Search - loading assets

My Colony v0.97.0
Premium purchased.
Platform: iPhone 7 Plus - OS 12.4.1
Render Colonists: OFF
Low Res Mode: ON
Multithreaded Pathfinding: Have tried on and off. No difference.
There are a few other syncing and saving options I've toggled on and off, but with no change in the issue described below.

Since I've had limited internet access this summer, I've been building offline regional colonies. I'm doing this post with information from memory as trying to get into the two bigger regions I've developed has become a nightmare, as described below.

Colony: Regional, with 8 regional cities (the other regional colony I think has 9). Approximately 52,000 colonists. The last time I was in the colony I tried to find a listing of how many buildings were across all the cities, but I could not find the statistics for such things.

The issue is getting INTO the colony.

When I start the game and choose this particular regional colony, it takes a long time for the region to load. When I say a long time, I mean 2 1/2 hours or more. It will remain in the loading and syncing data screens spinning and spinning.

If I go outside the app to answer a phone call, text, or check another app, then the app will crash and I have to start all over again. So, to start my region I have resorted to setting it to start loading before I go to bed, and if I'm lucky, it will have loaded by the time I wake up.

But then comes another issue:
Region finally loads and I'm in the regional overview. The moment I go into one of the regional cities there will be another app crash. If I'm lucky, the regional city will try to load, error out, and I will be thrown back to the regional overview. If I'm unlucky then the app crashes and I have to start the entire process all over again.

Once I get into a regional city I do not experience any game lag. I can then hop between regional cities just fine once I get past the loading cycles described above.

I can then play, build and increase populations just fine, until...

...once I get into the game and play, if I'm outside the game for around an hour the game reloads and then I'm into the loading cycle above, trying to get back into the region. When I'm at work it's impossible to log into the iPhone and go into the game to make sure it stays active and doesn't shut down at least once an hour (yes, I know this is a function of the iPhone to save resources, but just describes what a time-suck it is just to keep the game GOING even once I'm finally into a region).

Trying to get into a region and STAY in the region is a huge issue that has made me not play now in a month. I just don't have the time. Not to mention I don't want, need, or like the frustration.

The one good thing is that you seem to have fixed the regional city corruption problem I had before. So, none of these crashes have corrupted any cities or regions.

This issue has persisted for about 4 months (at least, that's how long I've had big region colonies). If I remember correctly, the huge loading time issue starts becoming a big problem once over around 4-5 regional cities. I do not recall if it related to population size on the two regional colonies. I'll try to keep that mind as I work on new colonies to see where the loading slowdown occurs.

I'm about to start a new colony (I'm thinking a medium regular colony and not a region. Although I LOVE regions because I can organize classifications of resources and buildings) because I enjoy the game, but it would really be nice to continue development on the region I've spent so much time developing.
4y ago
I have started on v0.54.0 on the Web client, and I have implemented a pretty large change to the way graphics assets are loaded, so let me know what bugs you find. There will be several while I get it ironed out.

Previous to now, the game always loaded all assets at the beginning so that everything was ready to go when you loaded a map. However there are now so many different structures in the game, that this was taking up a ton of memory, especially on mobile where memory is limited.

Now the game will only load assets on demand. This makes startup time for My Colony much faster and (at least on smaller colonies) greatly reduces the memory overhead, leading to better performance. The drawback is that there will be a slight delay when placing a structure before it's graphics are first drawn, due to the on-demand loading.

I think it is a reasonable trade off though, but let me know what you guys think, and what issues you have. I will be working on bug fixes and more Reptilian content over the next few days and will hopefully have 0.54.0 pushed to all platforms by this weekend or Monday at the latest.
6y ago
Today My Colony v0.54.0 (v0.54.1 on Android) is being pushed out to all platforms and should arrive on your device shortly. This was originally intended to be a big Reptilian update but there were several engine changes that took precedent this time. Details below!

My Colony v0.54.x Changelog

New Stuff
  • New structures: National Flag, Torture Booth, Drone Pad, Gold Grower, Aluminum Grower
  • New Unit: Uranium Extractor
  • New ad-free Structure: Pavement Lit
Changes
  • Memory and File Size Reductions
  • Firedrill/Employment Changes
  • Opening existing online games now requires an Ape Apps Account
  • Added engine support for variable color units and structures
Notes
The new Reptilian content is generally geared towards making the Lava World map playable. I had a lot more planned for this update, but I wanted to get it released in a timely manner, so it will have to wait until next time. Barring any major engine changes or glitches, v0.55.0 will have a lot more Reptilian stuff.

On to the engine changes. Since the last few updates, the #1 reason for crashes and getting stuck on the loading screen on mobile (especially on Android) was the game running out of memory. The reason for this is that when I designed the game originally and there were only 8 different structures to build, it made sense to load all of the assets at the beginning when you first entered the game. Today though, there are over 320 different structures and almost 50 vehicles, and many structures can now be flipped which adds extra graphics assets which need to be loaded. Because of this, you have probably noticed that the game was taking longer and longer to start up at the beginning, and sometimes it never started up at all. This was due to the game using up all of it's allotted memory from the operating system. The issue was particularly bad on Android, where the memory cap is far less generous than on Desktop computers, even on newer devices that ship with 4 gigs of RAM.

To get around this, My Colony will now only load graphics assets, on demand and as-needed. There are likely still some bugs to be worked out related to this, so let me know what you find. You might notice buildings or ground tiles not appearing right away. Generally they will show up in a second or two. Zooming in and out can also make them appear quicker some times. It might be a small annoyance, but I think the tradeoff will be worth it. Particularly on smaller colonies, the memory reductions can be quite significant.

Another new reduction in this release has to do with save file sizes. I have started compressing some of the building related save data more efficiently, which should reduce the file sizes on some saves. Your mileage will vary depending on the layout of your colony, but on my main colony, my file size was reduced by a little over 10% (compressed). I didn't do a before/after on a non-compressed colony, but it is probably similar.

Moving along, there have been significant changes to the Firedrill system, as well as the way in which 'simulated' colonists find and fill jobs. Generally, the amount of time it takes for your colony to settle back down after a fire drill has been sped up significantly. Also, simulated colonists now find and fill jobs significantly quicker than before. I realized that I forgot to apply the same improvements to the speed in which they find housing, but that will probably be in the next update.

These changes were in part to address a lot of the complaints people have about unemployment and jobs being filled. The old method had simulated colonists fill jobs based on the general unemployment rate of the colony at large, so if you had massive unemployment, they would find jobs slower, and if you had low unemployment, they would find jobs faster. In my mind, this offered a more realistic simulation, as it doesn't make sense (in 'real life') to be able to just call a fire drill and suddenly an economy is back to normal. Judging by the forums though, I think most people perceived this part of the simulation as a bug, so it has been removed. Simulated colonists will now fill jobs at their earliest convenience.

What has not changed though is the colonists' daily cycle. In general, a healthy colonist will have his day divided into 3 parts: work, sleep, time off. So if your colonists are 100% employed, which is unrealistic but somewhat common in this game, then you should at most expect 33% to be on-duty at any given time. I know that many people perceive this aspect of the game as a bug also, but to me, changing this would make the game sooooo easy, even easier than it already is.

Next up, the engine now supports adding a bit of color to certain in-game structures. This is mainly necessary for the upcoming Colony Wars game, and an example can be seen in the screenshot below:

The flags on the building now take up the color that was set in the Overview tab on the statistics screen. I might expand this more to other structures, but it was primarily put in for the benefit of Colony Wars. I also noticed that it is not working right on iOS yet, so I still need to figure that part out.

Finally, there has been a suggestion in the index for lighted roads. I made some engine changes and added one in there as a test, but I want to see how it impacts performance before expanding it further. To be determined.

So anyway, that is it for today's release. Much more on the way, so stay tuned!
6y ago
I've been having issues since the 1.30 update with getting stuck on the Loading Assets screen.
Sometimes it will start if I haven't logged in (I have premium My Colony).
It happens on all the versions I can use, Ape Launcher, the web app, Windows Store, and the standalone.
The standalone is the only one that let me play after I logged in, it stopped working when I exited and reopened though.
I've tried the uninstall reinstall thing.
9mo ago
I am also having this problem. On iOS. Deleted and redownloaded. Created a new ape account. Tried on my iPad. Same issue. I can start and save a game. When I close out and reopen it is stuck on loading assets. Very annoying. Premium account.
2mo ago
Here goes a message. First there is neither testing version releases nor testers so every build is matching new "features" (and potentially bugs) along with catching old ones and polishing it overall.
here goes the list for web 0.54.0 (Firefox_64)
I will not brag about why 55 alien powers used to be better than 9 diamond crystal reactors for almost every moon base but instead

[not important][GUI] particles-on works fine while particles-off does not despawn existing ones just stopping new to appear. Looks weird when they keep coming from the sides in lava world and still need to wait some time to see whether offing does any good. Not so important but seems quite easy to work with.

[bug][render] Zooming out goes mad. I do know that more render takes more time but there are always ways to use some cheating and tricks to make it a bit easier in exchange for fast rendering, aren't they? Now we are talking about something strange. Quite a big map, quite a small zoom, not so laggy, yet goes buggy. At some mouse scrolling point it goes to scale vertical but not horizontal size making it more wide-stretched. Would see if i could add screenies for both before and after.

[UI] now we have a _red_ form of crystaline. Third one apart from _green_ synth and blue natural if I remember it correctly. But the resource icon features 4 crystals of the same color which looks a bit of strange now as we have not a single natural source of it.

[UI] playing with new colony creation does not leads to bad colonies generation as I've mentiomed it some time ago but still shows a previous colony with engine started (with non-working side menu etc) prior to selecting the name and actual start.

[Major bug][UI] Yeah you've done it right with the assets. And now we're going to encyclopedia where... Well it still is lacking the search so I need to remember where exactly do I scroll for this and that and because it lacks logic it goes mad but... The Assets new. And an Encyclopedia old. I want someone to make a shiny looking meme pic for it. They don't seem to like each other. They are no longer friends!
Erm.. excuse me. Mismatching pics or absent pics is what you might get if you pretend you ever want to see them. But the resources don't think so. They are too noble to show up for such a nooby engineer. No matter what you have loaded before it will load all the assets as soon as you open the list for the second-third time. (you'll get a strgate with a hive icons and such at the first look).
I do want to make a stop here. When I played the game first time, There were no other races and it wasn't even half as complicated as it is now. Even that time ago the only source I used for info was the game and i even managed to stuck being out of atmosphere (there was no forest or moon and surely no guide messages back then if i recall it correctly) so that time I looked it through and it was enough for me to make every building possible afterwards. I've done it at list three times now from nothingness as the game evolved and I do appreciate most of the changes. However, even at present, accidentally closed guide window will not reappear and can neither be seen in questbook or anything alike. Moreover, now we have a numerous races with overlapping techs and buildings not so important to show up in ants colony etc etc. I mean it went wild it became messy. Another complaint is that encyclopedia takes roughly about one third of the screen where it could take almost 90% in the same manner because I can't make a good use of the space to the left of it for sure. It still wont be much of a help due to saving only a couple of lines per entity and only in case that entry has multy-line description.

The solution or better to say a kind of a temporary workaround I see here is to make a tree of techs with a start or with a world load or even a few seconds after. Starting with a root tech of a current base tech as an example. It would allow for a techs like those available to different bases to appear in both trees and will not pollute the files with lists for every base to load. Though the latter approach might be more suitable for mobiles, just to consider both sides of the coin. The tree will allow to map all descendants to load and show up as icons and also to use workaround in pedia: make submenu, two entries: the one leading to a current list and other to a list based on that tree with techs already loaded with pics and ready to go. Double kill.
The way I see it is to add a couple of lines to the place it counts current buildings premium items in game etc which should be quite fine and yet not so difficult to implement.

[UI] You might also think of a random pic showing in the sub menus titles to be chosen from loaded ones or even to be static but that is not so important as previous. Probably a part of a previous bug.

[UI] Old ones to end up the list: making some not square-icon-building will stretch it to be square-like causing funny pictures of "a Consulate with a pressure of the responsibility on its shoulders" or "a helium extractor that feels like a factory" (but of cause nobody would need such a factory ever soon).

[UI] Another old one not sure if fixed already. Coal or regolith? Which of the icons is it here or there? And the icon of it without a framing with the-very-same-color background for a resource header is definitely the most interesting part of this quiz game. It has many unSeen endings. Ba-toooom! tss.

*edit* Speaking of vertical-distortions, there is quite a probability to catch it when zooming with mouse wheel does not change zoom only making stretchy effect to appear while saving the zoom. It always behaves in stretchy but is a bit hard to catch it not changing zoom in the process. I overlayed two captures and cut one of them for you to see the difference.
Spoiler:



*edit*
also a pic showing zones that are there in tech encyclopedia now:
red are neither used nor clickable until closing the popup window. Green zones cut up already lacking space for scrolling (should a big dismiss button be replaced with a red X icon or something?). Blue is ads. They look black not because I'm a racist who killed them. The turbo mode or something alike has taken them to a bar or somewhere near idk. They promised to be back before the sunset. Here goes the pic by the way, you wanted it you got it.
Spoiler:



Another good week to start making more of colonists happy, isn't it? Good luck. Keep it going and make it even better.
6y ago
Simply changes many of the games assets so they're smaller (physically and file size).
Haven't got round to changing all of the assets, but some of the late game Human buildings such as the investment bank has been changed. (file size of most assets are cut in half after editing)
Also adds a diamond ore re-texture (makes it bluer), and puts an eye of Sauron on the pyramid..




6y ago
Greetings!

Around 2 years ago I've created this post which is about the unofficial timeline for the world in My Colony.

Since then, our favorite dev @bastecklein had referenced a lot of things in that post when expanding the actual lore of My Colony, eventually My Colony Universe is officially born which connected various My Colony spin-off games together.

Now I've reviewed my long and old post which isn't really something refined (and somehow grammatically terrible), I've decided to create an revised version of it. While refining and altering some context and contents, there will also be few new major events as new additions.
Another major change is about events during the Old Earth era and the time transitioning to United Earth, which I would like to make them slightly more reasonable, though the progress would still be relatively accelerated compared to reality.

Enjoy!

WARNING - EXTREMELY LONG POST
This post is very long - it will take some time to read.

NOT ALL CONTENTS ARE CONSIDERED CANON
Not all details have been officially included canon or actually took place in any games related to My Colony Universe. The actual events may also vary with those mentioned in this post.
Anyways, it's just for reference, I recommend reading it in a relaxing manner. :P
The unit of time measurement is based on Earth calendar.





Time of the Ancients
(Uncertain, estimated to be billions of years before Alpha Draconians)

Once upon a time there was an thriving civilization ruled over the Milky Way Galaxy, which now they are called The Ancients. Even in the Royal Libraries of Alpha Draconians, not much documentations of their unimaginably long history has been recovered, but many of them become legends and folklore among various old and elder civilizations across the Milky Way. The following events are what known to the present-day Milky Way.


👇Just click the text with dotted underline to see the entire section.
Time of the Ancients
The Old Holy Galactic Empire
The oldest trace of The Ancients that can be found in present-day.

Some artifacts from this period reflected worship of pure energy entities, which its sophisticated pantheon have shown distant relationship and influence to cultural and religious beliefs of some races of Milky Way.
Titan War
Perhaps the most well-known conflict in the Ancients' period, it took place around the late Holy Galactic Empire period - A legend of two dominant galactic powers battle for their total domination of Milky Way.
The Titanis was the sole opponent of the Old Galactic Empire at that time, it is a collective of races under the rule of Titans, a race of colossal entities. However, unable to surpass Empire in terms of the ability to manipulate raw energy and matter, the Titans end up defeated and extinct after the war.

Various wartime relics form both Empire and Titanis are discovered. However the reliability of several Titan relics (particularly some Titan remains) are doubted by modern historians and scientists (and even some New Galactic Empire scholars) and the debates still goes on today.
Grand Division of Pharan Empire
Phara was the largest ally of Old Galactic Empire and strongest of the minor powers during the Titan War. However, after a chain of internal political events, the Pharan Empire split into divided Dynasties ruled by their respective Grand Houses.

Most ancient Pharan documentations were permanently lost during the event.
Dark Galactic Empire
The period after the Old Galactic Empire crushed their sole rival of the galaxy and achieved galactic dominance.

For some reason, the Old Galactic Empire abandoned their belief of energy entities, instead, near-fanatical dedication exploring ultimate possibilities of dark matter becomes the major feature of this period.

Despite it is the period after the Holy Empire, unfortunately, information of this period is relatively more scarce - The multidimensional complexity of their relics keeps information in them highly difficult to be discovered and extracted.
Reptilian Exodus to the Milky Way
The first records of Reptilian immigrants into the Milky Way from another galaxy was during the Dark Galactic Empire period. From some documents of Alpha Draconians, Reptilian ancestors started as nomads with only mostly low tech equipment when their "primitive" intergalactic transport landed on the Outer Rim Region.
Empire-Reptilian Conflict
While Reptilians tried to make themselves a new home at Outer Rim Region, Old Galactic Empire was unwelcoming towards the continuous immigration of the Reptilians. As a result several conflicts broke out, but none never end up into a major war.

After several head-on confrontations and negotiations, Reptilians signed permanent truce with the Old Galactic Empire and earned their space of survival, however, the Empire barricaded all the remaining immigrants from entering Milky Way, which the fates of these immigrants remained unknown.
Second Pharan Empire
After millenniums of internal conflicts, Pharans barely reunited themselves, the Second Pharan Empire was established and maintained relative cohesion and peace between Grand Houses for the long period afterwards.
Vanishing of The Ancients
One of the largest mysteries in Milky Way history, which the entire population and objects of the Old Galactic Empire, vanished.
There had been many hypothesizes trying to explain the event, the most popular one being The Ancients successfully achieved certain breakthroughs in science and transcended into higher beings unrestricted by physical plane.

Radioisotopic raw ether are discovered at planets that were once Imperial settlements, which seemed to be remains of physical biomass of Ancients, or a by-product of the process causing the entire vanishing.






Interbellum, Rise of Reptilians and Draconian Era
(4 million years ~ 2 million years before human history)

After the vanishing of the Ancients, over 80% of the Milky Way became unoccupied and abandoned. This is the period many young races rose to reshape the galactic balance of power, but only the Reptilians became the most successful - From the foundations and physical legacies left by the Ancients, Reptilians thrived as the new superpower of the Galaxy, the Alpha Draconians.

Rise of Reptilians
Early Atlanians and Kingdom of Aqua
Atlanians was an aquatic race that managed to civilize themselves during the Interbellum, and evolved into amphibious creatures that has strong adaptive ability to both dry land and aquatic environments.
Kingdom of Aqua was the first period of Atlanian history they begin space exploration and primitive extraterrestrial colonization.
Reptilian Kingdoms
As the scout ships returned bizarre news that the Ancients had ceased to exist, the Reptilians saw their long waited opportunity expanding towards the Central Vortex. Deeply inspired by the Old Galactic Empire, many Reptilians dreamed of building their own powerful interstellar regime. As a result numerous Reptilian Kingdoms with relatively primitive organization were established, completely replacing their original nomadic society within few decades.
Great Reptilian Expedition
After years of preparation, various Kingdoms launched their expedition to the deeper regions of the Galaxy, returning with generous amount of salvaged bounties from ancient ruins and locations of the abandoned Ancient cities.

Later, Reptilians colonized the Ancient cities as their new settlements.
Bowuland Insectoid Hive Tribes
The earliest form of Bowuland Insectoid (Later Zolarg Insectoids) civilization known. Before the period of Zolarg Empire, Bowuland Insectoid breeds were relatively mild and much less invasive, and achieved developing a society with great self sufficiency and sustainability of food, with knowledge of primitive metallurgy.

With no ideas and ambitions beyond their home Gaia World planet, Insectoids of the period had never entered process of industrialization and space exploration.
Unity Movement of the Atlanians
According to an Atlanian legend, conflicts between Atlanian colony Kingdoms were very common, until inspired by the idea of balance and peaceful coexistence started an peaceful unification movement which led to founding of the present-day Confederation of Atlanian Kingdoms.
Age of the Warring Lords
Reptilians had shown great interest upon the relics and artifacts they salvaged form Ancient sites, and discovered the unimaginable potency they hold. Impressed by the power of ancient technology, it gave rise to Reptilian ambitions of interstellar conquest.
Seek to destroy other potential internal rivals, Reptilians entered a long period of most merciless infighting, just to control the Ancient artifacts they have yet to understand how to use them.
Reptilian Unification War and founding of Alpha Draconians
Kingdom of Draconis had long been one of the weakest kingdom among the Reptilians, until the time of the genius leader Lord Alphari - Draconis strength and influence rose to new heights, on par with the strongest Reptilian Lords. Lord Alphari defeated all other Reptilian Lords just in 10 years, successfully achieved true unification of the entire Reptilian race for the first time in Milky Way Reptilian history since the immigration.
As the unification had completed, Alphari crowned himself as the first Overlord, establishing the Reptilian empire of Alpha Draconians which marked the beginning of Reptilian golden age.
National motto of Alpha Draconians, "Rising from the Harshest to be the Strongest", was also given by Alphari himself, as an reflection to his early life struggles and success.
First Successful Decoding of the Ancient Artifacts
The Ancient Alien research was one of another most impactful achievements and legacies of Overlord Alphari during his reign, for he had greater insight over the usage of alien artifacts. Alpha Draconians was also among the first ones establishing an dedicated and successful institute studying Ancient artifacts and relics, which Overlord Alphari also personally participated in it in addition to providing material and political support.
From the further understanding over these ancient gadgets, Alpha Draconians effectively reverse-engineered Ancient advancements for their own purpose. The absolute technological supremacy of Alpha Draconians gained from Ancient knowledge effectively turned the Reptilian empire into the sole and most brutal galactic superpower of the time.
Reptilian Galactic Conquest
The next and the largest conquest of Reptilians took place during the reign of fourth Overlord Ks'khip, the infamous Scourge of the Galaxy who led the Draconian legions spread destruction across half of the Milky Way galaxy.
Many of the territories conquered by Overlord Ks'khip formed the foundations of core Alpha Draconian regions in Milky Way Galaxy. In addition, the subjugation of various alien races including Bowuland Insectoids which provided Alpha Draconians productive slave laborers for millenniums.

The conquest was an important point of history which Reptilian power and influence reached its peaks, the time when Reptilians began call themselves ‘the descendants of the Ancients’.
Mystic Galactic Domination Doctrine
While Overlord Ks'khip ruled by brutally asserting direct Draconian dominance over half of the Milky Way, his successor Ka'kropp had a completely different idea, advocating a complete different doctrine of ruling the Reptilian empire.
In a more secretive and unsuspecting approach, Alpha Draconians maintain control over conquered territories with minimal public personnel and have most of the actual administration and enforcement done covertly. Through asserting the ideas that Alpha Draconians were unreachable and all-powerful deity beyond their intellect, subjugated objects and vassals would never dare to resist and defect.
Disassembly of Second Pharan Empire
While the Second Pharan Empire remained relatively unchanged and peaceful since its establishment, many aspects of the Empire itself declines day by day. Eventually, the Pharan Empire officially dissolved themselves.

Pharans are permanently divided into hundreds of independent tribes and scattered across the stars, rapidly degenerating into theocratic medieval civilization technologically and culturally.
Reptilian-Atlanian Conflicts
Years since the Great Conquest, Reptilians had several attempts throwing invasion on the aquatic homelands of Atlanian Kingdoms, however heavy local resistance of Atlanians turned most of the attempts thwarted and to no anvil.
At the end of this series of conflicts over the millennium, Alpha Draconians withdrawn their forces from Atlanian territory and never mentioned invading Atlanian planets since after.






The Revival of Insectoid Civilization
(Parallel to 19th~20th century of Human timeline)

Ever since the Alpha Draconians subjugated the Bowuland Insectoids, the history of being enslaved for millions of years was the darkest history of Insectoids. However, from countless of torture and survival struggles, Bowland Insectoids had evolved into highly expansive and adaptive breeds of wide variety. Meanwhile, years without significant challenges or greater ambitions had also turned Alpha Draconians internally corrupt and indolent.
Parallel to the 19th to 20th century of mankind, an slave uprising in Alpha Draconains marked another major turning point of Milky Way history.

The Revival of Insectoid Civilization

Draconis-12 Uprising
In the distant slave farm colony of wetland planet Draconis-12, to no Reptilians' expectation, the Alpha Draconian colony was overthrown by a planetary-scale Insectoid slave uprising led by an enlightened Insectoid named Zolarg, all Draconian personnel either purged or missing.

The first group of freed Insectoids renamed the planet to Zolarg Prime after their leader, which became the new home world of the Insectoid civilization. At the same time, the uprising leader Zolarg himself was crowned emperor for life of the people of Zolarg Prime, and Zolarg Empire is established.
Insectoid Uprising Movements
While Alpha Draconians attempted to cover up the incident, words of Draconis-12 uprising spread quickly among the Insectoids of other Draconian slave colonies.
Encouraged and inspired by the Zolarg's success, other Insectoids followed similar path. Though not all had been successful, the series of uprising movements successfully took over large numbers of Alpha Draconian colonies and cities. Most of the Insectoids who earned their freedom joined the Zolarg Empire's cause in the sacred war toppling their ancestral enemy.
Insectoid Revival War
Soon Alpha Draconians took retaliatory actions against the uprising movements, attempting regain control of the slaves by sheer might of regular military forces. In this 27 year long war of attrition, both sides took heavy losses, however, despite technologically superior, Draconian forces never managed to outmatch Zolarg forces in numbers and replenishment rate. Eventually, Draconian forces were forced to withdraw from Zolarg-controlled territory to regroup after local war reserves had been depleted.
The War ended with Zolarg victory. Zolarg Empire earned their needed time and space to redevelop their civilization, while the internal declining of Alpha Draconians were exposed to the galaxy.
‘Groot Opwekkingsplan’
This period was also known as the ‘Great Revival Period’, the period when Emperor Zolarg formulated the policies and plans for early Zolarg Empire focusing on reconstruction, redevelopment and expansion of the Insectoid civilization, with the ultimate goal acquiring capability to confront Alpha Draconians head-on.
Combining sheer workforce volume of Insectoids, rediscovered ancestral knowledge and industrial knowledge acquired form Alpha Draconian machines, Zolarg Empire quickly established their industrial and technological foundations and rose as a supernova of galactic power.
Declaration of Insectoid Liberation
After the ‘Groot Opwekkingsplan closed with stunning success, Emperor Zolarg made a declaration on behalf of Insectoids to Alpha Draconians - the Zolarg Empire, will liberate the remaining brothers and sisters under the unrightful Draconian slavery at all costs.
The Declaration officially established the ultimate objective of the wars against Alpha Draconians.






The Old Earth Era
(Year -2051)

The Old Earth Era is defined as the period before United Earth in human history. The late Old Earth Era is the time when humans begin exploring the deeper space and other stars, as well as beginning extensive colonization beyond Earth.

The Old Earth Era

Jameson Theories (2027)
The quantum physics scientist Professor Lob E. Jameson published a paper about theories associated with space continuum mechanics which provided basis for future development of long range space travel between systems.
First Practical Fusion Propulsion Engine (2031)
As the first commercial-use fusion reactors achieved success in the late 2020s, it provided valuable experience for developing further uses of nuclear fusion power, including the innovative idea to use it for propulsion. First practical fusion propulsion engine for spacecrafts was built in 2031.
First Probe exiting Solar System (2033)
USP Discovery was the first successful probe that traveled beyond boundaries of Solar System and reached another star system (Alpha Centauri). It's launched from Earth at 2033, returning valuable data of planets of Alpha Centauri system starting from 2037.
Space Colonization Race of Solar System (2032-2047)
With long range space travelling became more possible at the time, it kickstarted a space race at larger scale. It was one historical milestone for humanity - first attempts of an extensive space colonization in history.
Both directly and indirectly, at least 65% nations of the world participated in it. Among the governmental bodies and independent organizations in the race, some seek for wealth and influence, some seek for opportunities and a new start, some seek for knowledge and discovery.
At the peak period of the space race, colony activities could be found around and on mainly Moon and Mars, and to certain extent, Venus and Jupiter.
However, the space race came to complete halt around late 2040s, hampered by instability on Earth caused by Earth Resource Crisis.
Earth Resource Crisis (2039-2057)
Catalyzed by political and commercial rivalries on Earth, the space race had escalated to higher levels within a decade. Various parties increased their bets and investments into their colonization projects, leading to resource consumption increasing to unprecedented levels for the following years. Worries regarding depletion of known resource reserves on Earth arises starting from mid 2039, and became actual problems in the 2040s.
In the meantime, uncontrolled industrial activities of the space race had also accelerated climate change which catastrophically turned Earth much less habitable. The climate impacts were strongly associated to occurrence of famine and abnormal morality in major countries starting from 2043.
At 2047, by the severe shortage of various resources, social instability on Earth reached critical levels.
The crisis seen no sign of alleviation until 2057.
The Grand Collapse (2051)
Severely affected by the Earth Resource Crisis, major governmental bodies on Earth lost their economic and political capability to maintain basic functions on an nation, end up either overthrown by displeased mobs of starving people, or disband themselves under pressure. In a chain reaction, similar events happened to nations all across the globe, which all turned into lands of anarchy and chaos.
This event is often referred as the end point of Old Earth era.






The United Earth Era
(2051-Present)

Right after the Grand Collapse, on Earth was the absolute chaos of no law and order where civilization degenerates and anarchy scourges the world. In the meantime, colonies outside Earth were left stranded without contact and support, struggling survive on their own.
However, the end of an old era is also the beginning of an new greater era - This is the era when United Earth rises to power and reunify humanity, and elevating human civilization to the greater levels, to beyond Solar System, to the distant stars.

The United Earth Era
Dissolution of United Nations and Formation of United Earth Movement (UEM) (2051-2052)
Without any existing members at all, and at the edge of ‘bankruptcy’, the United Nations officially dissolved, with most of the assets sold and transferred to a group of political aristocrats and plutocrats. The group absorbed the functions and assets of United Nations, and ambitiously rebranded it into United Earth Movement (UEM) during early 2052, which aimed to unify the entire humanity, and restore prosperity and order of the Old Earth era.
Earth Reunification War (2054-2055)
During the 2 years of preparation, UEM rallied manpower and resources from around the globe through black markets and government fire sales, while gaining stable bases of operations by assisting reestablishment of government on mainly Western Europe and Eastern half of North America.
At mid 2054, UEM officially initiated their military campaign with superior (but still rather limited) reserve of resources, rapidly brought major cities under control in the early months, then the cities were used as staging grounds to drive resistance of warlord and anarchists out of the region, ultimately encircling and destroying them.
Near the end of the 1.4 year long war, UEM controlled over 74% of the world. With no hope to topple a rising power, remaining resistances surrendered to UEM one by one, and generally accepted annexation in the post-war negotiations.
Official Establishment of United Earth (2056)
Few months after the Earth Reunification War, United Earth and its official governmental structure was established. United Earth took the form of a presidential republic, which the governmental body and the executive body is lead by President of United Earth, General Assembly responsible for legislation and directly responsible to the President.
The General Assembly is the decision-making centre of the United Earth, composed of representatives from different administrative regions to show a certain extent of democracy. However, the President still has absolute power to intervene or even alter the decisions of the General Assembly, in addition to a series of exclusive powers.
Earth Recovery Program (2056-2060)
While Earth became relatively stable in political conditions, as Earth Resource Crisis was still an existent and urgent issue, economic, industrial and environmental recovery became absolute priority of newly-established United Earth. In late 2056, United Earth initiated the Earth Recovery Program which involved habitat reclamation, industrial and economic reforms, prospecting new sources of resources, and reestablishing contact and activities with colonies outside Earth (to integrate external resources to assist recovery of Earth).
Under the effective and efficient coordination of resources of United Earth, only one year later, basic recovery had successfully been achieved, effectively alleviating and roughly neutralizing the impacts of Resource Crisis with no excess burden to space colonies and people on Earth.
At 2060, the economy of Earth had achieved recovery and development to beyond mid-21st century standards, the Program concluded in success.
The successful example of Earth Recovery Program also provided early basis of future terraforming research.
Reinitialization of Space Colonization Programmes (2061)
United Earth reinitialized most of the colonization projects from the Old Earth Era starting from 2061, with changed made to enhance efficiency, facilitate administration from United Earth government, and change of objectives.
The Old Earth Era plans were generally rebranded and integrated into "Earth-Sphere Development Programme (ESDP)", aimed to construct a larger socio-economic body in Solar System centering Earth. Under ESDP, Moon was developed into logistics center composed of shipyards and spaceports, while Mars became the new major industrial center. Large space stations were also built to support distant colonies on Venus and moon colonies around Jupiter.
With breakthroughs in interstellar communications technology, United Earth also set their ambitions to colonize stars beyond Solar System. Newer generation of long range space probes were also sent to other distant stars in search for new unhabited planets for colonization and exploit undiscovered resources
First Reformation of Security Council (2063-2065)
The national security agency of the United Earth, Security Council, went under a series of reformation from 2063 to 2065, improving and fostering the efficiency of peacekeeping missions on Earth and foreign colonies.
The reform included controversial establishment of military police force CLEI (Colonial Law Enforcement Initiative, nicknamed "clay") and associated high pressure security regulations over colonies.
Colonization of Alpha Centauri (2064)
The long-range colony carrier UES Ark-3 was launched from Moon shipyard at 2062, reaching Alpha Centauri and established colonies at year 2064, it was the first time in history mankind send people beyond Solar System.
Establishment of Space Marines (2068)
In order to protect foreign colonies and Earth from potential Alien threats, United Earth Space Marines (UESM) was established.
Space Marines gradually replaced Peacekeepers of the United Earth as part of the official military and security forces.
Autonomous Movements of Frontier Region (2068)
For years, colonies of frontier regions presented their concern and discontent towards the heavily bureaucratic system and excessively strict security policies of United Earth, but were never taken notice by authorities on Earth.
The situation turned into several prolonged region-wide protests demanding exclusion from the oppressive policies, after the 7th time Secretary of General Assembly refused to include the issue into agenda of next General Assembly meeting.
Refused to give up interests, United Earth attempted to pacify the discontent colonies by simple tax exemption and reassigning new colony governors, and never tried to lift the policies the colonies asked to remove.
Further angered by the "disrespectful" attitude of United Earth authorities, protests turned into anti-UE movements advocating decentralization of power form Earth. Eventually, United Earth was forced to grant few colonies status of autonomous territory to put the political crisis to end and made promises of reforming administrative and security polices on colonies.
While the movement seemed to achieve the objective to free from oppressive policies, some anti-UE movements foresee United Earth will eventually go back on their policies and unreliable promises, believing only liberation through true independence would free colonies from oppression of Earth supremacists - Which lead to founding of several underground radical anti-UE organizations.
First Official Contacts with Minor Alien Civilization (2069)
An newly established United Earth colony discovered an underdeveloped alien civilization on the planet Haken-35. United Earth officially contacted the Hakenduzians, establishing the first diplomatic relations with an alien race.
Alien Membership System (2071)
Upon discovery of more minor alien civilizations, there were opinions of establishing a proper system to handle alien diplomacy in smooth manner, while United Earth also saw an opportunity of wealth and influence. In order to convince them sharing their resources with United Earth, the Alien Membership System was established, allowing alien member states to enjoy a series of benefits including protection provided by Space Marines and preferential treatment on trades. In return, the alien member states had to pay yearly membership fees to sustain the privilege.
First Shuttlepod MK-I Entered Service (2071)
Martian Industries (MarsCorps) completed the first commercial-use model of the legendary multipurpose line of starships capable of fast long range trips, atmospheric take-off and re-entry - the Shuttlepod, which entered service in 2071.
The various innovative designs of Shuttlepod became standards of next generation starships of the following years.
Deimos Events (2072)
It was a legend of the legendary Space Marines elite squad led by Sarge, a story to save Earth from an evil artificial intelligence - though, with some confidential details which United Earth decided to keep it highly classified, rumored to be time travel to erase history of a parallel timeline.
Discovery of Terra Nova and Terra Nova Colony Rush (2074-2080)
Year 2077, a space probe discovered a planet having more than three times surface area of Earth, which its characteristics are also surprisingly extremely similar to that of Earth. Later the planet was named as Terra Nova to commemorate the remarkable discovery, it was the first earthlike planet discovered in human history.
The value and promising prospects of colonizing this planet were soon taken notice by United Earth authorities and other parties in United Earth. Soon as United Earth had officially begun the preparations for colonizing Terra Nova, largest corporations and major non-governmental entities presented their petition to participate in the project for a of major share of the planet's resources and interests.
As the United Earth authority was unable to balance the interests and requests of various parties, United Earth decided to turn this colonization project into an open competition (which United Earth end up as one of the competitors), which the shares of Terra Nova would only be granted to those who create groundbreaking achievements or shown excellent competitiveness.
Wormhole Navigation Technology (2075)
A set of technological advancements in space navigation technology allowed safe traveling of wormholes, which the wormholes act as a great shortcuts and highways of space travelling.






Human Civil War
(2087-2089)

Despite most part of the war were centered on conflict of two forces of humanity, United Earth and League of Independent States, the war had seen involvement of other major civilizations of the Milky Way Galaxy, Zolarg Empire and Alpha Draconians. Having great impacts on the history and future political situation of Milky Way Galaxy, it was considered one of the important historical events that contributed to the beginning of New Galactic Era.

Human Civil War

Independent Terra (2068)
Independent Terra is the foundational ideology adopted by League of Independent States (and its predeceasing entities).
In the years since the Autonomous Movements broke out, explicit forms of independentist ideas were given rise in the frontier regions, some branches were eventually developed into radical ideologies adopted by anti-UE entities, including the most well-known ideology of "Independent Terra", which advocates independence revolution against centralists and Earth supremacists, ultimately liberating mankind by overthrowing United Earth and re-establish a new true liberal government on Earth that respects human rights and treat individual colonies as equals.
As colonists were often considered to be the far lower echelons of society than native residents of Earth, the ideas of Independent Terra were even openly welcomed by some colonies beyond frontier regions that were also dissatisfied with authorities on Earth.
Discovery of Terra Nova, the first earthlike planet discovered by humanity in outer space, in 2074 applied an significant impact on the core ideas of Independent Terra ideology, which led to an ideological split within - Pro-revolutionist which continued the original idea of uproot ruling class on Earth, and Second-Terra-ist (SeT-ist) that suggests rivaling Earth influence by establishing liberal government on Terra Nova.
Independence Coalition (2072)
The potential instability associated to the spread of independentist ideologies during the Autonomous Movement were not left unnoticed by United Earth government. Immediately identifying such ideologies as dangers to governmental and political interests, the Security Council increased CLEI presence in frontier regions and colony sectors with high risk of ideological infiltration, to completely outlaw anti-UE entities.
Soon the anti-UE organizations and Independent Terra supporters found operating campaigns became increasingly difficult under the close watch of CLEI secret police.
In 2072, representatives of anti-UE entities of mainly from the frontier region secretly gathered at Terra Nova, forming the Independence Coalition - the predecessor of League of Independent States, establishing cooperation of running campaigns against UE under the nose of United Earth.
First Contact between humanity and Zolarg Empire (2077)
While the first official contact between United Earth and Zolarg Empire took place at 2080, the actual initial contact took place 3 years earlier (2077), during an encounter in uncharted regions between a black market convoy and a Zolarg prospection ship.
The rumors of the encounter spread quickly in black markets, eventually the piece of intel reached the Independence Coalition. Intrigued, the Coalition concluded with an risky decision - sending a secret diplomatic dispatchment to the Zolarg Ship via the black market vessel, in attempt to establish early relations which could help obtaining crucial support for future military campaign against United Earth.
In 2079, the dispatchment returned with cooperation agreements and an unofficial-and-non-disclosed diplomatic and military cooperation pact from Zolarg Empire, which the Coalition offers human technologies to Zolarg scholars in exchange for material and possible military support of Zolarg expeditionary forces.
The Alpha Draconian Conspiracy and Invasion Plan (~2085)
Since the Insectoid uprising events, Alpha Draconians had been in a difficult situation. The economy over-reliant on expansive and expendable insectoid slave labor had been severely hampered, while the reptilians began questioning the faith and pride of their "all-time invincible" empire.
Taking the Insectoid uprising events as the greatest shame to Alpha Draconians, on Alpha Draconis the dissatisfied reptilian lords and nobles urged Overlord Betah'an taking the responsibility to address the crisis.
To the Lords of Inner Circle (who power, ambitions, cunning and brutality were second to only the Overlord), it was a sign of weakened Overlord. Seeing that as an opportunity to seize the Overlord's power rightfully, the Lords of Inner Circle schemed to remove Overlord Betah'an form the throne.
To Overlord Betah'an, the most effective way silencing his political opponents form the Inner Circle and regaining support from nobles while addressing the crisis at the same time, was to start another conquest. The Overloard carefully selected the most suitable target of conquest - United Earth, which was industrially and economically developed but militarily inferior, non-aware of Alpha Draconians' existance, and possible sowing of internal conflict which allows minimal military efforts to eradicate further resistances.
Terra Nova Incident and Battle of Terra Nova (2087)
Burdened by outrageous taxation set by United Earth over the colonies outside Solar-Sphere region since 2079, Terra Nova was the first colony openly boycotting the tax policies of United Earth, refused to deliver tax payments to General Assembly. General Assembly responded the boycotting by enforcing embargo over Terra Nova, followed by immigration interdiction and military blockade, however all failed with little effect on this almost self-efficient colony.
The Independence Coalition, after years of covered military preparation, saw the incident on Terra Nova provided a narrow but the best opportunity to start what they had planned long ago - a revolutionary war to liberate colonies from tyranny of United Earth. Before the military blockade was enforced, the Coalition sneaked additional military personnel to their branch in Terra Nova.
Heat of the debates over follow-up actions against rebellious acts of Terra Nova lasted for months in General Assembly, politicians arguing the effectiveness of measures used to force Terra Nova giving in, while anti-UE organizations on Terra Nova kept provoking United Earth by rallying local people protesting around governmental administrative facilities. Eventually in 2087, with support of politicians who worried Terra Nova incident would evolve into a copy of of Autonomous Movement in 2068, along with manipulation by Alpha Draconian covert agents - By reason of "open revolt against United Earth", President Ronald Tracy issued order to mobilize Space Marines 35th Regiment for military occupation of and martial law enforcement on Terra Nova, marking the outbreak of Human Civil War.
Main forces of Space Marines occupied the capital city of Terra Nova and dispersed protesters with minimal resistance within 2 hours of operation. However, few minutes after the complete occupation, the main forces were ambushed and encircled by local militia forces led by commander Beuford P. Tots in the city. By element of surprise and home turf advantage of militia forces, the well-equipped Space Marines in the capital city took a heavy casualty rate of 63% and were forced to retreat by escaping to troop ship in planetary orbit.
Other militia forces on Terra Nova driven Space Marine and UE garrisons of military facilities into defeat in the subsequent skirmishes over the week. Gaining control over majority of surface-to-orbit defense weapons on the planet, Terra Nova militias forced complete withdrawal of Space Marines 35th Regiment and blockade fleet from Terra Nova at the end of Battle of Terra Nova.
After the battle, the colonial congress replaced the original colonial government. The congress officially sent an formal declaration of independence to Earth, which declared Terra Nova is no longer a chartered colony of United Earth, the once "second earth" was then renamed "Independent State".
Founding of the League of Independent States (2087)
Following the stunning success in Battle of Terra Nova, Terra Nova became the common symbol of freedom and liberty. The rest member organizations and entities of Independence Coalition, along with colonies of neighboring colony sectors inspired by the incident, followed by overthrowing local colonial government and sever ties with United Earth.
The independent colonies and members of Independence Coalition then officially founded the League of Independent States on Terra Nova.
Terra-to-Earth Campaign (2087-2088)
With support of Beaconburg Fleet and arms supplier BSA from Independent State of Beaconburg (previously Autonomous Colony of Beaconburg), mercenaries recruited from black markets and volunteers from liberated colonies, the newly founded League quickly launched the first military campaign against United Earth - the "Terra-to-Earth Campaign" (In United Earth perspective, "The Defense of Solar System"), targeting core territories of United Earth around Solar System.
Despite United Earth ordered nationwide general mobilization against LIS offensive, the mobilization progresses at sluggish pace. This had left LIS gaining most of the strategic initiative and speed advantage in the early to mid stage of the campaign, the scattered and underprepared United Earth forces were being wiped out by LIS with relative ease.
Zolarg Entry into War (2088)
In late 2087, United Earth completed the strategic defense planning, finished preparations of constructing solid defenses by concentrating majority of military assets in sectors near Solar System.
LIS forces launched the Ragnarok Offensive in early 2088 spearheaded by veteran units form the earlier stages of Terra-to-Earth Campaign, in hope to break the defense lines. However, outmatched by United Earth in terms of superior quantity of troops and supplies, the warfare of attrition eventually blunt the LIS offensive, which LIS forces took significant losses.
Knowing crippled forces stood little chance against possible full strategic counterattack of United Earth, LIS urgently needed to delay United Earth from taking initiative. Shortly after the setback, LIS decided to play their trump card - their secret ally, Zolarg Empire.
Using the missile base (deployed with newly built IWSM which its strike range can reach and cover the entire Solar System) established by LIS and (unexpected) assassination of United Earth President Ronald Tracy as distraction, Zolarg Empire responded to LIS call, sent a full battegroup of Expeditionary Force attacking the other side of United Earth territory, forcing United Earth to fight a war of two fronts.
Despite the two-front strategy did divert pressure from LIS, however, as neither side held major advantage over another, the war turned into a stalemate.
Barracuda Blues Event and Preludes to Alpha Draconian Invasion (2088)
In the heat of Human Civil War, Alpha Draconians sneaked groups of pioneer probes into human territory, constructed portal gates in the unnoticed corners where strongholds were set up for preparations of Overlord's surprise invasion plans.
Lords of Inner Circle had been trying to foil the Overlord's plan from the beginning. By a margin of rare opportunity, one covert operative affiliated to Lords of Inner Circle managed to sabotage the cloak device in secret base on planet Barracuda Blues, exposing the dormant portal and droid battlegroup at the site to United Earth and LIS military.
Upon the discovery of the unknown alien facility on Barracuda Blues, both United Earth and LIS dispatched their own task force trying to seize the alien technology that could change the tide of battle. Violent skirmishes broke out between two sides, contesting control of the facility.
As the news on Barracuda Blues were delivered to Zolarg Expeditionary Force. Familiar with Alpha Draconian cunning strategies, the Insectoids immediately identified the alien facility an Alpha Draconian invasion base. The Zolarg Expeditionary Force then sent their urgent message to LIS ally, warned that such discovery was a curse rather than blessing, and presented worries of this war involved orchestrations of Alpha Draconians, the greater evil they were yet to know.
Already at the edge of dishonoring the reptilian ancestors, the sabotage in invasion base on Barracuda Blues and earlier unexpected entry of Zolarg Empire into the war had left Overlord Betah'an with no choice other than launching a premature invasion.
Battle Against Alpha Draconians (2088-2089)
Caught off guard by surprise, near half of the human forces were obliterated by superior war machines of Alpha Draconians during the initial stage of Alpha Draconian invasion.
With a common enemy, military and political representatives of United Earth, LIS and Zolarg Expeditionary Force met on Earth. Shortly, ceasefire agreements were reached, and an temporary alliance against Alpha Draconian invasion was formed.
The alliance organized several joint operations to strategically delay Alpha Draconian invaders with varying outcome, buying time for LIS and United Earth to replenish losses and regroup respective fighting forces.
In mid 2089, United Earth finished reconstruction of the space armadas, later achieved decisive victories in several space battles against Alpha Draconian warfleets, regaining the space superiority and the tables turned to alliance's favor.
With support from United Earth fleets and exploiting the weakness of long replenishment cycle and inferior quantity of Alpha Draconian forces, alliance forces successfully overwhelmed Alpha Draconian forces, storming major invasion bases. The destruction of the largest but last portal gate stronghold during Battle of Barracuda Blues marked the decisive defeat of Alpha Draconian invaders.
Continuation of Human Civil War (2089)
As Alpha Draconians called their fleets back to home territory and aborted control of droid armies following the defeat at Barracuda Blues, the temporary alliance finished its purpose and was then dismissed, both sides returned to status of conflict.
However, exhausted and tired of war, it was impossible to continue the war at the original massive, interstellar scale, both sides came up with conclusion that the war must be ended by an decisive battle as soon as possible.
Zolarg Empire then exited war by signing a white peace with United Earth weeks after the alliance had been dismissed.
At last, remaining main forces of United Earth and LIS coincidentally met near the strategically important wormhole highway node, over the planet of Kaiserground. After a week of fierce back-and-forth battle on the planet and in the orbit, United Earth gained complete control of the planet, setting LIS forces on a full retreat, concluding the final major battle in Human Civil War.






New Galactic Era
(2089-Present)

Following the end Human Civil War, marked a major shift in geopolitical patterns of the Milky Way Galaxy - Division of human civilization, decline of Alpha Draconian dominance, rise of the mysterious New Galactic Empire, various smaller civilizations began playing important roles in maintaining galactic balance......
Increasing importance of galactic-scale affairs in this era had reshaped the Milky Way Galaxy, which once again after billions of millenniums, the Milky Way Galaxy thrives under the interaction between civilizations.

New Galactic Era

Armistice of Hoxton (2089)
The Armistice of Hoxton officially ended the Human Civil War, despite an armistice in nature.
The armistice defined the United Earth-LIS border in the future, which the border line was known as the Hoxton Line.
To conclude, nobody achieved total victory in the Human Civil War, however, each side had their objectives completed respectively - United Earth won a tactical victory which LIS could no longer threaten United Earth territory, while LIS achieved their primary aim of independence and establishing a liberal, decentralized government.
Official establishment of League of Independent States (2089)
The main body of the League of the Independent States, the League Council, was officially established 3 months after the Armistice of Hoxton was in effect. By the Joint Declaration of Independent States based on the core ideas of Independent Terra, The League promised fairness, respect, autonomy and freedom to member states.
The League of the Independent States had no actual leader in power. Instead, each member state cooperates under the common principles and shared pacts, bearing the common responsibilities protecting the free people of the League.
Though the establishment of LIS was officially recognized by their ally Zolarg Empire, the United Earth General Assembly declared they would never accept any form of human regime other than itself, the League being an unlawful existence that would threaten the unity and prosperity of mankind.
The Midnight Coup (2089)
With the total defeat of invasion campaign, the core Reptilian society of Alpha Draconians lost all confidence in Overlord Betah'an. Shortly after the end of invasion the Overlord was assassinated by Inner Circle covert agents.
Following the death of the Overlord, the seat of supreme power of Alpha Draconians was then empty. Yet as every Lords of the Inner Circle wished to claim the ultimate trophy of power, political crises escalated to uncontrolled levels by the internal conflicts of the Inner Circle, which later spread all across the administrative body of Alpha Draconians, rendering all but basic administrations of the reptilian empire non-functional.
Catalyzed by the the absence of Overlord and internal political instability, order in Alpha Draconian society was barely maintained, leading to high crime rates and decreased domestic productivity in the following decades.
As a result, dominance of Alpha Draconians began to decline.
Emergence of New Galactic Empire (2089)
Several weeks after the Midnight Coup which had thrown Alpha Draconians into the tarpit of neverending political infighting, control and dominance over the foreign territories of Alpha Draconians were loosened which allowed several vassals and colony broke away with no immediate consequence.
However, majority of these territories were then annexed by another power, which emerged from the Central Vortex region of the Milky Way Galaxy - The New Galactic Empire.
Calling themselves the true descendants of the Ancients, they claimed themselves bearing the destiny to bring the entire galaxy under their grace, a mission of revival to bring the once lost glory of Old Galactic Empire back to life.
Despite lacking the dominating power to contest other major civilizations, the New Galactic Empire had actively been expanding their sphere of influence, and rumored to have unprecedented capacity harnessing the powers of the universe beyond the Ancient technologies.
Bradley's Military Reform (2089-2094)
The new head of the United Earth Security Council, Bradley the Grand Marshal (which was the supreme commander throughout the Human Civil War), threw up a massive military reformation aimed to maintain superiority over the military capabilities of LIS, including expansion and reorganization of Space Marines, modernization of United Earth space fleets, introducing newer professionalism elements in military while maintaining the traditional expansive nature of United Earth military, and incorporation of newer doctrines derived from recent experiences in Civil War.
League Guild of Black Markets (2090)
As United Earth denied LIS from formal foreign trade outside the League territory by blockades along LIS border, LIS had to resort to black markets to maintain crucial supplies of high-end materials and economic activities, given different post-war difficulties suffered member states.
In 2090, the League Guild of Black Markets was established under the League Trade Authority to coordinate external trade beyond United Earth blockade, and management of domestic black market networks.
Restoration of Overlord (2110)
Tired of political turmoils and displeased with absence of powerful supreme ruler, traditionalist nobles on Alpha Draconis collectively put pressure on the Inner Circle for restoration of Overlord, or risk denounced and outlawed by defiling the ancestors.
Fearing the wrath of ancestors, the Inner Circle reluctantly brought Delta'an the exiled brother of Betah'an back to Alpha Draconis, crowning Delta'an the next Overlord.
Despite an Overlord, Delta'an was merely a puppet of the Inner Circle, however, did brought relative stability to disorganized Alpha Draconian society at the time.
Zolarg Scholars Journey to United Earth (2113)
A team of scholars from the Zolarg Empire, led by the Imperial High Scholar Abbamber, set off to United Earth for friendly diplomatic and scientific mission.
Scholars and scientists of the United Earth and the Zolarg Empire exchanged each other's technological advances and cultural knowledge. While Zolarg scholars earned precious knowledge which could help the technological development of the Zolarg Empire, the trip had also ceased the tensions since the Human Civil War between Zolarg and United Earth.
Insectoid Mind Network Technology (2116)
A breakthrough in neuroscience research in the Zolarg Empire had led to an innovation - the Insectoid Mind Network, designed to foster understanding of consciousness and thinking mechanisms, and enhancing advanced, direct communication and coordination within Insectoid society.
Cyberonic Transcendence (2119)
A private United Earth research institute Transcendent Technology successfully prototyped Neuro-microchips (NMC), which were compatible with human neuro systems, small in size, but ten times more efficient than average human brains.
Such inventions initiated a new technological revolution in human civilization in artificial augmentations, impacting all aspects of life.




Who knows what the future holds?





Note that these are just my own interpretations over the events, it is not official reference, but hopefully enhance your understanding over the My Colony Universe, and had fun reading it.

Thank you for reading!
version .0.53.0 chrome
main game page stuck on loading
Did hard reload stuck on loading ( deleted all browser stuff )
stuck on loading
when i first loaded the agme ( it did load as the new reptilians are in .
ps game has been loading very slow even in .52
same with antiquas loads but takes a wile ( 25 45 seconds
6y ago
Version 0.57 on Android 6.0.1 on Samsung A5 2017.
So, many people probably know about the "Doing cleanup" bug which essentially makes the loading of a colony impossible. Here is my case:

I realised it has something to do with the fact that I just set my save to online mode because I wanted to see how the board of trade works. That did not work because of some other issue (it said that no contracts are available until the interface bugged completely) and after a restart of the app, I got the infinite loading. I could still use the left menu, which I used to snag a photo with the built-in photo tool:

You can already see how the issue is that the loading screen simply will not disappear, not letting the player see what is he doing. I used the left side menu to try to get into the statistics menu where I could disable online mode. The statistics menu was behind the loading screen as well, but I knew the exact location of the online mode button and I switched it. I restarted the game and it instantly worked properly.
6y ago
My Colony 2 v0.21.0 is now available on the Web, Windows and the Ape Apps Launcher and should be hitting Android and iOS over the coming days. This update fixes a couple of bugs introduced in the last release and makes some pretty big changes that could alter the course of how you play MC2 over the coming months, so let's jump in and take a look!

The first big change in this update is a new feature called Universe, which will allow you to "join" your game to other players' games to create a sort of peer-to-peer network of global My Colony 2 servers.


To join or create a Universe, you simply open the Statistics window on your colony, and enter a public and (optionally) a private key. Every online game using the same Public/Private key combination (and the same game version/mods) will be automatically joined into the same Universe network.

At this time, there is no default or "official" MC2 Universe, and the feature is 100% opt-in. If the community ends up creating/pushing/rallying behind a common Universe, that's great. It can also be used to set up a private Universe between you and your friends/family.

So what does a Universe get you? As of this release, it simply unlocks a global Chat similar to what is available on My Colony 1, but this is going to expand pretty quick once this update is released and I can see if the underlying connection is actually working right. Universe is going to enable interplanetary trade/governments/war, etc., so eventually having a large Universe community with a lot of players will be beneficial. So stay tuned and keep an eye on this feature, because it's going to get exciting over the next few updates!

Beyond the Universe feature, a big change is being made to game saving. Right now (prior to this update), all MC2 game data was saved to a single large library file that synced to the Ape Apps Cloud (for signed-in players). This was causing issues with both slow loading times, and data corruption when multiple instances of MC2 were open at once. This is being completely changed in this release. Starting now, game data is no longer saved to the overall player library file, and Cloud Sync is disabled by default for all colonies. It can be turned back on (if wanted) in the World section of the Statistics window.

The next big feature in v0.21.0 is the new Stat Reporting functionality. If you've used Coloniae with My Colony 1, then you know what the general idea is here. With My Colony 2 though, Stat Reporting is a bit more decentralized, and open to any developer who wishes to take advantage of it.

Stat Reporting can be accessed/enabled in the World tab of the Statistics window.


In order to use it, you simply input one or more (separated by commas) stat reporting endpoint URL's, and the game will take care of the rest. If you are a developer and would like to build your own Stat Reporting endpoint, you can see this thread which should contain all of the information you need to get started.

The final big change in v0.21.0 is engine support for separating .vpp model data out of the individual game data objects in order to (hopefully) allow for faster initial game loading times. Right now My Colony 2 is starting to take an awful long time to load on mobile devices, and if this new functionality works as I hope it should, then My Colony v0.22.0 (the next release) should see a drastic improvement in mobile load times. The new model loading scheme is currently being tested out on the Tree Farm, Galactic Stock Exchange, and the Uranium Enrichment Facility, so please keep an eye on those three structures, and let me know if you notice any issues/problems with how they are loaded and rendered. If everything is fine, then I will be moving all larger game data objects over to the new loading scheme in the next release.

So other than a few bug fixes that are not worth mentioning in the release notes, that is about it for v0.21.0. Please test out the new features and let me know what works, doesn't work, what needs improved, etc.! There's going to be a lot of exciting new features coming over the next few updates, so stay tuned for more, thanks for playing, and I hope you enjoy the update!

#mycolony2
2y ago
It most likely has to do with the fact that Bast has started work on the next version and he is changing when the building assets load. Mainly the assets load 'as needed' rather than at startup. He explains this in his post over in General.
6y ago
As a new Warehouse System has been implemented, the former richest colony Betelgeuse is back on the map. You may always join our commonwealth as the only objective on our level is to make the game as fun for everybody as possible.
We still have (after a new rule, that might not or might have not been a good idea, destroyed most of our assets) about 58 Trillion left in the bank. We will try to regain a powerful position in the galaxy, but we can't guarantee anything - the new gameplay mechanics are still new. Anyways: We will try to build enough storage space for our billions of tons of assets and trade in accordance with the new trade laws.

If you are interested in joining a former top level colony that has fallen to rank five, feel free to join us: uUy34Pu1

Also: Please tell us, if something isn't going as planned by the dev. and we will comply, but please dont nerf all of our assests again!

Best regards
Betelgeuse
6y ago
Hello guys!

So we have the humans, the insectnoids, and the reptilians, so I think it is also the time for something... Robotic.

Here is the idea - The Ancientbots.

Civilization Story:
The Ancientbots are originally highly-intelligent (with humanlike mind) robotic servants of the Ancients.
Long time ago an incident only known by the few put an end to the Ancients. Their robot servants were rather scraped in the incident or dismantled by Alpha Draconians. However, not all the robots end up in the same fate, some succeeded to manage evacuation to the Far Lands of the galaxy, to protect the little remains of the Ancients from other civilizations.
After millions of years, year 2053 A.D, the first group of the bots arrived the Far Lands. They begin to settle the remainding assets of the Ancients down and build their own settlement - Not just for protecting their masters’ assets, but also protects other robots arrived the Far Lands, in order to survive from Alpha Draconians’ deadly chase.
5y ago
Hello guys!

When you're playing My Colony 1, you might sometimes receive a message that offers you AD-watching rewards.
The provider of the message is exactly the Galactic Empire, a NPC faction.
When I was thinking about what is the Galactic Empire, one of my question in my mind is, in My Colony Universe, do we have any civilization that was once in galactic scale? The thing popped up right inside my brain was the Ancients who might once had a thriving galactic-wide civilization.
So I tried to link up something between the Ancients (which there are not much canon lores related to them at this moment) and the Galactic Empire (which almost nothing we can know). After some time of messy combination and weird brain-o-chemical reactions, the idea was ended up turned into one thing - the New Galactic Empire.

Here, I'm going to introduce my thoughts about this never-explained faction.



Linkage with the Ancients? (Historical Origins)
Here I won't make too much assumptions here, but one of my most possible explanations in my mind is: They have an ambition to rebuild this fallen civilization. Or even further: Remnants or the direct descendants of the Ancients.

When they have possibly been established?
Probably leave that as a mystery. However, in my older post about my version of My Colony Universe timeline, I had made an assumption of when they begin active and known to the galaxy. Probably the time shortly after the Human Civil War when the entire Galaxy is still in a mess, they decided to take the opportunity and begin expanding their sphere of influence.

Their aim?
Primarily rebuild the legacies of the past, the galaxy-spanning Ancients civilization.
For this aim, they might have the following objectives:
  • Retrieving once lost technologies from ancient artifacts.
  • Strengthen their overall national strength and expand sphere of influence.
  • Achieve galactic control through diplomatic and military means.
  • Strengthen galactic control through economic, political and cultural ways.

Sphere of Influence (in Galactic Colonization Race Era/MC1 era)?
Their overall influence is still unknown due to their low-profile activity.
The identified regions of influence are most concentrated in the central region of the Galaxy.
  • Center of Galaxy
    It was once under Alpha Draconian control. The area is known for high abundance of ancient city remains that contains countless ancient artifacts of powerful technologies, including those most rare.
    On the other hand, the location was the political capital of the Ancients civilization.
    The profile of this region has make it a strategic location of New Galactic Empire.
  • Civilizations bonded with ancient religions
    There are a number of civilizations remains bonds to ancient religions worshiping the Ancients civilizations. As the New Galactic Empire rises, they declared loyalty to their "living deities", except the Pharan Tribes.
  • Ex-Draconian Colonies
    The absence of Draconian Overlord after the Midnight Coup in Alpha Draconia had caused a nationwide political crisis. During the time the throne was empty, unable to maintain political control the peripheral colonies, these colonies broke away from Alpha Draconians. Some of them are independent and some of them joined the New Galactic Empire.
The New Galactic Empire mainly spreads its influence through propagandizing in disguise of popular culture, commercial advertisements and religious preaching. On the other hand, when necessary, using their army might to 'persuade' their target, or even launching a secret invasion.

Political Structure
The Emperor is the supreme leader and the religious leader of the New Galactic Empire, having the absolute power to alter any decision of the Empire.
The Masters, or the Apostles of the Emperor, are the second-in-order in terms of political power. They are chosen by the Emperor himself, their roles are primarily assistants and advisors of the Emperor, secondarily as the manager of the Empire. Every Master controls a variety of assets depending on their talents, abilities and personalities.
The Inquisitors are the religious officers of the New Galactic Empire, which does not goes under control of any Masters, but directly responsible to the Emperor himself. Despite they have far less executive powers, they play a key part maintaining the relations between the Empire and its subjects.
Member states and colonies of the New Galactic Empire are subjects of Emperor and assets of the Masters. They must remain absolute loyalty to the Emperor, and fulfill any demands of the Empire when called to. Most of them remain limited autonomy, but that's very situational as it depends on their ruling Master.

Technology
The New Galactic Empire is capable unleashing the full potential of advanced ancient technologies left by the Ancients, much further than what Alpha Draconians are capable of. Giving some examples: Altering mass and structure of atoms and subatomic particles. Precise teleportation. Pure energy control. Interdimensional interaction. Even the New Galactic Empire have not retrieved all of these technologies yet, these technologies are powerful enough to alter the entire galaxy in no time.
However, these technologies are too complicated to be handled by any ordinary person. Mastering the use of these technologies would be extremely difficult and demanding, first you must have the patience to learn everything about these technologies, second you have to be intelligent enough to process these information into your own knowledge and abilities, and then you need extreme multitasking skills to wield these technologies practically.
The Emperor himself is an expert of these ancient technologies, which he is capable of wielding the power of almost all ancient artifacts without ease. Over the Galaxy, there is no other genius can achieve the same level of mastery like him.

Military
The New Galactic Empire does not have a universally standardized military. Every branch of military, called a Legion, usually goes under the command of a Master, managed in different styles and doctrines according to the commanding Master's preference and personality. This leads to a wide variety of specializations in New Galactic Empire military.
There are still something in common among each Legion, especially the wide utilization of ancient technologies.

Economy
Running any ambitious plans requires very large amount of resources. To make sure a stable supply of resources, each city and colony of the New Galactic Empire are required to provide resources they produce or import at regular intervals, in return for funding support and advanced technologies.
The resources paid by the colonies and cities are mainly redistributed to Masters, who are responsible for executing the Emperor's plans.
Usually the cities and colonies remain having autonomy on microscopic economic decisions, unless the ruling Master has their own idea of "economy".

Culture and Religion
The most representative culture in the New Galactic Empire is their worship of the Emperor. Especially some religious member states of the New Galactic Empire fanatically regard their Emperor as an all-powerful deity.








That's what I have in my mind. Not a perfect ones, but should at least give a concept.
If you have your own ideas, I'd like to hear it too since it might complement each other.
Hello everybody! Let me get right to the chase. firstly, this mod will be in pre-alpha meaning it will have nightly updates (hopefully). Secondly, all released files here will be demos, when 1.0 is released it will be done through the mod shop. Thirdly, some things I have ideas for will need to have functionality added to the modding API, so they may take a long time, or never come in the worst case scenario. If so, I will try to come up with a work around. Fourth and hopefully finally, this is a solo project, all assets will be made by myself (OilChan). So with that the quality of assets will be improved before or on 1.0 release.

Alright, with that introduction out of the way, let's us get into the nitty gritty of this mod. Firstly this is an overhaul, meaning there will be a great deal of content added and removed from the base game. Secondly, this will be a more crude, well-rounded and realism flavored mod. To explain further, Food will be harder to produce, and resources will be rarer than they are in the base game. There is a new planet and some returning ones, I'll start of with one civilization or Corporations as I will refer to them as from now on.

Content Ideas:
I will start with worlds:
-Abandoned Planet

Yes, this fan favorite will make an appearance in Advanced Manufacturing, but, wait there's a twist, I will make it from scratch for a whole new experience.

-Brown Dwarf

yes, colonize a brown dwarf, what could possibly go wrong, this gal will have a unique game play style, more on that in a future post though.

-Desert Planet

My favorite world type, it comes with 100% more sand per sand! stuggle against a inhospitable environment, but maybe you can strike a treasure trove of resources?!

-Ice Planet

Those of you who have seen Interstellar will know what's up with this planet, Mann's planet. Rich will ice and uh.. more ice, you'll have a rough start, but I'll tell you what, maybe there will be something cool.

-Lunar Planet

Yes, I know silly name, but just give it chance, its like a moon but planet scale? isn't that just a planet, sure maybe!? It's here and staying!

-Red Planet

Yeah, its just Mars, not much to say though.

-Water Planet

Thankfully the Smokers will not make an appearance unless by popular demand, I shoot down their transit carrier and they're stuck here. How will you handle this tropical nightmare, who knows! not much but water down here :/

-Asteroid
Don't have an render because asteroids are hard :/
This gals neither special nor powerful, but they form the backbone of the economy, and with massive industrial capacity, you too, can become a sci-fi captain of industry
-Future worlds to be added here
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

Other things here!

So, an idea I've been playing with for a while is having multiple starting vehicles/structures. This came to me, because I wanted extra flexibility with starting resources/production. Like having your lander + and Air Condenser or in what im most excited for is Using your lander to call in seed banks for extra seeds at the start of the game (farming is an important feature)(will be done just like how rovers are created but using structure ability like the mobile outpost) just one problem, there is as far as I know, no way to give resources upon build, which would have to be added as I don't want to give seeds as a production, as I want players to be able to purchase seeds as needed.

Artwork: This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
https://www.creativecommons.org/licenses/by-nc/4.0/deed.en
Alright I've said a lot for today so I'll this post as is for 11/6/23
8mo ago
Hi,

I have problem with loading save from file using web browser (Chrome v63.0.3239.84 64-bit).

Game(v0.52.0) was saved using Chrome browser client( More options-> Game Data -> Backup Game File ).

When I'm trying to load save from attachment (More options-> Game Data -> Restore Game File), loading screen hangs on Restoring Data...
- Chrome dev console shows:
Uncaught TypeError: Cannot read property 'length' of null
at onFileOpened (script.js:3753)
at Worker.<anonymous> (script.js:3416)
(I've attached screenshot),

-Microsoft Edge shows similar error: SCRIPT5007: Unable to get property 'length' of undefined or null reference
script.js (3752,23)

The same save file is loaded properly using:
- standalone windows app (my-colony-win-x64-0.51.0.zip),
- windows 10 store app (v0.51.0),
- latest android google play store v0.51.0

I have tried saving game using standalone Windows app but still can't load it using any Web browser.
Save file:
Error Screenshot:
6y ago
I've been having this problem with loading two of my worlds (I go into more detail in a post above this one which is now locked but you can still acces it) ,but it's on my android (version 6.0.1) galaxy A5 phone, not on a computer.
Update: (idk if this is what solved it but...) after I deleted the backup file fore the insectoid world and then tried to log in the world it didn't get stuck in the loading screen.
As for the reptilians, I just entered the world and it worked (I didn't have to do anything to it's game files). So it might have been that I tried to enter enough times that it eventualy worked.
6y ago
no offense, but the loading screen with the giant loading text is kinda freaky. i suggest making the loading bar smaller and centered on the screen and it says 'MyColony' not 'My Colony" which is weird. the text is also justified and you shold make it aligned to center, left, or right (criticism from me.) you do not have to do these things; its just that i would enjoy it more if you had these things done. even though i already like it!
6y ago
Is this the very first loading screen, or the loading screen after you try to open your colony. Can you even get to the main menu?
6y ago
A detailed description of your issue.

Whenever i try to create a new texture mod it just keeps on loading, on the orange splash screen and has been doing so since version 0.56, it let's me do everything else in the mod section just not that, also once it's clicked and goes into loading mode it then has to be stopped by closing the game down otherwise it would continue indefinitely.

I can load up the texture mod i have been creating and it works fine and i have tried creating a new texture with the vanilla version of MYC and my own and both do not seem to affect the problem so i'm guessing its a loading of the texture editor only or that's what it looks like to me.

Steps to replicate the issue you are having.

Just try to create a new texture mod using a windows 10 laptop and click create new texture mod .

game>> more options>> modding>> texture mods>> create texture mod.

The platform for your game

The windows 10 desktop version played on a Toshiba satellite, Win 10, 64bit, 4gb ram, intel core i3

Version of My Colony

0.58.0

If on mobile, list your mobile device (Google Pixel, HTC 10, etc)
6y ago
i suggest a optimise ressource loading systeme
all the building of a same type have the same loading for ressource i think it can optimise the game to have less crash ,bug and lag
Hi, just posted that my colony stopped loading - it's named Lunacy, chater code is: m5mWj4AH. Tried upgrading to premium membership but it still is not loading.. says Restore Data... and just sits on that message

I'm hoping someone know what to do or can run a database repair ont it or something.. I'df really like not to lose that colony I spent hours on it..

thanks in advance for any support
5y ago
never loads just loading and loading dont appear any message like an error or idk only loading and loding
5y ago
Hello,

To begin, here are some technical informations :
-I am playing at mycolony on my computer with WIN8 (v0.71);
-I have purchased premium version till some times ;
-I am playing on a BIGGAAA region map (about 7 regions are really inhabited, but I must have maybe something like 30 regions in all).

Now that is my problem : I was playing on the game and at a moment I decided to change of region. So I returned to the region map (below) and I clicked on the region I choosed. But instead of loading my map, it displayed me nothing at all, and if I well remembered i had an infinite loading text at the bottomright corner indicating "saving game.." infinitely but did nothing. The other regions function. But when I tried to load this one now, I have a "Sync data" screen who closes itself after a few seconds, without loading my map. I tried also to load a recovery file but it didn't function.



Does it mean that I seem to have lost this part of my map for ever and
ever and
ever and
ever and
ever and
ever and
ever and
ever and
ever and
ever and
ever ?

My computer appeared to be overload at the moment of the problem. And I guess it is the cause of the corruption of the file...

EDIT : here are the files of the game, I 'm not sure it can help but I put them here nevertheless.


EDIT 2 : I have also lot's of .mcx files but I don't know if they can be of some use.
5y ago
Played the game normally for few weeks and all of a sudden I am stuck on loading screen.

I reinstalled the game, deleted all local folders multiple times and I can't get it past the loading screen. Any fix whatsoever ?
5y ago
Hello! I have been having an issue with my colony, it is stuck in the loading screen.
I downloaded it on the ape apps launcher and I am on windows 10. My computer is pretty good so I dont think its an issue for my pc hardware to not being able to load it.

Heres the image of the loading screen where my game gets stuck on, its the one that shows upo while launching the game

For The Standalone My Colony zip file, I would have the infinite loading screen glitch, after finding the error file it for some reason wanted to put data into my XCOM2 file, why is that?

See Error Log Below:

v1.6.0 1590002661090 utils.js: 220 Uncaught Error: ENOENT: no such file or directory, stat 'C:\Users\(My Name)/XCOM2'

I could fix the infinite loading by creating the xcom folder, just curious why it would need the folder of a game i uninstalled
4y ago
It's no secret that My Colony 2 takes a while to start up on some Android and iOS devices. What is the deal?

The primary reason for the long load times is that My Colony 2 has to load all of the game data objects into memory, and as of v0.20.0 there are now over 200 of them. What makes it slow and take a long time is that each game data object has it's own *.vpp (voxel paint) file embedded in it.

This was not a big deal at first, but once I introduced precompiled .vpp files in order to speed up load times, the size of the data objects really exploded, and so did the loading times. It's now getting to a point where it is becoming difficult to add new content to the game, because the load times are already beyond what I would consider to be acceptable.

With the forthcoming v0.21.0 update, I am making an attempt to address this issue.

I have added support for removing the .vpp data from pre-packaged MC2 data files, and then lazy loading the .vpp models once they are actually needed during gameplay. This in theory should dramatically speed up the time it takes for My Colony 2 to initially start (if I go through and do it to all of the objects in the game), but there are some drawbacks.

Firstly, if I do this change to the entire game, the size of the Android .apk download will probably increase by 8x or more. This is because MC2 data files are compressed, whereas Voxel Paint files are not. You could just say "why not compress all of the voxel paint files," but that would defeat the entire purpose of this change, because now you will have the extra loading time of decompressing all of these individual files.

Now maybe this isn't a big deal? Do people care how big an .apk is when they are getting a new app? I don't know the answer to that, but it's an issue.

Secondly, it will probably introduce a slight delay in the time it takes for a structure to appear once built, since the model will not be already loaded into memory as it is now. Testing will need to be done on real-world devices to see how much of an issue this is.

Lastly, mods will not be able to take advantage of the separated system, as a modder obviously can't inject .vpp models into the core MC2 package.

So anyway, in the v0.21.0 update, I will be testing this change on the three largest data objects in the game, the Galactic Stock Exchange, the Tree Farm and the Uranium Enrichment Facility, and we will evaluate how it goes from there!
2y ago
I just redownload my colony for the first time in months and had to get a software update just to do so. The first time I opened the app it opened fine then I closed it and opened it a few hours later and it was stuck on loading screen. I reset my phone twice but nothing worked so I deleted and redownloaded it. I lost all my worlds but it opened right away but as soon as I closed it and tried to reopen it a few hours later still stuck on loading screen. I am on ios iPhone 13 software update 16.5 and the newest update for my colony.
I am sorry to the people still having issues with the game. Crashes have been higher over the last 10 releases, particularly on Android, as the size of the game is now starting to outpace Android memory allocations on many devices. I have been doing work over the last few releases to try to trim memory consumption and speed things up. Here you can see the crash rate on Android over the last few versions:


Yes it is still too high, but it is getting better and I will continue working on it with each release.

Javascript performance has also taken a hit with the new mitigation from the Meltdown and Specter bugs, and I am trying to work around those as well. Again, I am sorry for the issues. TBH this is probably one of the bigger Javascript based simulation games out there, but I really am trying to get it resolved. I am not ignoring the issues!

One thing that helps, especially on Mobile, is to not open up the in-app encyclopedia, as this has to queue up all of the graphical assets in the game, and there are now so many buildings in My Colony that loading the graphics will crash most devices, even higher end ones. I need to totally rewrite the encyclopedia, it's just a matter of priorities.
6y ago
bastecklein said:I am sorry to the people still having issues with the game. Crashes have been higher over the last 10 releases, particularly on Android, as the size of the game is now starting to outpace Android memory allocations on many devices. I have been doing work over the last few releases to try to trim memory consumption and speed things up. Here you can see the crash rate on Android over the last few versions:


Yes it is still too high, but it is getting better and I will continue working on it with each release.

Javascript performance has also taken a hit with the new mitigation from the Meltdown and Specter bugs, and I am trying to work around those as well. Again, I am sorry for the issues. TBH this is probably one of the bigger Javascript based simulation games out there, but I really am trying to get it resolved. I am not ignoring the issues!

One thing that helps, especially on Mobile, is to not open up the in-app encyclopedia, as this has to queue up all of the graphical assets in the game, and there are now so many buildings in My Colony that loading the graphics will crash most devices, even higher end ones. I need to totally rewrite the encyclopedia, it's just a matter of priorities.


You are honestly a brilliant designer, this is truly the best game I've played in years!! Thank you so much
6y ago
As I noted last week, I will now be providing weekly version bumps to the My Colony 2 development builds so that users on either the Ape Apps Launcher or those who have installed My Colony 2 on their device as a Progressive Web App are able to receive the latest updates without having to uninstall/reinstall the application. As such, today marks another version update, to v0.3.0.


If you've been playing and force-updating the game throughout the week, then you probably already know what all of the changes are. If not, I will just touch on some of the larger items here.

Firstly, it is now possible to create/distribute/use 3rd party mods, right from within My Colony 2. If interested or you want to see an example of the capabilities, head over to this thread where I talk about the feature and provide a download for a small mod that I made in under 10 minutes that completely transforms the game using assets from My Empire. The takeaway is that pretty much everything in My Colony 2 is user-moddable (is that a word?).

All current planet types are now at least somewhat playable, although some changes to the different worlds are to be expected in the coming weeks. As it stands though, you should be able to at least start a base on each available world. Currently, the Lunar map provides the highest absolute number of building options.

The engine can now utilize .vpp models that are precompiled using the current beta release of Voxel Paint. I detailed the process over in this thread, but the new precompiling feature allowed me to reduce the loading time of one of @GeneralWadaling large .vpp models from almost a minute down to under a second. I plan to release v1.7.0 of Voxel Paint later this week, which will include the new precompiling feature.

This release includes a handful of French translations provided by @Sobeirannovaocc and @Freedmoon which represents the first test of the games translation functions. I haven't tested it myself, but if your device language is set to French, then by all means give it a try and see if it works!

When I first bumped the version to v0.2.0, there is a fair bit of lag related to Rover movement in multiplayer games. This lag has now been reduced significantly. In my testing it is almost unnoticeable in a game with 5 players and a fair amount of rovers active. That said, I do have a fiber internet connection, so please give multiplayer a try and let me know how the lag is on your connections.

A few more structures and units have been added to the game, and there are obviously a lot more to add. I saw that @itsLiseczeq has gotten into the model creation game as well, which I am happy to see. Anybody who wants to try their hand at creating 3d models for the game is absolutely welcome to do so! In fact, if anybody could put together a good looking Microchip Factory, I would be extremely happy.....

Anyway, thank you to everyone who has given feedback and content to the game, as well as those of you who have helped test. Several people have joined my testing games over the past week and have left valuable feedback, so thank you to all, let me know how the game is going for you, and stay tuned for a whole lot more to come!
3y ago
It's an ad blocker issue most likely
9mo ago
This happens, even on offline games, when you have no Internet connection.
2mo ago
Welcome
Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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