these down in a Regional City that just has Housing & Colonists only, and place one down in an adjacent (right next to) Regional city that just has Jobs, and the colonists will then come from one city to another to work. It does not allow colonists to move from one city to another and stay there, they will only work. From what i have seen, 1 bussing authority transfers 400 colonists to an adjacent city. And as far as i know it is stackable. However in my personal opinion, it is better to just build the Housing and Jobs in the same city.



Is there a way to stop babies from being born? Unfortunately there is currently no way from stopping babies from being born within your colony, however there is an policy option granted by building the Hall of Congress that allows you to deport children from your colony.



How long does it take for them to grow up? If i am correct, and note i have not confirmed this nor has anyone else confirmed this for me. But it takes 15 minutes for a month to pass by in the game. The aging system is actually based on in game time so they will grow up based upon time, so it might take a good day or so for one generation of kids to grow up and begin working.



What are Embassies and are they worth it? Embassies are basically like a friend system, they allow you to build a building that allows a quick way to gift resources and send messages together regardless of if they are talking in global chat or not. Also, if you are human for example, and you get an embassy from a zolarg/draconian race. you will then also get zolarg/draconian colonists as well. and vice versa if your another race. The cross-race system has no benefits or downfalls, it is simply just a for looks or for bragging rights type of thing.



Is the arcologies worth it? if you have to ask yourself if it’s worth it even after i describe what they are then they are not, also note, the black/normal arcology consumes less resources than the Fantasy Arcology and has 500 medical slots, 2k education slots, 500 tourist slots, and 10k housing population capacity. However the downfall is it has 7k worker capacity. With the new addition of the sliders allowing you to make it so no one will work in it, it has become more useful if you need more education/medical/entertainment, however the Fantasy Arcology houses 16k people with no jobs or anything else, however it does use resources like Toys, Rum, and Cloth.



Is there any way to passively generate Clay without the need of constantly building Clay Mines? Yes! if you build the Ultra Deep Dig site (built by drones) then you will get more alien artifacts as well as some clay over time!



Lastly, I just want people to understand this. This game is not something that will be perfect, I mean, it can, and it already basically is. But of course there will always be bugs and issues. That’s just apart of expanding a game. Not to mention that this game isn’t on some million dollar budget, it is made by one, amazing person, someone who makes hundreds of different games, all free to play! Bast is only human, so please do cut him some slack on some things okay...? Yes there are some issues with My Colony, some big, some small. But we gotta take it one step at a time and we gotta help bast, not bombard him with a million problems at once and expect him to fix it all in that moment.
Bast is the only developer I know. He is the only person I know that actually gets this involved with the community and actually reads all the forum posts and provides feedback. Like I personally could never! The amount of time, and patience that would be required to have something of this scale and keep it in tip top shape to ensure thousands of people are happy at once? Like that’s honestly insane, yet bast somehow manages to do it flawlessly. So @bastecklein, I would like to say thank you.Thank you for giving us something that brings us all together, and something that we can all enjoy. To the part of the community that has been here with us and has supported, guided, and provided helpful feedback. Thank you.

I hope this answers some questions you may have!

​If you have any other questions, please comment below and I will do my best to answer!

Posted 11-30-2020 (30th of November)

Update Version: 1.10.0
So apparently, deportation is reserved for the Hall of Congress, which is a late game and resource intensive building, and the option to deport peoples needs to be done earlier because otherwise you have to many people too soon, making too many children and not enough workers.
3y ago
im on steam btw
2y ago
Well kind of a work around for employment or being sick issues .
But it sure would save time and coins ( TONS of coins if we could just deport unemployed or sick colonists .
Then new ones come in and problem solved . When the game gets this patetren going of random unepmloyment ( from 0 to 1500 and back every hour or so it causes a massive drop in ratings and colonists then protest them self sick and to death even so by deporting the unemployed and sick when it happens that solves the issue .
After wards its a matter of taxing them a few times then giving them a 400 stim package to get back to 100 % rating .
6y ago
Deport homeless frezzez chrome only opption if used is close chrome relaunch game
ps to reproduce deactavate homes then piss um off lol then try using deport homelss when 100 % are homeless
6y ago
I have kept mine stable using this for days at a time with minim micro managment .
also delete ONE or two 1100 colony home then deport the homeless then let them slowly come back in again using trickle .
carefull BE sure the agme engine has counted the homeless Befor you deport them as it will frezz teh agme if non are showen or 40 k are showen .
6y ago
i too face a sudden lag when am about to pay my workers. honestly, any change related to my population causes a small freeze. i might just be that i have a bit more population. but the lag happens when i pay workers, tax them, gift them and deport them. deportation however had the most significant freeze as far as i have observed. the more number of people you deport, the longer is the freeze duration

5y ago
out of curosity @bastecklein will the deport option take into account that there are kids now or will it split apart families? Also would love to see a deport Retired option lol
4y ago
The deportation options are going to be changed, since some of the existing will not work with the new system. I think I will have both a deport retired and also a super inhumane deport kids option, lol. Their parents can stay, but the kids get the boot.
4y ago
hahah yea they were based on the forum names not real names, but you never know! there was once a couple that wanted to name their children Yahoo and Google. And we have a whole lot of Mercedes and Bentleys out there!
6y ago
Checked it out. Mostly spam and children. It be fun if the dev ran one but if he had someone like mod it then I would keep away.
6y ago
nothing
but it can be just a new building and a tec
like the food presing but for fast food, so will use:
food and oil (for burger and chips),sugar (for artificial chocolate and sweet),water(to drink),toy(for children) and alu for the box but
need a other new building(fast food) where colonist can eat (and spend a lot of money)
for the outside do something like Mcdonald but put My Colony for title and a bug for mascot
like
i take the first picture and because i was thinking it will be funy like it(if nunez499 is not happy or other thing i can uderstand and do something like it with a other picture or change text)
KaneHart said:Checked it out. Mostly spam and children. It be fun if the dev ran one but if he had someone like mod it then I would keep away.

What would be different if the dev ran it?
6y ago
Trivia Bot added, wreck your brains at the NOZ Cafe today!.

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@nunez499 , yeah, KaneHart didnt really give us a chance to rectify anything, wonder what he meant by spam, and also whatsup with the children comment....this is a game no?
6y ago
I think there should be quite a few things added. There should be a policy forcing you colonists to have an education. Also, a cool mechanic would be having children in my colony. They could learn things faster, won't need a job until a certain age, and maybe can perform in a theater or something like that as another form of fun.

There should also be a way to see every student in every school without having to go to that school. And a way to demolish buildings faster. I was thinking something like a box that you can change the size of to get rid of many objects. There should be a similar mechanic for selling objects to. It takes way to long to get rid of objects now. There should also be some sort of way to see the stages of atmosphere in game. And there should be something besides just a tourist and colonist. There should be a inspector or something like that that will give you a boost in the number of tourists coming and how money they spend. Or lower the tourist number and the money they spend depending on what they think. I don't think it should be based off of how the colony looks though, but how well it's functioning.
Ok so last night/early this morning while I was lying in bed thinking of My Colony updates instead of sleeping (common dev problem), I decided to change my thinking a bit on what percentage of medical/entertainment/school will be needed.

What I am going to now I think, is replace the current colonist model with an internal age-distribution model, and add birth-rate into the game. I will base the birth rate on health and average income.

So educational requirements will be based mostly on the number of people under 20 years old in the colony, and secondarily on unemployed people. Health requirements will be higher for children and the elderly. Entertainment requirements higher for young/middle aged. At some point I will make each building able to target specific age groups, but that is a lot of game file editing that I do not want to do at this moment.

So I think this can make early game issues largely irrelevant. If your first two colonists are 25-30 years old, they will not need medical and education, so the lander will not have to provide. You can build an internet relay booth pretty much right away for entertainment, and I think that their happiness not being 100% for the first few minutes of the game is not really detrimental.

This will make the game more realistic, and also require a colony to take care of kids and elderly who are not able to work. The unemployment figure will have to be recalculated to only include people aged 20-70.
4y ago
Welcome
Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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