Search - ether

So I know that people have said that it is unlikely for us to be able to collect ether as LIS, so I had an idea. Because you have recently proven that it's possible due to the fishery and salt water collectors on water worlds, what if it is impossible for LIS worlds to directly collect ether, but instead they get a really powerful uranium generator, like a version of the ether processor that can only be placed on ether itself. This way you accomplish a few things: humans have a better way of generating uranium, the fact that half your map is covered in ether doesn't make it useless for human worlds, and it means that they still can't collect ether, which is something that a lot of people enjoy now.
I just think that it shouldn't be a disadvantage for humans who decide to use the LIS Abandoned World.
So the ideas:
New Tech: Ethereal Construction- Needed to build the Ether buildings. Not sure how much it should cost, but I agree that you should need a tech for construction on ether. Tech requires: Advanced Chemical Synthesis, Abandoned World Base
Ether Refinery: Produces 30 uranium per round, can only be built on ether
Ether Distiller: Produces 20 water per round, can only be built on ether
Ether Crystallizer: Produces 5 crystalline per round, can only be built on ether. Uses helium.

Any feedback or other ideas are most welcome!
I play My Colony on a spare monitor while at work. It sorta just runs idle while I focus on other things, and I give it attention when a resource is maxed out and I can continue building. I also load it up when updates are released so I can keep progressing. However, the firewall at work makes it impossible to go online, so I have no way of buying and selling resources on the online market. Therefore, my human colony (under United Earth, not LIS) has no methods of getting ether. This normally wouldn't be an issue, except the Advanced Simulations Unlimited requires ether to build. I can deal with not having upgraded cloning facilities, but I'm kind of...stuck.

I remember something from the Alpha Draconis buildings that use ether, something about ether being a depleted form of uranium. So I propose a new building for humans as well as a concept for early/mid-game production:

Nuclear Reactors and Quantum Nuclear Reactors produce not just power, but ether as well. I sort of see ether as being "radioactive waste", and seeing as how games like Satisfactory and Factorio utilize nuclear waste in some form, why not My Colony? We can either have nuclear waste as a health hazard, similar to trash, which can then turn into ether, or just have the reactors produce ether directly. For late game, I propose the following building:

Name: "Ether Production Plant"
Description: "Just a building that takes Uranium, depletes it, then mixes it with some ant paste, rum, and oil to produce ether. Functions similar to a nuclear power plant."
Size: 3x3

Cost-
12,000 water
9,500 ant paste
2,000 rum
1,000 charcoal
65,000 ore
10,000 regolith
4,000 clay
12,500 obsidian
50,000 steel
10,000 oil
35,000 gold
20,000 aluminum
8,500 diamond
50,000 uranium
3,000 crystalline
10,000 plastic
25,000 microchips
5,000 robots

Uses (approximates):
10 water
5 uranium
4 rum
4 ant paste
4 oil

Produces:
50 ether
3,500 power

I'm not an artist, so I can't do any buildings, and this is a rough idea for how humans can create ether, but having at least something in the next update is crucial for offline colonies like mine. Any input from everyone?
1y ago
I am currently putting the finishing touches on My Colony v0.84.0, which should be shipping out to all platforms over the next few days. Here is what to expect!

Firstly, as with every update, I went through and cleaned out all of the reported bugs through the syntax error and crash log databases. The good news is, these errors are becoming fewer and fewer with each update, so I believe that over the last few months the game has gotten a good deal more stable overall.

A just happened to find a mistake in the code while I was cleaning stuff up related to saving unlocked techs for region games... I am praying that this finally puts a nail in this issue that people have been reporting since regions initially came out. Let me know!

Since adding the auto-trading feature to the GBT, some of the resources like Food and Water have been totally flooded with contracts, in many cases causing performance issues when rendering the contracts in the GBT. To address this, whenever a resource has more than 100 contracts available (some have way more than 100 now), the GBT automatically filters some of them out for you. For instance, contracts that you either cannot afford or that are such a bad deal will be hidden, as to not clog your GBT with worthless deals. This only impacts resources that have more than 100 live contracts available.

I still have to make some user-configurable changes to auto-trading, and this will be coming in the future. So far I am pleased with the auto-trade feature, and I think it is particularly helpful for newer users, so I do plan on improving and expanding upon it, I just didn't get to it for this update.

Next up are a couple of minor balancing tweaks. First of all, I have reduced the time it takes for the Landing Pad to bring in new colonists. One of the most commonly occurring complaints in the app store comments from new users is about how long it takes to get new colonists. With this new update, the Landing Pad should now be about twice as fast as it was before. I have also sped up the Cloning Facility a bit as well.

Next up, users can now add a description or notes to a regional subcity, in order to better keep things organized. The note input section can be found on the statistics screen within a subcity, and if you attach a note or description to a city, it will now show up on the mouse-over popup that shows up on the main region view, under the population readout, like this:

Next, I have made a couple changes to some of the maps. The Forest World map now includes a river, and also has some Mega Trees growing on it. This actually makes the map just a bit easier, as there is now a constant supply of water on the map.

The biggest change though, is for the Abandoned World map. The Abandoned World now has sort of a pinkish hue to it and has a river made out of the newest Resource to be added to the game: Ether.

Ether is a new resource that can only be found on new Abandoned World maps, and will never be able to be produced synthetically on any other map. The substance is a byproduct of the nuclear disaster that destroyed the Abandoned World civilization many eons ago. It is mostly harmless now, but can be reconstituted into Uranium by the Reptilians using their new Ether Processor facility. For health, entertainment, and tourism, Reptilians now also have a new Ether Baths building at their disposal. Ether can be harvested by Reptilians using their new Ether Extractor drone.

Over the coming updates, Ether usage will be expanded to all civs, but it will only be harvestable from the Abandoned World map. I also need to add more Reptilian structures to make getting an Abandoned World city up and running a bit easier, since it is currently a long and slow undertaking. That will all be coming soon. Ether will be available on the GBT next update. For technical reasons, I can't put it on there yet, since most clients do not have the Ether resource in their game yet.

Ether is the first in a series of new upcoming resources that are going to be locked to a specific planet type, and will not be able to be generated synthetically. I mentioned this in the last episode of the My Colony Podcast, but I realized that if I am going to eventually implement starship trade routes, there actually has to be a purpose and reason to use trade, and I think resources that you can only get on certain planets will help. Although, the GBT might negate the use of trade routes also, so I might instead think of an entirely different purpose of starships. Another idea I had was using starships to add an additional Asteroid landmass to your colony, sort of like the way regional subcities work now, you could also have separate off-planet asteroids or moons that your are mining, and you use starships to transfer resources back and forth. We will see what I come up with. Suggestions are welcome.

So that is it for today's update. Even though I decided to add a bit of content this time, I don't want to give the impression that I am giving up on the crusade against bugs, so keep letting me know what you find. That said, I do think that a lot of progress has been made and I feel more comfortable about adding new structures and units to the game now. So next update will probably expand on Ether, especially for other civs, and I also want to add a series of keyboard shortcuts to the game that were mentioned in this thread, so that might be in next update as well.

Anyway, as always, thanks for playing My Colony, and stay tuned for a whole lot more!
5y ago
I've been playing the new abandoned world for a while since the ether update and I've been looking forward to collecting and using ether as LIS. However, it appeared that there was no way to gather the new resource. Even upon updating my IOS game to 85, I still see no way to gather ether on My LIS colony except buying fro gbt, and the update doesn't include any indications that LIS were given this ability. Correct me if I'm just not advanced enough in my map to see it. I'm at the point where I'm almost ready to build basic dig sites. I have no industry in clay, wood, oil, obsidian, or uranium as of yet either.

Even if we could just gather ether to a basic warehouse temporarily via ether collector bots, I think that would be enough until a use for ether is fully fleshed out for LIS and Zolarg. Should be a very quick and easy addition since it would only require the addition of one bot and a little programming to turn the basic warehouse into a collection point for ether. If you wanted ether to be gathered a bit later in the game, you could just require that a brick or alien warehouse be built in order to have a collection point for ether.

Again, not trying to be complacent here, I was just really looking forward to this feature and was kind of let down.
5y ago
There is a life form out in space that threatens to devour the entire universe. Inspired by the infectious Phazon planets in the metroid prime series, I give you the "living planet". It's sole purpose is to grow giant spores that travel to other planets and infect them, slowly turning the entire planet into another living planet.

The most basic material that makes up all of the living planet is, for now we'll call it "corruption," but I'm sure bast could think of a better name. This corruption can exist in many forms and eats rock and metal alike to produce more corruption. This is how a planet is converted eventually. Any living thing that comes into contact with this material will ether quickly be consumed by it, or in some rare cases, transformed by it into horribly mutated, feral creatures, also known as the "turned". These creatures will then attempt to drag colonists away and expose them to corruption. Corruption also can't be stored in containers made of anything but plastic or Steel, as both aren't natural materials and can't be broken down by corruption.

The way that we would apply this to My colony is this: Create a map composed of two terrain types, ground, which consists of solid corruption, which isn't harmful to colonists and can be built on, and then for the second terrain, pools of corruption should be generated on the map. This terrain can be traversed but not built on. Corruption can be collected by corruption bots, which can't be harmed by the material, and then that corruption can be converted into regolith(rock), crystalline, gold, aluminum, and uranium. Ore must be obtained via regolith the old fashioned way. Colonists that venture into the pools of corruption are either killed immediately or turned. These turned would then seek out other colonists and drag them into the pools of corruption. The only way to stop colonists from venturing into those pools would be to put up walls around them, but that would also prevent you from harvesting the resource. Even if no colonists become turned, I would still spawn turned creatures on the map from time to time. And I would spawn more depending on the gdp of the colony. as colonists start taking from the planet, it gets angry and sends it's hordes after them(factorio inspired this idea, since you get attacked be biters for polluting the air).

In order to combat the turned, I recommend implementing security turret walls that fire at them, and a mobile bot that fires atthem as well. Bast can decide if the turned could fight back against these and damage them, but I think it would turn that planet into more of a zombie apocalypse map than an mc map if you constantly had to worry about maintaining defense. Stronger versions of the bot and turret could be added for late-gamers as well.

In order to kill corruption efficiently, you must apply ether. Otherwise corruption has to be electrified to convert it back to rock and metal, and the process is very slow. Ether and corruption annihilate each other to produce the rocks and metals once consumed by the corruption. A lot of pure energy is released as well. You can actually terraform the planet into an earth-like planet as well by injecting ether into the planet. The ether would spread towards any corruption left inside the planet and destroy it. But this would require many millions of ether and you wouldn't be able to obtain any more corruption from the planet. Certain buildings could use ether to more efficiently turn corruption into certain resources, and since pure energy is created once the two resources annihilate each other, you could make a pretty potent power plant that uses the two and generates massive amounts of regolith as a biproduct, and this could be done on other planets as well, making corruption and ether high demand resources in gbt.

This map would be a very hard map to play, possibly death level, but maybe just brutal. The most dangerous factor is the turned. If you are building ample security then you should be fine, but the don't think you can just build a huge colony without defending it, because you could get quickly overwhelmed and wiped out. Once the planet is terraformed into an ether planet, the turned die out and rivers of water should replace the pools of corruption.
5y ago
After several weeks of work and dealing with a suspension from Google Play, My Colony is back with patch v0.98.0, the Zolarg Update! The Zolarg have long lagged behind the Human races in terms of content, and they are still behind with this patch, but the gap is closing, and will continue to close in the months ahead. But this is a good step in the right direction, as this update adds 20 new structures to the Zolarg lineup, as well as a couple of new techs and units, and access to the Abandoned World map. There are a couple of other goodies thrown into the mix as well, so let's take a look at what is new!

Firstly, My Colony is now available to players on the Kongregate platform, which you can find by clicking here. So if you get a new commonwealth member who plays on Kongregate, be sure to welcome them to the My Colony family!


Next up, there has been a long-standing bug related to Entertainment, Medical, and Education stats on certain buildings. This was only reported by certain players, but after finally isolating the bug, I believe more people were probably experiencing the issue, even if they did not realize it. Essentially, a certain condition would lead to a routine in the code that was supposed to check if a building had more guests/students/patients than the building allows, and instead of a greater than symbol in the code, I had accidentally typed an equals sign, which was altering the in-memory game definition for the building class in question, changing the number of guests/students/patients that the game thought the building allowed. This would actually have far reaching effects throughout the entire colony, making entertainment buildings think they did not accept guests, and so on. The game would be fine again once the game definitions were reloaded from memory, but would get messed up again during gameplay.

So anyway, that bug is now fixed. Things like that are easy to miss when there are tens of thousands of lines of code to deal with! Really though, the impact should have been pretty deep on most colonies, so do not be surprised if there are changes to the way the simulation runs now going forward.

I have made a tweak to the existing Zolarg Customs Processing structure, increasing the rate that it receives tourists by about 2.5x. It was just taking forever for new Tourists to arrive on Zolarg maps, and there was no real reason why the building needed to be so slow to begin with.

So now we move on to the new Zolarg content. Since there is so much, I am just going to list everything out and then offer an overview in the following commentary.

New Techs
  • Mega Construction
  • Insectoid Dominion

New Units
  • Regobug
  • Etherbug

New Structures
  • Polished Water Vats
  • House of Running Rum
  • Labor Camp
  • Megamound
  • Potterbug's Mound
  • Deluxe Command
  • Unholy Tower of Stuff
  • Glazed Mound
  • Smart Power Spire
  • Quantum Slab of Processing
  • Quantum Wet Cone
  • Quantum Circuit Foundry
  • Unholy Gold Grower
  • Crystalline Growth Chamber
  • Tower of Truth
  • Antanium Blast Furnace
  • Ether Powertube
  • Designated Swim Area
  • Regolith Incinerator
  • Pot of Ether
To start with, I wanted to address some of the long-standing complaints with Zolarg maps. One of the big ones was the super low giftcap as compared to other civs. With that in mind, Zolargs have gained another upgrade to their Capitol structure, the Deluxe Command.


This brings the Zolarg gift capacity up to 500,000,000, which I believe is reasonably sufficient for any colony. Likewise with storage, Zolarg get another large boost with the upgraded Unholy Tower of Stuff, which has a capacity of 3,500,000 for most goods.

For power generation, Zolarg gain two new power plants, the upgraded Smart Power Spire and the new Ether Powertube. The Ether Powertube is the most powerful, offering 12,000 power generation, but it requires Ether to operate. This is no problem on the Abandoned World map which the Zolarg can now populate, but the structure will otherwise require receiving a gift of Ether or purchasing it from the GBT. There will be more Ether specific structures coming to the other civs as well, and I plan on adding other map-specific resources to other planets too, as I have previously outlined a few months ago.

For those who can't get Ether though, the also-new Smart Power Spire still offers 3,500 power generation, making it no slouch either. Realistically, it would only take a handful of Smart Power Spires to run a full medium sized map.

Zolarg can now be played on the Abandoned World map, which required the addition of the new Regobug and Etherbug, as well as the ability to convert Regolith into Ore using the new Regolith Incinerator.


Now I would rate a Zolarg Abandoned World as "not for beginners," as without proper management, you will quickly run into shortages of Food, Water, and Sugar right off the bat. Ore production is also expensive in terms of Sugar and Regolith, at least until you unlock other Ore generation methods. It is the only map though where Ether can be obtained (for any civ), and it should be fully playable once you get past the initial stages.

Zolarg Alien Tech gets a boost in this update, with much needed "quantum" upgrades for several existing structures. Zolarg also gain Pottery production, automated Wood harvesting (through the new Labor Camp), and automated Crystalline generation (through the Crystalline Growth Chamber). All of these changes make running a Zolarg resource farm a lot less of a chore than it was before.

Obviously there is still a lot more to do with Zolarg, but this update does make it a lot better. Once Zolarg are up to speed on most of the resource generating buildings, they will also need to be filled out with regular diversity type buildings. Things Humans have that make a colony not look so uniform and bland, multiple ways to create and use resources in different combinations. This will all come, it just takes a bit of time!

So there is still a lot more coming for Zolarg in the future, but not in the next update. v0.99.0 will be focusing on the Reptilians, and they will be getting a similar "shot in the arm" that the Zolarg just got in this release. Following that, My Colony will finally be hitting v1.0.0, and I am going to finally stop calling it Beta. I figure after 100 feature updates and countless platform-specific bug updates (152 on Android alone), the game can finally be referred to as 1.0, lol.

To celebrate the 100th feature release of My Colony, I plan on doing a special public edition of the My Colony podcast, where anybody in the community will be free to join me for the recording session, as we discuss the past 3 1/2 years of My Colony and talk about the future! I am either going to use Discord for the recording, or embed recording and group voice capabilities into the My Colony streaming mechanism and record the Podcast while I stream gameplay. I haven't decided yet, but after research, I think adding the capabilities to the site would be trivial. It's just a matter of whether or not I want to take the time to implement them :-/

So anyway, that is all for today's update. It should be rolling out to all platforms over the coming days, so be on the lookout! As always, leave your feedback and suggestions, and stay tuned, because there is a whole lot more My Colony to come!
4y ago
Just a quick update. Bast has added several of the features that have been talked about here. The dark terrain, the pinkish hue, and the fact that the map stays at the same light level forever were ideas that were discussed here, Very grateful. I was very surprised by the new resource, ether, and I look forward to being able to use ether while playing as an LIS region colony.

I'm not complaining at all, I'm happy with the changes that were made, but I still think there's a few things that could use some refining with this world, although I realize that bast will have probably spent tons of time on this planet already once he finishes giving LIS and Xolarg access to ether, so he may have to move on to another planet or engine change after fully implementing ether.

- first of all, I think that the trees and sugarcanes stand out a bit too much in the darker pinkish themed world of awesomeness that is now the abandoned world. Maybe on this world they've adapted to absorb and feed off of ether from the ground, and have taken on the same color and glowing affect as the ether around them. Would be a very cool effect if plants emitted light.

-second, I think that those abandoned buildings should have some sort of important purpose, at least more than just tourism and moneymaking. The healing and immortality effects could come into play here, although you could probably come up with many powerful benefits that they could have. You could also have them consume ether continuously in order to keep producing whatever benefit they would be giving. Perhaps the ether was there all along and the ancients died after building structures that could utilize it. I'll leave the thinking on that one up to bast.

Anyway, that's all the ranting i have for this change, really enjoying playing on this world.
5y ago
For my agricultural idea I've put together some herbs and other plants that aid in the rpg/adventure aspect of the game. Some of these plants can create powerful elemental resistance potions or elemental catalysts needed to cast spells. Some are very picky in terms of the biome that they want to grow in, yet others can be grown anywhere.

Flaming Peppers:
grows wild in - deserts
grown in - hot biomes only
use - ice resistance potions, fire arrows, fire catalysts.
growing info - the plant can be harvested without breaking and regrows peppers over time. crops need to have one square of room all around to grow(prevents easy mass production).

Frost Melon:
grows wild in - tiaga, tundra
grown in - cold biomes only
use - fire resistance potions, ice arrows, ice catalysts
growing info - grows just like the flaming peppers and has the same spacial requirements.

Rubber tree:
grows wild in - jungle
grown in - hot and temperate biomes, but not cold biomes.
use - shock resistance potion, potential source of rubber, which could be a crafting material.
growing info - grows like any other tree, drops rubber bark and the normal drops when broken and should drop saplings so that becomes a renewable source of rubber bark.

Zing berry bush:
grows wild in - tiaga, forest, jungle
grown in - tiaga, forest, jungle only. It needs shade to grow
use - static arrows and shock catalysts.
growing info - can be harvested without breaking the plant and will regenerate over some time. They need to be planted adjecent to a tree in order to produce berries. growing next to rubber trees provides a bonus to growth and fruit growing speed.

chamomile:
grows wild in - grasslands
grown in - anywhere.
uses - health potions
growing info - grown on grass or farmland, grows faster on farmland. Spreads fledgling plants to adjacent squares to make it easy to mass produce.

sugar cane:
grows wild in: swamp, jungle
grown in: anywhere
uses: potions and food.
growing info - must be grown next to water.

Char lilly:
grows wild in - must be crafted with various fire related ingredients.
grown in - hot biomes only
use - provides nectar for inferno bees. Inferno bee hives in turn produce fire catalysts instead of honey.
growing info - char lillies are sterile, so they must be crafted in order to make more. they can be placed next to one another and must grow on farmland. The rate at which inferno hives produce fire catalysts is directly related to how many of these lillies are placed in range of the hive. This would make it easy to mass produce fire catalysts, which will be needed more and more as you progress through the game.

Frostbite Orchid:
grows wild in: must be crafted from frost/ice related items.
grown in: cold biomes only
use - provides nectar for blizzard bees. Blizzard bee hives produce ice catalysts from the nectar.
growing info - also sterile and have to be crafted, same hive mechanics, just for a different element.

Static Azalea:
grows wild in - must be crafted from shock/static related items
grows in - all biomes
use - provides nectar to tempest bees. Tempest bee hives produce shoch catalysts from the nectar
growing infor - same as char lillies and frostbite orchides, but for the shock element.

night shade:
grows in: at the lowest depths of caves.
grown in: caves only
use: this plant contains the essence of corruption, an element that causes poisoning and madness. Can be used to make corruption arrows that turn enemies against one another and is also used in black catalysts.
growing info, must be grown on farm land in caves. must have at least one tile of space on all sides.

Glow coral:
grows wild in - the depths of the ocean
grown in - underwater only.
uses - this plant contains the essence of blinding light, this light is an element called holiness and can be used to craft holy arrows which cause massive damage to undead/corrupt enemies and set them ablaze, and is used in white catalysts.
growing info: must be placed on sea floor with one tile of room all around.

aetherial kelp:
grows wild in - underground ether rivers and oceans.
gown in - underground ether sea floor
uses - all cure potions that restore full health and remove all negative status effects, used in ether breathing potions, and used to make ether catalysts for ultima spells
growing info - very rare plant. grown on ether sea floor, must have three tiles of space all around to make mass production difficult. Harvesting the plant doesn't destroy the plant and it'll regrow it's harvestables over time.

Castor Bean plant:
grows in: jungle
grown in: jungle
uses: highly potent ricin poison that can inbue weapons and projectiles with poison damage. Also, there could be a possible poison catalyst if poison is to be an element, but let's assume it's not. Poisons would also be needed to make antidotes to rid yourself from being poisoned. Could also be used to make poison vials that would imbue all arrows and mele weapons with poison for a short time.
growing info: this plant will replicate a phenomenal rates by spawning fledgling plants right next to it or up to 2 tiles away, so all you have to do is plant on dirt and you'll have a ton of these in no time, no water required. Harvesting destroys the plant, but yields a lot of castor beans. Mass production should be easy, but these plants will kill all plants and animals near them, and there is a risk of poisoning yourself as you harvest them unless a protection method is implemented, such as rubber gloves. This makes these plants a pain to control for farming, but it's worthwhile to farm them. These need to be mass-produceable so that you can make lots of antidotes, poison vials, and poison arrows to aid you in your adventures, and poison is a pretty easy to come by thing in most rpg games.

aqualemon:
grows in: all levels of the ocean
grown in: all levels of the ocean
uses: water breathing potion and can be consumed as food for hunger and water breathing for a small amount of time.

Catalysts:
fire - used as ammo for fire spells. Made from flaming peppers, wax, and charcoal.
ice - used as ammo for ice spells
shock - used as ammo for shock spells
black - used as ammo for dark/poison/necro spells and can be used as ammo for fire, ice, and lightning spells. When used that way, it adds poison damage and boosts the elemental status effects that the particular spell imbues on the enemy.
white - used as ammo for healing/light/holy spells and can be used as ammo for fire, ice, and lightning spells. When used that way, it adds holy damage to the spell and boosts it's overall damage.
ether: can be used for any kind of spell and is mainly used as ammo for ultima spells. Ether catalysts should be very difficult to obtain.

potions and consumable:

potion of fire resistance: reduces fire damage and the likeliness of being set on fire, which does damage over time.
potion of frst resistance: reduces ice damage and the likeliness of being slowed or frozen in place.
potion of lightning resistance: reduces shock damage and the likeliness of being stunned or knocked back.
tea: crafted from water, sugar, and chamomile. Basic health potion.
antidote: this common potion needs to be easy to make because the player could get poisoned quite often.
all cure: made from aetherial kelp and other highly rare ingredients, this potion brings you back to square one so you can keep up the fight without having to retreat.
potion of water breathing: allows the player to breath under water for a time, vital for venturing deep into the ocean to get things like glow coral.
Potion of dark vision: allows you to see invisible enemies and objects and allows you to see night and underground as if it were day. Not completely required as enemies that use invisibility should uncloak for a time to let the player strike them. Would be made from black catalysts and other rare ingredients.
cleansing pack: a semi-common consumable that would cure most common status ailments other than poison, corruption, and blindness. Its made from soap, cotton, and water. Soap is made from animal fat and charcoal. It would need to be easy to mass produce as the player will often find themselves under a negative status effect.
eye drops: made from salt and water, salt comes from salt deposits under the ocean(and possibly in deserts), cures blindness.

Bees:
wax: harvested from hives and apiaries. Can be used to make candles, fire arrows, and fire catalysts.
Honey: restores health when consumed, can be used in better tiers of potions and consumables.
smoker: pacifies bees for a short time, allowing you to destroy their hive or apiary or harvest wax and honey. made with iron, charcoal, and zing berries, breaks after 64 uses.
Honey collector: made with wood and iron, used to harvest honey and wax from hives and apiaries. The amount of time it takes for a hive or apiary to fill with honey is directly related to how many plants you place in the range of the hives/apiaries. Chamomile flowers have the best affect, but all other plants can be used. Hives and apiaries increase plant growth speed and fruit generation speed of all plants around them by 20%, and if the ranges of hives/apiaries overlap then this effect can stack up to 5 times.

wild honey bee hives: occur naturally all over the world. The hive will attack if the player or other mobs get's too close, regardless of whether they intend to do harm, but the smoker tool can pacify them for a time. the hive will drop wax and 1-2 queens when broken.
apiary: crafted from wood, wax, and 1 wild or domestic queen bee. Bees will attack the player even though they are cultivated, but the damage is much less and apiaries that have been smoked are pacified for much longer than normal. Apiary bees will not attack a player for standing near the apiary, unlike the hive. However, hostile mobs that enter the range of an apiary are automatically attacked, making them good defensive turrets. However, this consumes honey, and they can't attack if out of honey, so it's important to not harvest defensive apiaries, and to put harvesting apiaries in a spot where they won't encounter hostility. The player can manually insert honey or catalysts(depending on the type of apiary) into the apiary to refuel it for battle. It will even drop itself when broken, allowing easy relocation. However, the apiary has a substantially reduced range compared to the hive.

elemental bees:
elemental siphon: used to siphon elemental catalysts from elemental apiaries. Elemental apiaries will attack the player with the elemental damage of their type when attempting to destroy or harvest from the apiary. The same apiary rules apply here regarding attack parameters, range, defensive action against hostile mobs, and smoke effect duration.
Inferno apiary: made from an apiary, a number of fire catalysts, a char lilly, and lots of charcoal. Drops itself when broken, allowing easy transportation. Only operates in hot biomes, produces fire catalysts at a speed directly related to how many char lilies in it's range. The lilies will die after a long time of use, dropping a depleted char lily that can be recharged by cooking in a furnace or with one fire catalyst. The inferno hive will always produce more catalysts than you'll end up using recharging the lilies, but you can get even more catalysts out of it just by cooking the lilies.

Blizzard apiary: made from an apiary, a number of ice catalysts, a frostbite orchid, and lots of ce. All of the rules for the inferno apiary apply here, just for the ice element. frostbite orchids can be recharged using ice catalysts or by crafting them with ice.

tempest Apiary: same rules apply as blizzard apiary but with the lightning element. Made from an apiary, a number of shock catalysts, a static azalea, and lots of rubber. static azaleas can be recharged with lightning catalysts or by crafting them with zing berries.

well, that's all I have for now, it's a big list of ideas, but I think it would make for some interesting gameplay mechanics. Let me know what you think.
4y 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
I am just putting the finishing touches on the My Colony v0.85.0 patch, which should be going out to all platforms over the weekend. v0.85.0 is the "dark update" and you are about to find out why! Let's take a look.

To begin with, I have thought for some time now that there is a disconnect in the theme of the game between the overall UI and the Statistics and other popup menus, since everything has a dark theme except for the menus. So I have decided to make some changes, and all of the in-game popup screens are now in dark mode.

In addition, the "window" border and mouse-over highlight colors for the new dark mode menus will take the color of your colony theme color. So if you choose Blue for your colony color, the border and highlight color for everything will be in blue. I have also changed the UI font. It's not too much different, but I think this font renders better on lower resolution devices.

Next, I added a new Reptilian structure called the Petroboiler, which converts Ether into Oil. Upon playing Reptilians on the Abandoned World for a while, I determined they needed a better way to get Oil, so the Petroboiler fulfills that purpose.

Speaking of Ether, it is now live and available to trade on the GBT. To accommodate this, Ether storage has been added to the Quantum Warehouse, Gravitational Compression Warehouse, and the Unholy Pit of Stuff.

Finally, Humans get a brand new structure this update called the Advanced Cloning Facility, and believe me, this building can crank out colonists like rabbits.

The Advanced Cloning Facility runs off of Ether and requires Ether for construction, so you will not see it in your construction menu until you purchase an Ether contract from the GBT. You can find the building in the construction sidebar right next to the old Cloning Facility, or you can also do an upgrade on an existing facility.

Those are the major changes for this release. There are a few little things and fixes that aren't worth typing about but they should make the game better nonetheless. As always, thank you for playing My Colony, and stay tuned for more to come!
5y ago
I think that ether could be a new renewable power source. It could be used to make a diamond ether reactor that would generate unholy amounts of power. I also think that ether could be accessible by all civilizations by using a high-powered lazer that would use ore and lots of power to create ether, and uranium as a byproduct. I also think that ether bots should be added soon as well. I also think there should be a way to make a sort of thing that you could use to designate to a certain resource, like when you place an ore mine down here could be a setting to make it so when the ore mine has been used up to be rebuilt. I also think it could be a mass click thing too so you aren't wasting time with every single one trying to set it up.
5y ago
Due to the current mechanics of bot stacking, stacking bots/rovers/probes which harvest resources will actually reduce the harvesting yield.

Based on my observation, a group of harvesting bots will fill up its resource capacity one-by-one and offload its payload in the resource dropoff one-by-one, instead of simultaneously. For clarity, I use the Draco ether bots as example, but this affects all harvesting type bots/rovers/probes :

a. A single Ether Bot will spend ~1 second to mine and fill its capacity, then another ~1 second to unload its payload onto a Silo. 100 of the Ether Bots working separately will have a total yield of say, 100k ether per minute.

B. When these 100 Ether Bots are merged into 1 group, this 1 group will spend ~100 seconds to fill the capacity of the group, and then spend another ~100 seconds to unload the Ether into a Silo, before starting another harvest cycle. This drops the resource total yield proportionally to almost 1/100 of case (a).

In conclusion, harvesting time and unloading time is extended proportional to the amount of bots present in the group.

I tested and the same thing happened with UE Crystalbots, as well as Draco Enslaved Extremeobugs, so I reckon this happens with all harvesting bots. The drop is less proportional where travel time is involved as there is no travel time difference between separate bots and one grouped bots.

As such, I advise players not to group their harvesting bots if they want to maintain their harvesting yield (although grouping them will reduce lag).

DO group your construction bots and drones though, as grouped construction bots work as intended with the awesome grouping feature.

4y ago
Dear Bast,

Firstly, I would like to thank you for preparing many good stuff for Zolarg players in this upcoming update, including the ability to not depend on workers for endgame wood and crystal mining. I know that you are not finished adding Zolarg contents to the patch yet, but allow me to deliver a few inputs on the ones already added :

1. Resource storage
Zolarg is going to be using more of the following resources in their gameplay : Charcoal, Oil, and Software. Yet the general storage buildings (the new Unholy Tower, Unholy Pit, and Quantum Pile) can not store those 3 resources, and players are stuck with the abysmal storage capacity of their production buildings.

Would you please add the 3 resources to storage capacity of Unholy Tower, Unholy Pit, and maybe Quantum Pile as well? Especially seeing that those buildings can already store other resources that Zolargs can't even use or produce.


2. Storage cost
Would you confirm whether the 2.5mil gold cost of building each Unholy Pit is intended? It seems too focused on one resource only, and it is really challenging for early-mid Zolarg players to afford this intermediate storage because of its costing focus on significant amount of gold only. If not intended, would you consider redistributing the cost over a few other rare resources?


3. Labor Camp
This new multi-resource production building produces a variety of resources, but with its biggest ratio being Sugar. Zolarg already has better sugar production in the form of Quantum Sugar Cloner, but can use more production in the other resources this building produces in smaller ratio than the Sugar (especially the Ore, Gold, and the finally automatic Wood). If I may suggest, would you lower or even remove the Sugar production ratio of this Labor Camp (and players can focus on Sugar Cloner for that), and increase the production ratios of the other resources?


4. Unholy Uranium Generator
This is not one of the new buildings, but seeing that Uranium will be needed more in post-0.9.8 Zolarg gameplay, would you consider reducing the power requirement from the current 1200? The new power plants will help a lot in Zolarg power requirement, but it might be better to make Zolargs be able to produce Uranium more efficiently, while it is now hindered by the high power requirement of the Unholy Ura Gen.


5. Ether Powertube
Thank you for adding a building that finally should solve Zolarg power shortage. However, the difficulty of obtaining Ether would be a great hindrance for most Zolarg players, especially offline but also online players. If we look at Human buildings, the buildings requiring ether mostly fall under "nice but ultimately not necessary" category of buildings. Same for Draco players who don't play in Abandoned planets.

This Ether Powertube however, is crucial for Zolargs especially with some of the new buildings as well as old (Unholy Ura Gen) requiring substantial power, with the next best power plant being the new Smart Power Spire. If I can suggest, would you consider making it as difficult to build and run, requiring other rare resources at signficant quantity, but at least not needing Ether to run it. Personally I think Ether is perfect for those buildings which are "nice but ultimately not necessary" type mentioned above.

Sorry for the long writeup, hope this can be of any use. Thank you beforehand.
4y ago
Hello guys!

As what @bastecklein have announced about, nanotech and the nanites will be introduced to other civs as well in the later update.
(reference post: https://www.ape-apps.com/viewpage.php?p=36234)

When nanotech meets Insectoids. What will be the result combinition?
At least these would be innovations.
Here are my ideas, hopyfully you guys liked it :D


Insectnoid Robotics (tech)
Wondered how Insectnoids have come over with the ideas of, Robotics?

¯\_(ツ)_/¯ I don’t know how they imagined that lol
Robotics knowledge should help them to learn how to build nanites :)

Automaton Assembling Yard
A workshop where the skilled insectnoids put all the pieces together to build automatons, one kind of crude yet functional robots that can get the job done.

The recipe for insectnoid robot is microchip + antanium + aluminium + software + ant paste + wheels.

Nanocrafts Workshop
Only the smartest and most skillful craftsbugs are capable of crafting one of the finest things in the world - the nanites. This workshop has every tool and automatons needed for creating these tiny nanotech products.

Nanite production facility for Insectoids. Needs robots to run, as well multiple ingredients including microchips and crystalline.

Nano-Infirmary Hive
Make use of nanites to deliver medicine accuately, this high tech infirmary hive can cure almost all diseases that an Insectoid would have.

Upgrade of Infirmary hive (from Part 1 of the series).

Nano-bloodletting Station
Enhanced using nanites, this clinic in insectoid fashion will terminate all diseases an Insectoid would experience in their life.

In case Bast just want something simple as that.

Unholy Nano-Nerve Stimulator
Once it was impossible to inject Antaura into any Insectoid indivdual. But now with nanites, we can directly inject Antaura-carrying nanites to stimulate and turn the tiny brains of Insectoids into... Super-smart brains. Notes: You have been warned about some potential permanent side effects, including evil personalities.

Ultimate (right now) education facility for any Zolarg colony.

Nano Ether Juicer
Tired of collecting Ether all by yourself? Here, I’ll introduce you the Insectoid innovation that nobody ever seen - an ether symthesizing device nicknamed ‘Ether Juicer’. By reacting crystalline, uranium and helium-3 in ant paste under strong electricity, mixed with from nanites and Antaura, a small stream of Ether is created, and tapped into barrels.

Finally we can have something that automatically creates ether. Yay?
Ohh, almost forgotten. It does not hire workers, the job is get done by the automatons (robots). You know the dangerous radioactivity.

Insectoid Nano-Bioreactor
When you have water and some ores, as well some nanites and tons of power, you can literally create any biomass in the galaxy, from food to lumbers, from wools to ant pastes.

Bioreactors can be useful...

Nanocircuit Foundry
By utilizing the nanotech advances, you can create thousands of circuit boards in this Nanocircuit Foundry in a minute.

An ordinary example to utilize nanotech in electronics.

Nanobakery
Nobody ever imagined nanites can be used for processing more nutritous food that way, even the Insectoids themselves. Just dump barrels of sugar and ant paste, mixed with some raw food, into the reactor. In a few minutes, the nanites casts magic onto these ingredients, creating one of the most innovative food, Nanocakes.
Don’t worry, nanites won’t left in the nanocakes, it’s 100% safe to eat.

Humm... Now I’m imagining how it would taste like...

Nanite Paste Hive
Creating ant pastes now won’t need any labor. The nanites will do the job for you - more productive than the old methods.

An upgrade of the Paste Hive from Part 2 of the series.

Nano-Crystalline Farm
If you think the Crystalline Growth Chamber isn’t fast enough at producing crystallines, this nanite-operated Nano-Crystalline Farm will satisify your wish.

(I’m still try to churn out something useful)

Nano-Alchemy Hive
The power of nanotechnology will elevate Insectoid alchemy to another level - Not just tonnes aluminium and gold can be created, it also creates uranium (and cobalt).

Ignore cobalt if nothing the insectoids can utilize the cobalt.
Upgrade of the Unholy Alchemy Hive from Part 2 of the series.
Well ether is the first of a series of resources that bast is deliberately only making available to one planet, and currently only the reptilians can gather in on the abandoned world. Whether LIS get's to be able to gather ether on their abandoned world remains to be seen, but ether is strictly going to be an abandoned world resource and the only way to get ether is to buy it on the galactic market.

Now, what you could do is come up with specific resources that could be specific to each planet type. Since bast is going to start implementing that, he may be inclined use some of our ideas. Just think of unique resources that each planet could provide. For example, one of my ideas was that the asteroid planet could have iridium, which is very heat resistant, and that iridium could be used to make lava-proof buildings and better incinerators and be used in all of the alien metal refineries.
5y ago
I got all tecks except ships no uograded captial no ether bug no ether power or pot i gifted the colony with ether still nothing is showing up. Note i etarted a colony in creat mode ether bug was tgere along with all uogrades and new bug b7ildings and ether bug would harvest. Ps abonded wourld base
4y ago
If anybody was looking for a massive My Colony 2 update this month, I've got you covered! v0.34.0 is dropping now on the Web and the Ape Apps Launcher and is packed with goodies that you will not want to miss, so let's take a look at what is new!


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

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


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

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


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

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

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


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


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

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

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


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

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


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

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

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


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


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

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

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


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

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

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


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

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


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

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

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


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

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

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


Just kidding, poumm. You're ok!

#mycolony2
1y ago
Okay, bugs I've found so far:
Phone: LG K92 5G running Android 12.
All are in LIS, Abandoned World, Region.

1) All LIS landers are "hidden". You can select them, only when you have the screen set to just the colored tiles view. They build what they build, but in the other two views, it's just blank ground. Also, some rovers will drop off to it, others won't; Water and wood won't. Regolith will;

2) Ether comes and goes. On some cities, if I was extracting ether, it shows up. On others, the ether is just gone. No matter the view, it's just blank ground -- that you can't delete or extract from;

3) Severe drought. All water lakes are gone. They can be seen in the colored tiles view, but the water rovers don't want anything to do with them. Otherwise, they behave like the landers;

4) Broken assets(?). On several different screens, pop-ups, etc., the pictures of colonists and rovers show a broken picture icon. This includes buildings' pop-up menus, and the pop-up info boxes for when you move your rovers/drones from one city to another. Also, the "button" on that last pop-up for Undo just says Undefined, and does nothing;

5) Rovers' and Drones' people call to them. Maybe once or twice per colony/game a rover/drone/rover group/drone group goes into The Void (the off map black area surrounding each city). This happens over the course of 3 to 6 months the game is running. The only thing you can do is cycle through the idle vehicles until they are selected, then delete them and rebuild replacements. Since I downloaded the update on the 24th of July, it has happened 17 times. I've stopped trying to move them between cities, and just build the 500 to 2000 in each city.

So far, these are the only bugs I've found. I'm going to go looking into the other civs and map types next. Only the lander/water/ether bugs are bad. The others I can live with and/or work around. But no ether, or water to start a game? The lander is so-so. I can't tell if the colonists who live there are in a Hotel California or not.

Keep up the work Bast. BTW, the game runs Much faster now. Instead of it taking several days with dozens of landing pads and 15 to 20 cloning facilities to push out 10k colonists, it takes only about an hour and a half to two hours. Much appreciated on that.
9mo ago
Hello! I have an idea for an extremely challenging world type, so I will share it with you. I call it the Veiled World. It has zero surface materials, but a TON of resources underground. Your MC2 knowledge will be put to the test. Can you survive the Veiled World? I believe you can. I have attatched a model of the Veiled World, a sprite of it, and a .c2m

The .c2m changes very little, but some things needed to be changed to make it possible.

Greenhouse Parks can now be built by Builder Bots
Recycling Centers no longer cost Aluminum
The Wind Trap and Basic Driller can be built on Veiled World
All the ether stuff can be built on Veiled World
Ether Reactors now produce trace amounts of Uranium
Regolith Extraction Plants can be built on Veiled World

I would believe the order of progression goes like this:

Lander->Spare Parts Bin->Basic Driller->Ore Refinery->Greenhouse Park->Charcoal Hut/Charcoal Factory->Gold Extractor->Microchip Factory->Small Software Studio->Recycling Center->Regolith Extraction Plant->Ether Pump/Ether Well->Ether Reactor->Excavator. After that, gameplay becomes normal from there on out.
I believe that moats would add some decoration and defense to settlements, also, I believe that Ether has some poison properties to it that would make it good for defense. Therefore, it would be good to add a unit that could place Ether into blocks at will, plus it would stimulate demand for Ether, which would be very good for Abandoned Worlds.
7mo ago
H3110 guys!

I’m finding more possibilities using nuclear technology for performing wierd and crazy means of production.
And yup, I’m pretty crazy now.

Before talking my main ideas:
Credits!
Nuclear waste idea redeveloped from @Luker124’s post: https://www.ape-apps.com/viewpage.php?p=32487
Starship fuel idea takes reference from @Totillity1’s idea from his post: https://www.ape-apps.com/viewpage.php?p=32592#p32651 ; and also the game developed by Bast - My Starship.


Okay here it begins!

NEW RESOURCES
Nuclear waste (nw) -These radioactive and harmful waste are produced from nuclear reactors and alien class productions using uranium (except enrichments). Toxic level is 500, so you have better keep an eye on its quantity.
Starship fuel (sf) - Ordinary fuels like oil are not strong enough to achieve faster than light travel. Something stronger has to be used. Its life can be lengthened with uranium.


NEW BUILDINGS!
Notes: green building names indicates the building produces nuclear waste.
Ether Refinery - Refining oil with some uranium and crystalline will give one of the most expensive resource (as ether market is dominated by the evil Alpha Draconians) in the galaxy - Ether.
Crystalline Plant - Here’s the way you can obtain crystalline without bothering your rovers - You can actually grow crystals in a lab emviornment, which radiation used for catalysing the growth. Consumes rum and crystalline with some uranium.
Nuclear Waste Radioactive Decay Chamber - A lead-sealed chamber, which gives the standard (and the slowest) way to dispose nuclear waste safely.
Nuclear Fuel Regeneration Facility - Bring uranium back by fusion reactions using helium-3 and nuclear wastes.
Starship Fuel Refinery - A large refinery, which are specialized for synthesizing starship fuels using ether, uranium and helium-3.
Radioactive Food Enrichment Facility - It sounds evil and mad, but the food produced are safe as strict de-radiation process is performed and ensure there’s no harmful radiation left. Produces more food using nuclear waste and sugar.
Nuclear Decay Reactor - Decay of nuclear wastes also releases some energy. Make use of it to kill two birds with one stone by disposing nuclear waste and generate electricity.
Radiotherapy Centre
2nd Generation Alien Uranium Enrichment Facility - Make use of quantum technology and complicated quantum computing, to obtain much more uranium, while also converts nuclear wastes. (to know what’s 2nd Generation Alien Tech, please have a look in this post: https://www.ape-apps.com/viewpage.php?p=32444 )
MegaFood Lab - Make use of radiation to mutate crops into gigantic plants, which increases food productivity by at least 50 times! (P.S. food safety may not be secured) Consumes water and uranium.
Mutation Lab (Alpha Draconians) - (warning: evilness included) A secret facility, it looks like a spa centre, but actually it is a lab for performing mutation experiements. Consumes uranium to generate research.

More ideas are coming!



Promotion here, @Totillity1 has some awesome ideas about blackhole technology and more. Read his post here: https://www.ape-apps.com/viewpage.php?p=32652
That’s a good list you have there. Here are my thoughts:

Each planet should also have its own unique resource, but, that resource shouldn’t be vital to colony’s on other planets to progress. However, each of these planet-specific resources should give you a unique advantage over colonies on other planets.

For example, ether can only be collected from abandoned worlds in mc1, but any colony that collects it or buys it will be able to produce a lot of wood because they can build adv. tree farms, and yet it isn’t a required resource. So if we make a 3D abandoned world with ether, which would be awesome, ether should still be used to bring unique advantages to the user instead of being a required material to progress through the game.

Here are some examples of planet based resources:

Mars: rust - rust contains iron and oxygen. It’s also what makes mars’ soil look red. It could be used to make buildings that produce far more ore, oxygen, steel, and atmosphere than a player normally would be able to produce. You just have to extract it from the soil somehow.

Moon: Titanium - a very strong a flexible material. This resource could be used to build better defensive structures than normally would be possible.

Asteroid: iridium- highly heat resistant, this metal is often found in asteroids. It can be used to make better rare metal and complex material smelters. It could also be used to make thermal power plants if heat is going to be a factor in mc2.

Waterworld: sand/glass/salt - the most abundant resource on the planet, salt can unlock better food buildings. Sand, on the other hand can be smelted with ore into glass, which would unlock better microchip and commodity factories, it would also unlock more compact housing And utilities to help with the space challenges.

Forest: animals- native species of the forest planet. There are lot’s of uses for them, such as zoo’s for entertainment, livestock farms fir food, animal racing For entertainment and money, pet stores for money and happiness boost per colonist, and you could even use them as mounts, hunters, and defenders in combat.

Abandoned: ether - healing yet radioactive.l, this resource unlocks better organic resource production buildings as well as some unique entertainment buildings.

Ice: permafrost - a fictional material that eternally absorbs heat and emits light. It can be used in decorative lights and in buildings that need to produce light or absorb heat. For example: Any solar panels placed within a certain radius from a permafrost Shining tower will produce light, since ice world is dark. The permafrost shining tower needs heat to continue to work though, so a regolith burner could be added for basic heat and power, and crystalline can be gathered to make micromines like normal. You could also create units that deal cold damage to slow enemies with this resource.

Lava world: - ember shards/ obsidian - ember is a fictional resource that rapidly generates heat when either light or electricity is applied to it. It’s likely the cause for lava worlds superheated atmosphere. They say that ember is forged within the strongest of supernovas and is a death sentence to any planet it happens to land on. Therefore, it’s a useful heat source and can be used to make units that deal fire damage, which lower their defense. Ember can also unlock siuperior heat generation building in colonies that need more heat than usual. Obsidian on the other hand, should just be another resource only available on lava world, and should be used to make lava-proof buildings,

These are just examples, I’ll post a list of planets That’ll eventually and each of those planets will have more detailed ideas.
3y ago
My Colony 2 v0.14.0 has just been released and should be hitting all devices in a timely manner. I had originally planned to focus on the Water World for this update, but it ultimately ended up being completely different! That's fine though, because this release brings a lot of interface changes and some good new content to boot. Let's take a look at what's new!

I have added a new glow effect to units when you select them so that it is easier to tell which unit you have selected. Also, I have brought back the gesture from MC1 where you can click/tap on a unit twice to select all units of that same type (within a 40 tile radius).


This change solves two feature requests at once, so it's all good. I still need to bring back the drag/box select for Units, which will happen in due time.

I have started to expand the Encyclopedia with the new Structures section.


Right now it is only a glorified list of all structures in the game, but of course you will eventually be able to click on them to get all of the detailed information.

Speaking of expanded dialogs, the Engine Settings screen has a new Interface section. Here, you can adjust the size of the in-game chat text, and turn off the Camera Mode toolbar button, since players who use a mouse may never need to click on that button anyway.

And finally for dialogs, I have started to implement the Statistics screen, although it still has a ways to go.


The stats will be greatly expanded in the future. For now you can get some general information about the planet as a whole, a list of all settlements (as well as the ability to instant jump to each settlement location) and details on all players on the server. If you are the server owner (or a moderator), you can even conduct player moderation tasks on the Players screen.


In addition, you can also now finally change your player color on the Players screen by selecting your own name. These player moderation options are also available now in the Dedicated Server console.

Speaking of the Dedicated Server console, you can now easily switch your game between regular and dedicated server mode! On the game listings screen, click on the settings gear icon to launch your game in either mode. This allows you to play on your own server when you are at home, and then switch it over to dedicated mode when you are away.


And finally, you can now restore your game backups from the game listing screen by clicking on the new Restore Backup option that is at the bottom of your games listing.

I have updated the Chat Commands guide with new console commands that have been added to the game. Most of these also can be accessed by in-game UI, but those who prefer to type have the option as well. To go along with these, and as I lightly mentioned earlier, you can now assign a Moderator to your server to help watch over things when you are away. A moderator currently has the ability to kick a player for 5 minutes, as sort of a time out. The server admin can ban a player for however many days they deem necessary. Feel free to suggest more options for both Admins and Moderators.

Pictured below, you can see three new building options that have been added to the popup that appears when you select a building, which are Sell Confirmation, Upgrade, and Clone.


The little sell confirmation dialog will appear when you click on the sell button, so that you do not accidentally do something by mistake. The clone button works as in MC1, allowing you a quick way to "build another" of a certain type of building without searching through the build menu. And of course the upgrade button is there because we can now upgrade buildings, just like in MC1!

Moving on, you will now notice that Border Lines are drawn around your settlements!


This makes it easy to determine where you can and cannot place structures.

There are other little engine changes and improvements throughout, but let's move on to the new stuff next, starting with a new map, the Abandoned World!


The lovely pink radioactive waters are back, and along with them come the new resource Ether, and the associated Ether Tank and Ether Pump. The Ether will eventually be utilized for power generation and other industrial uses.

Speaking of power generation, you can now harvest Uranium using the new Uranium Miner, which is stored in the new Uranium Silo, and can be used to power the new Small Nuclear Reactor, giving you way more power than you had before!


Lastly, I have made several changes to the Ice World, making it more difficult than before. You can no longer construct solar panels (or solar anything) or water pumps or Ore Fracking operations. The world is also darker than before, to highlight its cold inhospitable nature.


In exchange, the Ice World gains the new Crystal Glowrod, a light source powered entirely by Crystalline, and the Tundra Molehole, which is essentially an Ore Fracking operation, but for Regolith.

As always, there are other things here in the new update, but you can have fun discovering them on your own. I will be submitting this build to the Windows Store in the form of a premium PWA, so look out for that if you want to purchase the game through your Microsoft Account. And next month, My Colony 2 will finally be hitting the iOS App Store, so look out for that too. Until then though, thank you all for playing and supporting the game, and leaving your suggestions and feedback. And of course, stay tuned for a whole lot more #mycolony2 !!
2y ago
In this electrifying edition of the My Colony Podcast, Brandon talks about patch v0.84.0, the new Ether resource, and upcoming plans for the next few releases.

What's that you say, you haven't downloaded My Colony yet? Well what are you waiting for? It's available on every device. Find download links here: https://www.my-colony-com

Try Antiquitas, the Roman themed "sister" game to My Colony: https://apps.ape-apps.com/antiquitas/

Want epic My Colony merchandise? Check out the new My Colony online store: https://teespring.com/stores/my-colony-store

Contact Information:

Attn: Brandon Stecklein
Ape Apps
PO Box 382
Spring Hill, KS 66083
United States of America
5y ago
Really now? What makes you think that LIS won't get it? Just because a status update says that currently reptilians are the only ones that can gather it doesn't mean that they will always be the only one to gather it. It was just a statement about the present, not about the future to come.

Also, why wouldn't LIS get to gather a resource that literally covers almost half of the abandoned world map? If you're not going to give ether to LIS, then why put them in a world full of it? Are you trying to piss people off?

Whenever you hand someone a TV as a gift, they're assuming that the remote to the TV will come along with it, because how else will they be able to enjoy the TV without having to get up every 5 minutes to change the volume or channel? The point is, if you're not going to let LIS gather ether, why add it to their world in the first place, and why make them jump through hoops to get it when it's right at their feet? Why dangle something in front of people that you're never going to give, it just doesn't make sense.
5y ago
Usually it's much more beneficial to group together into commonwealths instead of being out on your own, which is why we have the ability join another cw once independent, because maybe we don't like being isolated and want to work with others to progress. If you are thinking of declaring independence, make sure that you are confident that your colony is developed enough to support itself without assistance and that you are willing to handle all of the resource challenges that your colony throws at you with support from other colonies, such as the alien art/uranium/aluminum/microchips bottleneck for humans that takes almost forever to surpass without outside help.

Declaring independence prematurely can lead to you losing interest in your colony if things get too hard and you have no support. If you plan on creating your own cw, still remain in another cw until you are absolutely sure that your colony is developed enough to support other child colonies. It's one thing to be able to support yourself, but it's an entirely different thing when you have child colonies to take care of. Creating a cw prematurely can lead to people leaving your cw soon after they join because they get no support from you.

In other words, think of your cw as a community of it's own. Each person has a different role in the community, and when one person needs help with a certain resource, the specific person that produces the most can give the resource to the one needing it. As for my colony, I haven't specialized just yet, but I hope to be able to gather ether on my world and share it with my cw members. This will only be possible if LIS ever get's the ability to collect ether from their version of the abandoned world. I'm also thinking about going into the diamond industry and producing tons of that just in case the ether plan doesn't pan out.
4y ago
Alien buildings:

Alien wood fabricator: The ancients were the most skilled at turning one form of organic matter into another with the help of other catalysts. In this case, ether causes ant paste to become fibrous like wood. Using this, we can create synthetic wood very quickly with a lot of ant paste and a small inflow of ether.

Alien Charcoal extruder: This structure takes tons of ant paste and a steady inflow of obsidian and turns them into massive amounts of charcoal.

Alien lumber monolith: this building consumes a little ether constantly in order to soften wood and compress it into a giant upward standing beam of wood. The more wood is stored, the taller the building becomes. Should only need one inkscape image per growth stage, and maybe have like 10 stages of growth until the tower is full. Would give a cool effect. Should also be the highest level storage from wood.

Trascendent buildings:

Transcendent Diamond compression matrix: This will be a unique structure and should serve three purposes. 1.) The matrix would be the highest level charcoal and diamond storage. 2.) Each matrix likes to stay full on charcoal, so it will rapidly break diamonds stored inside it down into charcoal until it's full on charcoal. 3.) If charcoal is maxing out, then the matrices will begin turning charcoal into diamonds to make room for more charcoal. In a single map colony, they would do this automatically, but unfortunately, on a regions map you would have to go to the map with the matrices in order for them to start decompressing or compressing. I would put these in an area that you normally visit, like your capital city where you go to gift and trade.

So in simple words, it acts like a more advanced diamond generator when charcoal production is high, and it acts as an emergency charcoal generator in case charcoal production plummets, and of course it acts as the largest storage for diamonds and charcoal. Remember, if charcoal plummets, you'll get no oil, which eventually means no plastic, sugar, or toys, and without sugar, food processors stop working.

Trascendent crystalline compression matrix: same concept as the diamond version, only this time it tries to stay full on sugar and then compresses or decompresses based on how sugar production is doing. It would also act as an end game generator for crystalline, which humans don't seem to have, at least as far as i've seen.
4y ago
The Alpha Draconians are always requiring crystalline for maintaining there control over the insectoids. What better way to do that then using antaura?

A great Draconian scientist discovered traces of crystalline in the insectoids treasured Antaura. They used the natural solvent, Ether, to separate the crystalline before the Ether is evaporated off to leave the pure crystalline.

This structure consumes research, ether and antaura with a high power demand and lots of scientists.

Let me know what you think and if you have any suggestions to improve it.
4y ago
Just a spitfire idea area for me

Basic Ether Generation platform United Earht cant make ether. Said no one. Generates ether while taking in rum, robots, crystals, and uranium

Basic salt generator filters out salt and water to make drinkable water and salt, used in food curating

Extreme salt generator this thing makes loads of salt by taking in salt water.

Basic uranium creator creates uranium by mashing tons of ore, steel, and oxygen crush together to make uranium.
4y ago
Ok, new idea / function:

  • Category Filter:
    Race (eu, lis, draconian, insect), planet
    Resourses: es if ether is selected, only ether will visible, and only building in business with ether will show
  • Comment: Adding a new section in building / tech where authorized player can add comment / hit / trick, should be organized by game version.
  • Check List: Not sure if we can read the information necessary from the census, but the idea is to compare the require to create o research something, to the actually resources / bot / tech of the player, the resources should be easy with the "ADU" function, not sure about the bot or tech. Pretty much for answer to the classic 1 trillion dollar question: "why i can't build this?"
4y ago

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
I confirm that Labor Camp is unlocked earlier than Quantum Sugar Cloner, but it is also much more expensive to build, so it takes quite a lot more materials to build multiples of. By the time the colony can start spam building a few of them, Quantum Sugar Cloner should already be unlocked, and the sugar production of Labor Camp will be made insignificant by only a few Cloners. Therefore I would like to have its Ore production (as Zolarg has lacking ore production outside from Labor Camp) and maybe Wood increased in ratio, and Sugar reduced in ratio. Gold we have enough endgame from the new Gold producer. It is really a reasonable tweak for such a labor-intensive and endgame building.

Power production I agree it is easier now, but multiple region maps of Unholy Uranium will be mostly confined to Zolarg players in abandoned world for access to Ether Powertube. It is too risky to maintain enough Ether for other worlds as an unforeseen shortage of Ether will decimate the whole colony due to power shutting down.
4y ago
I think it’s not fair that humans can’t collect ether, a super advanced building song tritanium and ant paste should be able to slowly collect ether.
4y ago
Draconian Automatic Market
Where the Draconains can bring their things to exchange something else they need in this automatic market. But of course, the exchange ratio is always unfair. Never underesyimate the trickness of business runs under reptilians!

Randomly consumes a little amount of a resource, it’ll produce another random resource and money.

Draconian Construction Yard
The construction yard is the basic structure for managing and planning any larger construction in any Reptilian colonies - It is the only place you can build Floating Constructor, the bigger brother of construction probe.


Floating Constructor (Unit)
The Floating Constructor has larger construction capability than any average construction probe, which they are able to create massive, amazing structures for Alpha Draconain colonies.


Larger Automated Hydroponics Lab
A larger, multi-deck hydroponoics lab for growing more food for larger populations.

Serves as the modest upgrade for the Automated hydroponics lab.

Draconain Crystalline Refinery
An all-in one automatic facility, combinding gold grower, aluminium grower, crystalline enrichment, e.t.c, which will harness the power of crystals to bring you a wide range of minerals! Requires robot to operate and tinker the machines.

This is a real industrial class refinery, for larger development scales. Before you have this thing, most importantly you should have a stable source of crystalline.

Global Raw Material Extractor
Known to be the most powerful experimental class mining drill in the world, nothing in underground will escape the awesome power of thr Global Drill. This thing can hollow any minerals inside a large asteroid within weeks. However because it’s too powerful that it may destroy the entire planet, it still requires some control measures, so it hires robots inside it.

Serve as the upgrade of Raw Materials Extractor.
Trivia: Alpha Draconians might have used that as a weapon...

Ether Crystal Farm
Ether can help crystalline grow even faster under extreme radiation. With this machine you’ll be difficult to use up the amount crystalline it produces. However because ether is unstable with unknown reactions under the condition which the Farm works, it needs 24 hour control under the frequently-updated softwares and robots.

Better crystal farm - Which the automations makes it possible to yield more than before!

Interstellar Starship Relay Station
The logistic network is always the important lifeline of any large commonwealths, because you’ll always need to transport important materials and human resources around. Where the important colony is, where this facility lies to resupply the transport vessels. Robots are hired to ensure high task efficiency.

Literally a spaceport for Alpha Draconians, but without entertainment purpose.
The one with entertainment purpose will be introduced in another post.

Greater Shipworks
Here, harness the power of automations, everything in this shipworks are totally automated. Enjoy the high efficiency it brings.
Hello commanders.

Today I would like to introduce my ideas for expanding the base, and some ideas for buildings!

For faction identifications, I’ll use colour of the text as follows:
United Earth,
League of Independent States,
Alpha Draconians,
Zolarg Empire.




Let’s begin with base expansion.
Currently the way expanding the base in v0.4.0 relies on building buildings in a dense pack (exclude the larger construction area provided by lander and naval yard).
So if we want to expand the base in a better way, we probably need something else.

Here are my ideas.
  • United Earth can still increase construction ranges by buildings, but I would like to have the range provided by buildings are larger.
  • League of Independent States requires Pioneer Rover deploy into a Pioneer Outpost to expand into other areas.
  • Alpha Draconians requires Command Node built within available areas, increasing the construction areas around the base.
  • Zolarg Empire has no restrictions of construction area. Buildings are deployed freely by various Worker Drones. For example, Aerohive Drone is deployed into a Aerohive (the Zolarg facility that produces airforce).


Next up, the buildings.
  • War Research Bureau (Tech II)
    The War Research Bureau brings blueprints and accesses to the high class weapons of UE armory.

    This UE tech building can unlock T3 contents. Model based on the Advanced Medical Research Centre.
  • Rocket Bunker (T2)
    The Rocket Bunker is equipped with rocket launchers. It’s capable responding threats from both land and air.

    It’s good against air units and decent against vehicles. However it can only target one unit at a time.
  • Land Fort (T3)
    Land Forts are heavy defense structure of United Earth. Equipped with 4 long range proton cannons it can bombard enemies in a long range.

    A very strong yet expensive land defense structure.
  • Drone Centre (T2)
    Drone Centre is a facility for building battle drones for air warfare and also the place for at most 4 drones to stand by.

    Air battle facility of UE.
  • Disruption Array (Superweapon)
    The Disruption Array is able to create a strange quantum phenomenon which will release a massive amount of energy, called the Disruption Burst.

    The primary superweapon of UE.
  • Warp Node (Superweapon)
    One of the secret dimensional weapon develoepd by United Earth, capable to teleport a small group of troops from a place to another without the need of portals.

    The support superweapon of UE.
  • Torpedo Platform (T2)
    The torpedo platform is a naval defense structure specialised for responding naval threats.

    The good news is, it can attack submerged units! Meanwhile the bad news is it’s neither anti-land nor anti-air.
  • Sensor Array (T3)
    The frequent stealth attacks launched by LIS makes anti-stealth devices a neccessity on frontlines combating LIS. Besides giving extra sight, it also detects hidden units.

    Special support structure of UE.
  • LIS Lander (Lander)
    “Time to give this piece of land a new meaning!” - LIS Lander deploying

    Resembles the UE Lander.
  • Infantry Camp (T1)
    The Infantry Camp manages both the militias and the mercenaries of LIS forces.

    Infantry training facility of LIS. Will looks like a pack of tents. Upgrading it will unlock T2 infantries.
  • Burner Generator (T1)
    The burner generator powers LIS bases by burning diesel.

    Basic power supply facility of LIS.
  • Watchtower (T1)
    These watchtowers are manned by LIS gunners. Although it’s not a very sturdy defense at all, but it has a good firing range and sight.

    Basic anti-infantry defense.
  • Garage (T1)
    The Garage produces LIS combat vehicles.

    Vehicle factory of LIS. Upgrading it will unlock T2 vehicles.
  • Hangar (T1)
    The Hanger produces LIS aircrafts needed for supporting attacks.

    Aircraft factory of LIS. Upgrading it will unlock T2 aircrafts.
  • Airfield (T1)
    An airfield can hold one LIS fighter or bomber plane.

    This is required in order to produce aircrafts other than Jetcopters if playing as LIS.
  • Drydocks (T1)
    The drydocks is needed for constructing LIS naval warfare vessels.

    Ship factory of LIS. Upgrading it unlocks T2 naval vessels.
  • Proxy Database (Tech II)
    The Proxy Database carries all protected military information of LIS. This facility is needed for producing T3 units.

    The only tech centre of LIS. Requires at least one upgraded Garage in order to build one. Unlocks T3 units like the Hacker and Solar Artillery.
  • Flak Turret (T1)
    Flak Turrets are used by LIS to combat against airforces.

    Anti-air turret of LIS.
  • Beam Tower (T3)
    The Beam Tower utilizes strong beams to destroy enemy forces effectively.

    Advanced defense of LIS.
  • Uplink Station (Superweapon)
    The uplink station calls the devasting Solar Cannon Bombardments, which a rain a rain of solar beams from the space.

    Primary superweapon of LIS.
  • Beam Projector (Superweapon)
    The Beam Projector creates a Beam Cage which will isolate the units inside the Cage from everything.

    Support superweapon of LIS.
  • Floating Bunker (T2)
    The Floating Bunker is equipped with pounder guns and anti-air flak cannon, an all-round naval defense.

    Can target an naval or land unit and an aircraft at the same time.
  • Pioneer Outpost
    This Outpost allows LIS forces to expand into further areas.

    Deployed by Pioneer Rovers. Adds a construction range around it.
  • Engineer Bay
    The engineer bay supports extra constructions of LIS bases and also provides repairs to damaged troops.

    Special support building of LIS.
  • Mother Command Module (Lander)
    MCM in short. This is the centre of a Alpha Draconian base.

    Resembles the Landers, deployed by construction probes. Upgrading this allows access to higher tier unit productions for factories within the range and new buildings.
  • Microreactor (T1)
    A tiny reactor that is powerful enough to power up common Alpha Draconian facilities.

    Basic power generator of Alpha Draconians.
  • Antanium Impactor (T1)
    Even on battlefields, this thing is still an imoortant economy building of Alpha Draconains.

    Act as a refinery.
  • Drone Pad (T1)
    Alpha Draconians warps drones to the battlefield like how they teleport drones to their colonies for resource collection.

    Infantry (drone) training centre.
  • Mecha Lab (T1)
    The place where Alpha Draconian mechas are produced for combats.

    Vehicle factory for Alpha Draconians. Also produces Draconian Orbiters (aircraft).
  • Sentry Module (T1)
    The Sentry Module deploys and resupplies guard drones which can take down enemy infantries.

    Anti-infantry and anti-air structure of Alpha Draconians. One Sentry dispatches 4 guard drones that fires rapid-fire blasters.
  • Ether Reactor (T2)
    The Ether Reactor is powered by Ether, which provides a even massie amount of energy needed by power-intensive units and buildings.

    Advanced power supply building. Strong explosion upon destruction.
  • Tesla Node (T2)
    A very power intensive defensive weapon which is lethal to almost everything.

    Advanced defense of Alpha Draconians.
  • Command Node (T1)
    The Command Node is required to expand a Draconian base.

    Provides extra construction range. Like Mother Command Module, buildings covered by the Command Node requires the Node’s upgrade to produce better units.
  • Draconian War Insitute (Tech II)
    The Draconian War Insitute provide access for Draconain commanders to the better ways of combats.

    Tech building of Alpha Draconians.
  • Electrosphere (Superweapon)
    The Electrosphere can fire a electron ball to release deadly discharges, while can also paralyse those survived and buildings.

    Primary superweapon of Alpha Draconians.
  • Nanocube (Superweapon)
    The Nanocube contains nanites which allows to put a tempoary invincible armour onto any steel (actually also works with concretes) claded objects. Anything biological will be killed as the armour coating is biologically harmful.

    Support superweapon of Alpha Draconians.
  • Shield Projector (T2)
    The shield projector provides a extra layer of defense to any Alpha Draconian base. If the shield is destroyed it’ll regenerate over time.

    Special support building of Alpha Draconians.
  • Command Post (Lander)
    The Command Post is the core in a Zolarg warfare.

    Deployed by the Queen drone, it’s same concept as the lander. However it won’t do constructions, instead it’ll create various kind of worker drones which deploys into buildings.
  • Sugar Burner
    Very ordinary power generator in any Zolarg colony and military base.

    Basic power generator of Zolarg.
  • Antanium Furnance
    Basically an ore refinery.

    Yes, an ore refinery. What else I can tell?
  • Barrack Mound (T1)
    There’s not much difference between a Barrack Mound and any ordinary mound in Zolarg Empire, except that there’s no Queen but officiers in Barrack Mounds.

    Infantry training facility of Zolarg Empire.
  • Watchtower (T1)
    Where soldier insectoids stays on duty to keep enemies away. One of them is a Rifle-bug and another being Grenadier.

    Land defense structure of Zolarg Empire.
  • Flak Bunker (T1)
    Flak bunker fires explosives mixed with ant pastes into the sky. Those aircrafts hit by these explosives not just have their hull damaged but also move slower.
  • Armourcrafts (T1)
    The craftsbugs in Armourcrafts builds crude combat vehicles for Insectoid soldiers.

    Vehicle factory of Zolarg Empire.
  • Aerohive (T1)
    The air swarms are breeded and trained here, which they are used for bombarding enemies.

    Aerohive is the airbase of Zolarg Empire, producing flying units.
  • Brood Training Centre (Tech I)
    In order to get the insectoid broods ready for field service earlier and the need for better tachics and weapons, the Brood Training Centre is needed.

    T2 Tech centre of Zolarg.
  • War College (Tech II)
    The War College provides full support to any Zolarg Commander who needs stronger powers.

    T3 Tech centre of Zolarg.
  • Boat Yard (T1)
    If you think Insectoids are afraid of the seas, then you’re wrong. They are ready to conquer the seas.

    Ship factory of Zolarg Empire.
  • Altar of Doom (Superweapon)
    The Altar of Doom is powered by the Zolarg Empire’s forbidden power - Antaura. Everyone who see it would feel like it’ll summon something that will cause a doomsday.

    Primary superweapon of Zolarg Empire.
  • The Tower of Mind (Superweapon)
    Anything that has a mind will never able to escape control from this Tower of Mind.

    Support superweapon of Zolarg Empire.
  • Shrine of Destiny (T2)
    The faith will keep your brothers going.

    Special support building of Zolarg Empire. It can boost up the training speed of units.

Hopefully you’ll like my ideas!
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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