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So today I am pushing out My Colony v0.70.0 to all platforms, and it should be arriving soon to a device near you.

This release brings an experimental new feature to premium users called Regions, which are essentially collections of game files places together on a single large map. You can read more details about the feature in this thread, and although the feature is listed as experimental, it actually seems to be functioning pretty good, mostly.

A Region is basically a mega-colony that consists of many small colony files which share Technology, Resources, Power, and Atmosphere. Each colony is still a separate game file like how My Colony currently works, and they each have their own population and industry. However, they are all taxed the same by their home colony, and they all declare independence from their main colony as a single entity.

Regions are going to be the primary focus over the next two or three updates, so any suggestions you have on how to improve the feature would be great.

Some questions I have gotten before which I will answer here for all. People have asked if they can import an existing city into a region. Right now, that answer is no. It might be possible in the future, but probably only for offline games, and the size of the existing city would also have to conform to the grid of the main region map. For instance, if you have annexed land on an existing map, land is annexed in chunks that make its dimensions no longer able to fit on the main region grid.

You can currently build both Small and Medium sized maps on the Region screen. I might add Large on the next update, but probably not Extra Large or Mega. Most of the issues in My Colony stem from the large, extra large, and especially Mega maps, so one of the goals with Regions is to be able to build a giant colony without having to use one of the giant maps.

The Region area is very big. While it is only a 50x50 grid, that technically allows it to hold 2,500 separate city maps, if the small map size is chosen. I don't really expect anybody to ever fill up an entire region map, but you never know with you guys 🤔

So anyway, there will be a lot more about regions over the next several updates. This update lays the foundation for the feature, as quite a few engine changes were required to allow the sharing of utilities and resources between maps. Now that the foundations are laid, work can be done adding new features to Regions, and also fleshing out the Region overview UI, which is pretty basic right now.

Moving on from the Region stuff, I wanted to quickly touch on the ongoing issues with My Colony on Android. I have actually gotten the crash rate reduced from the nearly 10% range to the 5% range. Looking through the crash stats, the majority are coming from users running Android v8.1.0, leading me to believe something is happening specific to that particular release. For instance, the crash rate on that specific version of Android is over 11%, while it is much lower on other versions. Regardless, this update contains several bugs fixes from both the latest Antiquitas release, and other stuff I found while going over the code, so perhaps I can reduce the crash rate even further.

The good news is that the game is at least no longer tanking on Android and seems to have leveled off, albeit at a far lower level than it was before. Still, things are still going good on Windows and iOS, and the Android version of My Colony now accounts for less than 1/3 of the games revenues, so I am not going to cry about it too much.

While I do like Android, I have been sort of disillusioned by the large spike in non-reproducible errors with totally unhelpful reporting in the Google Play Error console. I am also somewhat suspect when Google claims upwards of 10% of all sessions are force-closing, yet there are almost no reports in the Play Store comments about the app force closing. Not to mention the fact that an almost identical binary of the game is on the Amazon App Store, yet these same crashes are almost nonexistent on that platform.

The whole experience though has convinced me that My Colony may have a better future on Steam than the Google Play Store, and over the coming updates I will be taking steps to put Antiquitas and My Colony on Steam. They will be available unlocked at the regular purchase price of the Premium Upgrade. Now, if you have already purchased a premium license, there is really no point in buying it on Steam, you can just use the Native Client or Ape Apps Launcher edition, which will essentially be the same thing.

If you do purchase it on Steam though and sign in using your Ape Apps Account, it will check steam to verify your purchase, and sync that to your account, unlocking Premium on all platforms.

There is really no way (that I am aware) of allowing current Premium users to unlock the Steam purchase. I don't know. Really though, if you already own Premium, there is little point of buying it again on Steam, unless you like the game and wish to support it!

I do think that the My Colony/Antiquitas interface works a lot better as a Desktop game though (vs mobile), and so possibly Steam will be a good match for it. It is also very reasonably priced VS other Steam games, especially considering the vast amount of content/play time available in My Colony.

Speaking of interfaces though, My Colony is actually seeing a great surge in users on the Amazon Fire TV. This is great, although after playing it on my Fire TV for a bit, I realized that the TV interface could use some polish, so that will be coming in the next few updates.

Moving on, starting in v0.70.0, I have completely removed the auto-blacklist banner from the game. As resource checks and trade verification are now done by the server, this feature was no longer necessary, and was resulting in too many false-positives. It is much easier now to just ban bad actors on an account-wide level from the server, rather than trying to make the game monitor and looks for hacking on the individual colony files. A colony can still be banned into permanent offline mode, but there will now be actual human moderation before it is done.

Next, I have started the process of reorganizing the list of build-options in the construction sidebar, grouping like-structures together, instead of just putting all of the newest stuff on bottom. I will continue this over the coming updates.

Another small change, when a new colonist arrives, the "XXX Has Joined The Colony" popup message is now gone. I think the popup was more annoying than anything, especially on phones.

Another minor change, but one which might help ultra large colonies, is a further reduction in game file save sizes. I don't know if it will be noticeable to everyone, but it should help some files out.

Finally, there are two new structures available. Humans get the new Transcendent Triantanium Generator, which is far better than the current Triantanium factory. Additionally, Reptillians get a new Raw Materials Extractor, which is a significant improvement over the current (and horrid) Insectoid Mining Operation.

So that about rounds out today's update. The update frequency will probably increase going forward. I am pretty much giving up on trying to collect error diagnostics on the Google Play version of the game, and as such, I no longer need to keep one stable version number in the store for weeks at a time. Google has already blacklisted the game for "bad behavior", and I have reconfigured with the settings in every possible way I could think of on Android, and nothing made a significant difference. Considering there have never been any wide-scale complaints about crashes on Android, I do not think the users are suffering from the games "bad behavior" any. I am sort of just accepting the fact that Google Play is what it is, and focus on making the game as good as it can be, and not worry about trying to fix the crash stats on GPlay.

As I said before, the next few updates will add things to the new Regions feature, as well as new content to be added to all civilizations, but more especially the Reptilians. Thanks for playing the game, and enjoy the update!
5y ago
I decided to put a few things here in this one post, since I don't want to make a bunch of posts on a site that severely hurts my eyes because of how very white it is on a screen at night.

Sending Messages
Currently the game's message system sucks, badly. 120 characters, and it doesn't even show a counter of how many characters you have left, it just fails to send message and you have to type it all out all over again....

We need to be able to send longer messages than this. I don't know if this is just non-premium accounts, but there's no indication that premium users can send longer messages. Messages in this game need to be detailed so we can cooperate better with each other. I'd say, up the non-premium message length to 200 characters, and give premium users a message length of 2000 characters.

I think of myself as the diplomatic type, and I type a lot and in highly detailed messages. I can't do this with a message limit so small even a text message app would be ashamed.

Not to mention, I think messages should go to accounts, rather than colonies. But thats up to you, it would be nice to have colony messages and account messages for users with accounts. So they don't even have to load a colony to see and reply to a message. Perhaps it shows "Colony has 2 messages" when you are about to load some colony. Account messages would be nice because then you can talk to someone regardless of deleting a colony or not to start over.

Trade
Trade right now sucks, and isn't possible really. All you have is the ability to send gifts of 2500 of something max.

I'd like the ability to send actual trade offers, either targeted trade offers to a specific person, or open trade offers that players with a structure of some kind can access by loading a list of available trades.

E.G. I want to send an offer to a specific person, trading 1000 steel to get 200 wood.
Or perhaps I want to send an open offer, trading 1500 steel to get 350 wood.

Perhaps this can be another premium lock area too, where free accounts max at 1 active trade at a time, premium accounts max at 10. Free accounts can trade out a max of 3000 of anything and receive a max of 3000 limiting their trade offers to 3k of anything in and out. Premium accounts getting 250,000.

Aiding other colonies
Wouldn't it be nice if you could gain a bonus from sending aid? When a colony is rioting you can click "send $200 worth of aid", but you don't get anything out of it. Perhaps you should get tax breaks, or happier people, or some such.

It would also be nice to be able to specify how much aid to send, rather than just click a button to send $200 of aid when you got $200,000. Aid packages would be nice too, allowing you to design your own aid packages, so you can click a "send aid package 2" to someone, and you had set aid package 2, to be {$2000, 2000 food, 2000 water, 1000 steel, 1000 ore}. I'd say allow users to specify up to 3 aid package types.

Colony ships could be an aid method too, sending some number of your population over to the other colony. A humanitarian ship full of volunteers who go to the colony you sent it to and work for that person, and either choose to stay, or leave, and they can leave by going to the map edge and appear back in your colony with "name returned to the colony" message instead of "joined colony" messages, either by walking in by map edge or appearing at your landing pads during next arrival.
6y ago
ematarkus said:1) I bought the premium account using google play store, using google play vouchers. So there is no linked account, and there is now keyfile. That's what they don't tell while selling premium accounts via google play mechanism. Anyway, I am fine with buying twice. I like the role of being a supporter.

2) The video to being optional is no excuse. You just don't do this to paid accounts! never! seriously no one does so! Yes its optional. And if you don't pay with your time (watching) then others will gain more ressources than me. Thats not how premium accounts are intended to work in general.

Admittedly, the random resources probably don't even matter. but nevertheless, it destroys the feeling and if feels wrong. You either understand it or you understand it not. It's a bit subjective.


Well, @Wubman is correct, that if you sign in to your Android device using your Ape Apps account, it should detect that you have the premium upgrade and sync it to your account for all devices. You do not need a key file, and it doesn't matter if you used a voucher or a credit card. That is how it is supposed to work anyway.

As for the video, I understand the concern, but I guess the solution is as you mentioned in your own post, to not even show the galactic emperor message on the Premium version, but then that could put you at a disadvantage against non-premium players.

I suppose the premium version can just give you the galactic emperor gift straight up, without presenting the video. I am not against making that change tbh. I just had not given it much thought before, and you are the first person I've seen to complain about the galactic emperor gifts being present in the premium version.
5y ago
Hey Bast you are a really nice guy heck nicer then I am even .
Thing is along with the post over prem on the site you probably get alot in email and what ever .
Can you fix my premium issues .

Thing is there seams to be a way to upload a premium file here somehow so any device someone has will know the game is payed for . There Must be you somehow did it for me .

Thing is you could easily solve the post for premium help alest 99 % of them .
I bookmarked the file download site and knew the email I used to buy it .
I had 4 or 5 copy's of the amk files in different places just in case of worlds end ( heck still do .)

Now if there would have been a BIG button saying upload your premium file to your membership here well I would have been one less person that you need to spend time doing it for .

Quite honesty((( I just found the way you did it NOW ))) is very well hidden go to my wall only visible info to change picture or other high lv account items .
If You made that link bigger and say black so the link stands out and add in Upload premium file change photo and other high lv account items for people who like me can be totally dense it could save you the time of doing it your self . PS adding in IF they use the same email to become a member here as they did to buy the game and you add a little thing in that knows this then any one who bought even After they became a member resigns in bingo the site now has them loged in as premium .

Dont know if any of this would help but Heck your a nice guy and bussie maybe this could save some time or frustration .

6y ago
These are just a few ideas that may be obvious things that bast has already decided he will implement, but hopefully some of these ideas may help. And Before you start blasting me about how bast won't ever put a pvp element into my colony, you should check the updates and announcements page under update 75, since bast includes the possibility of a pvp element with federations.

The ideas below represent an entire concept when applied together. This is how I would implement pvp between federations in my colony, but like all of my other concept ideas, it's mainly here to present new thoughts to the developer on how certain concepts could come together, and I don't expect him to just take this entire concept and put it in the game.

First off, I think that any pvp feature should be optional, just as bast said. But I do think that there should be some risk involved with enabling pvp and joining in federation wars/rivalries. I don't think that the risk should be catastrophic, but being attacked by someone else should come with some major disadvantages.

I think that in order for a rivalry/war between two federations to continue, a certain percentage of the federation should be regularly and actively involved. This way, people have to be actively participating in the rivalry in order for it to continue, so time and effort would need to be put in. While a rivalry is going on, all colonies in those federations are given buffs that increase income and production speeds of certain resources, so a rivalry would be good for business, as it also is in real life.

However, those that chose not to participate in a rivalry will not benefit at all from any benefits that come about by attacking enemy colonies, only active colonies do. This way there will be no freeloaders. I also think that there should be a cooldown timer that forces players to remain pvp active for a while after they've attacked another colony. This way colonies can't attack other colonies and then quickly disable pvp mode to avoid retaliation. However, if you accidentally enable pvp and haven't attacked anyone, you can immediately disable pvp. I also think that each colony should only be able to have one debuff affecting them at a time, but they could have multiple buffs in effect. Any further attempts to double-debuff an enemy would result in the attacker wasting a debuff chance and using resources that they could have used on another target.

Now, here comes a system of buffs and debuffs that I think would fit the pvp feature nicely. With these status effects, each colony could specialize in a certain kind of attack, or take on a certain support role in a rivalry, thus adding a bit of an rpg element to this system, but shouldn't need to get too in depth or complex with it. Below is a system of classes, point systems, and buffs and debuffs that a player can cast on other friendly or enemy colonies. Bear in mind that in order to receive a buff or debuff, you need to be in pvp mode. All buffs and debuffs require certain buildings in order to be unlocked and improved, and the best status effects require more complex buildings.

There would also be four different scores attributed to each colony that tell what kind of contribution that colony makes to the war effort and what their specialty/class is. Each class would be specified by a certain building, and only one of six of these buildings can be constructed at once in a colony. Whichever building is built determines the war class of the colony and what it specializes in. The buildings can be upgraded in tiers, giving more and more unique advantages for each tier, but also becoming more expensive. The classes are as follows:

A vanguard heads straight in and attacks the enemy headlong, splitting their focus between offense and defense. They can be capable attackers and defenders, but would more often than not pose as a distraction to the enemy, spreading their attacks and defenses onto multiple colonies at once with the splitter cast, and protecting themselves with the feedback loop cast. They focus on collecting offense and defense points.

Unique advantages: the vanguard's unique advantages focus on reducing the durations of all debuffs that they are targeted with, reducing buff/debuff cooldowns, increasing the amount of targets that a vanguarde can hit with the splitter cast, and on the highest tier, enabling the vanguard to attack an enemy and "taunt" them, thus forcing them to target the vanguard for their next attack. The taunt can also be used in combination with splitter to affect multiple enemies, forcing them all to wait on each other to take turns attacking the same vanguard before they can target another colony.

An empowerer is good at preparing their allies for an initial attack on an unsuspecting enemy. The buff their allies to strengthen them for the battle to come, and they join the ranks of vanguards in attacking and distracting the enemy. The Empowerer can counter some debuffs with buffs, but it proves to be a very inefficient counterer and can easily be picked out by an assassin if it causes too much bother in the heat of battle. It's best for this class to do all of it's buffs before battle and save the debuffs until the heat of battle. An empowerer will rack up offense and utility points, with relatively few defense points.

Unique advantages: The empowerer's unique abilities focus on buff potency, the amount of targets that splitter can reach, duration reduction to any debuffs that it experiences. And on the highest tier buildings, Empowerers gain a 1 in 5 chance to apply a buff to themselves automatically if they cast that same buff onto an ally without negating a debuff or being negated by a debuff. This allows the Empowerer to easily empower themselves while they are empowering other colonies in preparation for a battle, but doesn't help the empowerer during the heat of battle.

An assassin makes calculated strikes. Their attacks are very potent and can be made even more potent thanks to the charge cast. They are often supported by vanguards that strike before the assassins to get the initial attention from the enemies. They need not worry about protecting themselves in battle because of this. Even if they are attacked, they can retaliate quickly by using the dimensional reflection buff, thus giving their enemy a taste of their own medicine. An assassin can be good at countering buffs with debuffs, but not as effectively as they can attack an unprotected enemy. This class will have mostly offense points, with a little bit of silencer points as well.

Unique advantages: the Assassin's unique advantages focus on debuff potency and cooldown, dimensional mirror cooldown and cost reduction, increased potency and decreased cooldown on a buff affected by the charge cast, and on the highest tier, giving the assassin the ability to attack an enemy with an "evasive" attack, thus forcing the enemy to not be able to retaliate against the assassin for a certain amount of time. The enemy can target other colonies during that time though, just not that particular assassin.

The counterer focuses on offense and defense. They use their casts to negate a buff or debuff. They use the splitter and feedback loop buffs to cast negating buffs and debuffs onto themselves and other allies. The assassin might target a counterer with a potent attack at just the right time, during the counterer's cooldown time, if the counterer becomes a bother to it's enemies. So learning when to take action to help your allies and when let up for a while to lose attention from enemy colonies is a must for this class. The counterer gains equal amounts of defense and silencer points.

Unique advantages:The counterer's unique advantages focus on cooldown and resource cost reduction to all buffs and debuffs, increasing the amount of extra targets that splitter can give you, and on the highest tier, a counterer can "silence" an enemy, preventing them from attacking or defending any target for a duration, if they successfully negate that enemy's debuff or buff. The silence effect has a 1 in 5 chance of happening for each successful counter.

The healer is solely a supporter and defender, defending colonists by negating debuffs with their buffs and using buffs on allies just as utilities to boost their performance. The healer gives potent buffs and defenses to other players and is the pillar that holds up the federation in the war. They can use the charge cast to further increase the potency of a buff, which they would use to further strengthen allies. Assassins will target these the most to slow them down so the enemy will be without support, and counterers can also silence Healers by negating their buffs with debuffs. But healers are really good at empowering all of the other classes, which in turn will retaliate if one of their healers is attacked. The healer focuses on collecting defense and utility points.

Unique advantages: The healer's advantages focus on buff potency and cooldown, increased potency and decreased cooldown effects of the charge buff on all buffs, and on the highest tier, if they successfully counter a debuff with a buff, that buff's cooldown is reduced by 75%, allowing them to deal large amounts of counters in rapid succession as long as their buffs aren't re-countered/negated by an enemy.

The Commando is like an empowerer in that it buffs allies in preparation for battle, but instead of joining in the frontline assault like empowerers, commandos hide under cover of distraction and take out enemy defenses with tactical casts. They are extremely efficient with countering buffs with debuffs, yet they can't defend allies against debuffs. The commando is the hardest class to play as their position on the battlefield is an awkward one. And while they are really good at ripping enemy defenses away and preparing allies for battle, they themselves can't directly attack or defend anyone. Only choose this class if you're experienced with the pvp feature and your federation needs people of this class, otherwise you'll find yourself having a really bad experience with the pvp element.

Unique advantages: The commando looses the ability to buff people that are already affected with a debuff and the ability to debuff an enemy that's not protected by a buff, and debuff potency and duration is set to 0 so that if a commando successfully negates a buff, the debuff doesn't affect the enemy as an attack like it regularly would. This forces the commando into it's role turns debuffs solely into a means of breaking defenses instead of attacking directly. The commando also gets cooldown reduction to all debuffs, buff potency, increased splitter targets, and on the highest tier structure, the commando has a 1 in 5 chance of completely removing a buff or debuff's cooldown after casting it successfully. This means that the commando can hit many more targets than any other class in a period of time, allowing it to somewhat carpet-bomb enemy defenses or empower massive amounts of allies before the battle.

Major Benefits in participating in PVP: As factions war against each other, the colonies contributing to the war effect will share in the spoils of war. In order for Federations to start a war, both Federations must fromt a certain amount of money, and then each week after that start of the war, that same amount of money must be paid by each federation. Each week, a tally would be taken of how many successful attacks and counters were dealt by each federation. Both numbers are added together to get the Federation's battle score, and the federation with the highest score wins all of the money from all participating federations for that week. This can be used in a free-for-all war that includes multple federations as well as just a regular rivalry between two federations, and the war can continue as long as the federations want it to continue, provided they have enough money to put forward. The winning federation is required to split the winnings among it's participating colonies, but how much a percentage of the win that it keeps to itself is optional. Just bear in mind that nobody will participate if there is not a big enough reward.

Debuffs:

Benefits of debuffing enemies: When you debuff an enemy that doesn't currently have any status effects without being negated, you permanently gain a small amount of potency towards the debuff you casted and you get offense points that go to your offense score, which can be seen by other members of your federation. If you successfully negate a buffed enemy with a debuff, you gain silencer points towards your silencer score that other members can see and you permanenty gain a very small percentage chance of not being negated each time you cast a debuff or buff, even if your buff or debuff was countered correctly by a defending enemy(this also applies to buffs/debuffs casted with feedback loop). Finally, if you successfully negated a buff or debuff that negated your original buff/debuff on the same enemy, you will gain 2x silencer points and you get 2x more percentage added to your negation-block chance.

Brownout: Forcefully syphon energy from your enemy to temporarily add to your power capacity. Is negated by the Syphon buff but can negate the repair nanites buff. Casting this debuff successfully without having it negated will permanently add a 2% increase to the caster's power capacity that scales with their power capacity.
Category: Techno-warfare

EMP Blast: Blast your enemy with EMP waves that temporarily damage power producing buildings, causing a complete power blackout. the effects of the emp blast are shorter in duration than the brownout, but cannot be countered by simply increasing power production like brownout could. Negates the Syphon Buff but is negated by the repair nanites buff. Successfully casting this debuff without negation would award the caster with a permanent 2% faster build speed on all power producing buildings.

Plague: Inflict an enemy with a nasty plague that lowers the health of it's colonists over time. By treating the population of that colony like guinea pigs, you gain a boost towards research production. A plague will never kill a colonist directly, the lowest that a plague would bring a colonist would be 5%. This is avoid any colony from dying out because of warfare. Negated by the healing nanites buff but negates the probiotic bursts buff. Successfully casting this buff without negation will grant the caster a 2% increase in build speed of hospitals and scientific structures.

Famine: Target your enemy's food supply and reduce the amount of food they produce for a time. Negated by the probiotic bursts buff but negates the healing nanites buff since people can't heal without eating food. Successfully casting this buff without negation will grant the caster a permanent 2% increase in food storage.

World eater: You release a rare silicon-based life form that eats stone and metal into your enemy's colony. The creature quickly reproduces and infests all of the enemy's ore mines, viciously attacking the miners.. The enemy suffers a substantial reduction in production rates from any structure that relies on holes in the ground, including excavation sites, core mines, regolith extraction co.s, fracking plants, etc. The world eaters are trained to build storehouses for the ore they collect and share it with their masters. Successfully casting this debuff without having it negated will permanent multiply the attacker's total storage capacity for raw resources by 1.02, thus adding an extra 2% capacity in relation to the capacity they already have. This scales with resource capacity and applies to all resources that come from the ground, including alien arts, ore, gold, ura, alu, rego,
Category: Geo-warfare

Tectonic disruption: Pummel your enemy with earthquakes that make working in tall buildings extremely hard. The target suffers reduced work productivity depending on how potent your attack is and can't build or destroy any buildings during the duration of the debuff. Successfully casting this buff without negation will grant the caster 2% faster construction of any structure that classifies as a tall building.
Category: Geo-warfare

Splitter: A very costly and high tech buff that allows you to direct your buffs and debuffs toward two targets at once. In order to successfully target two allies/enemies with a particular status effect, you need to cast splitter on both targets in rapid succession(casts are no more than 5 minutes apart), otherwise the splitter buff/debuff would be wasted on only one target and the caster would have to wait the long cooldown in order to cast it again.
Category: Offensive Warfare

Malicious Sanctioning campaign: you target an enemy with a campaign to invite it's population to immigrate to your colony, thus leaching population away from them. Requires tons of civics to cast and a colony would have to be well established in order to have access to this attack and would need to have tons of space for new colonists. Negated by the repopulate buff but negates the Friendly sanctioning buff. Once a caster's housing space is filled up, the campaign will be ended, thus avoiding any homeless people. Successfully casting this debuff without running out of housing space or being negated will grant the caster a 2% increase in build speeds on all housing structures.
Category: Political Warfare

Purge: Purge your colony of any overly complacent colonists, forcing them to immigrate to your enemy. These colonists will immigrate to the enemy regardless of whether they have housing room or not. If the enemy doesn't have housing room, the immigrants because homeless and detract from their happiness score. This buff requires a lot of civics and would have a huge cooldown. Successfully casting this debuff would grant the caster a 2% increase in build speeds for all tourism structures.
Category: Political warfare

Blockade: Block and enemy's trade via gbt and all import/export/immigration buildings other than the Stargate. is negated by the subspace detour buff but negates the hyperspace transport buff. Requires starships to cast. During the blockade, the prices of all of the import/export stuctures besides your highest tier import/export building(stargate for humans) are reduced by 20% and the rewards gain from the exports are increased by 20%
Category: Economic Warfare

Subspace disruption: Disruption your enemy's Stargate connection, rendering their most advanced immigration and trade building useless. Negates the subspace detour buff but is negated by the hyperspace transport buff. During a disruption, your highest tier import/export building gains a 20% import price reduction and a 20% export reward increase.
Category: Economic Warfare

Buffs:

Benefits of buffing allies: There are good benefits to turning your colony unto a support colony that buffs it's allies. When you successfully negate a debuff, you permanently gain a small amount of resistance to the debuff that you negated, and you get defense points that go to your overall defense score that other members can see. When you cast a buff onto an ally while they aren't affected by any status affects, then you gain points towards your utility score, which other members can see as well, and you gain a potency increase to that buff.

Syphon: You temporarily sacrifice a portion of your power to add to an ally colony's power levels. Designed to negate the brownout debuff as long as the caster has enough extra power to successfully supplement that colony's needs as well as the extra demand for power that the brownout debuff adds. Unfortunately, the emp burst debuff negates this buff.
Category: Techno-warfare

Repair nanites: sends a swarm of nanites to repair any damage in an ally's technology caused by an EMP blast, immidiately negating the debuff. The brownout debuff destroys these nanites as the high electric demand causes electronics to overheat, vaporizing the nanites as they try to fix the damage. One side effect of getting hit with this buff is that they repair damage caused by other means, thereby repairing building infrastructure by a significant percentage.
Category: techno-warfare

Healing nanites: you send a swarm of healing nanites to an ally colony to heal it's occupants. Completely negates the plague debuff, but is negated by the dyson sphere debuff. Hospitals also heal sick colonists faster depending on buff potency.
Category: Bio-warfare

Probiotic bursts: gives an ally colony rapid food production for some time. This buff requires a large amount of food and water to charge, but when casted onto an ally colony, it releases massive clouds of genetically modified probiotics in the atmosphere, which help crops grow fast. negates the dyson sphere debuff, but is negated by the plague debuff.
Category: Bio-warfare

Ultrasonic resonance: Blast your ally with ultrasonic waves that purify the earth of any world eaters. Obviously this counters the world eater debuff. The resonance shakes ores and minerals loose from the rocks for easier collection. This adds a significant boost to production in all buildings that rely on holes in the ground. However, this buff does nothing against the tectonic disruption debuff.
Category: Geo-warfare

Cryonic infusion: calm an ally's planet down with the freezing power of cryo-science. Negates tectonic disruption, but world eaters are impervious to the extreme cold. The severe cold causes blue crystalline to grow on the surface of the planet, no matter what planet it is, and there is a percentage chance for each lava tile on a lava map to instantly turn into obsidian. Both of these benefits depend on buff potency.
Category: Geo-warfare

Repopulate: you sacrifice a portion of your population to save an ally from dying off by repopulating their colony. No resource or tech requirements. Not designed to negate any debuff, but designed to prevent any colony from dying off. This is a very low tier buff, and would be the first buff to be unlocked, so it really shouldn't be possible to kill off an enemy colony to where they can't recover, since they could always get reinforcements from allies. In fact, I could see some colonies specializing in this buff by increasing their population size way beyond their population requirements. Negates the sanctioning campaign debuff but people won't want to move to that colony if it been afflicted by a purge from another colony.
Category: Political Warfare

Friendly Sanctioning campaign: Help your ally by welcoming all of their homeless into your colony. The buff only stops when either the caster runs out of housing or the target runs out of homeless. negates the Purge debuff but is negated by the Malicious sanctioning debuff.
Category: Political Warfare

Subspace detour: Allow your ally to connect to your gbt via their stargate, thus allowing them to make trades. This negates a blockade debuff, but is negated by the subspace disruption debuff. Side effects from this buff include a reduced cost in civics for each gbt transaction and the reduction of cost and increase of reward from importing/exporting from the stargate or highest tier import/export building, depending on buff potency.

Wormhole: You create a wormhole above your planet that links to a wormhole above your allie's planet. Because of this, allies can travel more effectively without the need of a stargate. Negates subspace disruption but is negated by blockade. Has the same effect on gbt as subspace detour, but applies the cost and benefit modifiers to every tier other than the top tier import/export building.

SOS: This buff can only be applied to the colony casting it. It's basically a cry for help. Other allies can see a list of SOS reports for their federation and see the colony being attacked and identify the attacker. Afterward they can proceed to buff their ally in danger, or retaliate against the attacker with a debilitating debuff. There is no requirement or cost to cast this buff, you just have to have a communications device, consulate, or capital.
Category: Defensive Warfare

Feedback loop: Can only be applied to the caster, casting requires large amounts of power and the tech required with be pretty high to unlock this buff. Once this buff is casted, the caster can target themselves once with any buff, essentially being able to defend themselves instead of having to rely on another colony for counters. The feedback loop would come with a large cooldown, so the caster would have to choose wisely on.
Category: Defensive Warfare

Dimensional reflection: Reflect a buff or debuff back onto an enemy or ally, thus negating any effect on the caster completely and immediately. A high tech and a lot of resources required to cast this buff and comes with a long cooldown. This buff doesn't prevent an attack, you have to cast this buff during when you are experiencing a buff or debuff.
Category: Defensive Warfare

Charge: cast this buff before casting another buff or debuff to multiply the potency by 5. This also increases the cooldown of the buff being affected by 5. The most expensive buff in the game and comes with the highest cooldown.

-------------------------------

Now with all of that out of the way, I want to remind everyone that I'm not expecting this whole beast of a concept to be plopped into the game. I hope that bast at least takes a consideration of the concept and uses pieces and parts from it, but I mainly just want to see the game grow to become more popular and hopefully some of my ideas play a part in making that happen. I will be making changes to this post to constantly refine it based on what I learn about what is feasible to do and what bast's plans are, so stay tuned.
5y ago
So I have just finalized work on My Colony v0.73.0, which should be arriving to all platforms over the coming days! So let's take a look at what is new in this release.

First of all, I started toying with adding a musical soundtrack to the game. I am finding it difficult to find music for the game, tbh. It was a lot easier for Antiquitas, because of the ancient theme of the game. For My Colony, I tried to find some sci-fi type stuff, but I don't know. I will probably be tweaking with the songs, adding and removing some, over the coming updates. As I prepare My Colony for Steam, I want it to have a soundtrack fleshed out and ready for the first release. And remember, if you do not like the music, you can always turn it on or off in the Engine Settings menu.

And as I mentioned in the last paragraph, My Colony will indeed be coming to Steam soon. I released Antiquitas on Steam first, as sort of a canary in the coal mine, to test the waters and see how hard it would be to release the game, versus what the potential payoff would be. It turns out that adapting the current Native Client for Steam was (almost) trivial, and so far the reception seems to be positive, so My Colony will be coming to the Steam platform for sure. I want to take the next couple of My Colony updates to polish a couple of things (including the Music), and get the Reptilians fleshed out a little bit more, and then I will start on the Steam edition of the game. It will probably be live on Steam by mid-November, but I will let you all know for sure as I get further along.

Speaking of Steam, I have to throw in a quick plug for Antiquitas here. If you haven't checked it out, please consider getting Antiquitas on Steam (and leaving a good review afterwards)! It is cheap, and it goes a long way towards helping Ape Apps and funding the development of My Colony (Antiquitas too, obviously) and maintaining the online servers. I don't think I'm speaking out of line when I say that both of these games provide massive gameplay for the price (especially considering most people pay $0!), and they both keep getting updates on a regular basis, so any help you can give is greatly appreciated! But don't worry, I still appreciate the many players who pay nothing at all 🙂

https://store.steampowered.com/app/935750/Antiquitas/

Moving on, there were a lot of bugs fixed in this update, the biggest one being related to offline/local/LAN multiplayer. It actually was completely broken in the last update, so it has been improved greatly! I didn't even know it was dead until I submitted Antiquitas to the Steam marketplace, and it was rejected for claiming it had offline multiplayer, and the multiplayer didn't even work 😕 oops!

Next, I addressed an issue where colonies who were experiencing Rioting or Anarchy conditions would constantly spam their commonwealths with notifications. This should be corrected now, but let me know if it isn't.

There was also a change in how colonists deaths were reported. If colonists start dying off left and right, you will no longer get a screen full of notifications, as there is now a cooldown timer for how often "Colonist has Died" notifications can appear.

Next, I have changed the Galactic Emperor video ads for premium users. In fact, they no longer exist for premium users. Instead, if you have Premium, the Galactic Emperor will now just give you the gift, no ad watching required. Someone in the forums pointed out that buying premium should remove all ads entirely, and I agreed to this sentiment.

I have also made a fairly significant change to the engine, which will not be noticed at first, but will be important later on. Each Vehicle and Building in the game is now assigned to a "Player." Obviously right now, the game only has one player (You), so this doesn't really mean anything. The game now also keeps track of Resources, Utilities, and Unlocked Techs on a per-player basis. I will let you all use your imaginations (for now) as to what this all means.

Ok, so now it wouldn't be a My Colony update without some new structures, so let's go over the new Reptilian content that was added in this update. The Reptilians get two much needed (in my opinion) structures, the Crystalline Laser Drill and the Bug Saw.

The Crystalline Laser Drill is a Water generating structure, but it also randomly extracts a few other resources, like Uranium, Clay and Diamonds.

The Bug Saw is a new Food generation structure, which chops up poor Insectoids into food, and also creates Ant Paste, which was pretty hard to get before.

Finally, I just wanted to give you all an update on the Android bugs that have been killing My Colony on Google Play. The good news is the crash rate has been brought all the way down to the 2%(ish) range, which is a significant drop from the 10% range. Google Play says that the "Bad Behavior Threshold" for a game is something like 1.06%, so maybe I can get below that number at some point and they can un-blacklist the game. Who knows? I know the current 2% includes many users who are still on older versions of the game, so it is possible that the "dark days" for My Colony on Android are drawing to an end. I can only hope. As always, if you are on Android and getting a lot of force close errors, let me know in the comments to this article, as the bug reports provided by the Play Store are essentially useless.

Ok everyone, so that is it for today's My Colony update! Let me know what issues you run into, and stay tuned because there is a lot more to come!
5y ago
Since I've noticed that if you buy premium it may not be accessible in another platform of MC, I thought that maybe when you got premium, you would get a bundle of keys for each platform. Then, when you logged on you would be able to insert the key for that platform. Another fix is maybe when you buy premium, it is put on your account as My Colony premium buyer, so when you log on another platform, the game realizes you've bought premium for my colony and gives it to you.
5y ago
Hello,
my Name is WittiJ
soo i played My Colony alot so i decided to buy Premium
(on Android btw) then i got home and wanted to Play with premium
on PC aswell. But i didnt create a Account before buying premium i'm
not sure how i logged with the new account on Android but the account says no premium but ingame i got premium...
Is there a way to get it "into" your account without rebuying?

LG WittiJ
5y ago
Hello,
my Name is WittiJ
soo i played My Colony alot so i decided to buy Premium
(on Android btw) then i got home and wanted to Play with premium
on PC aswell. But i didnt create a Account before buying premium i'm
not sure how i logged with the new account on Android but the account says no premium but ingame i got premium...
Is there a way to get it "into" your account without rebuying?

LG WittiJ
5y ago
I recently purchased premium on IOS (because I had some gift card money in my iTunes account) after reading that premium is activated on all devices with your account. However, none of my other devices have been activated with premium and the iOS version of premium My Colony is bugged and unusable. I posted this on tech support to find absolutely no help, so... DON’T BUY PREMIUM, it does nothing.
4y ago
I have the same problem, except mine won't fix itself. I received the premium from the event, and premium does indeed work on the Android version. However I prefer to use the desktop version, when I logged into my account on that platform the premium doesn't work. Every time I click my account on the hidden tab the game immediately crashes whether the game is loaded or on the main menu.

It's as if the account function is broken on the desktop version by the windows store.

I've played from the start to independence and still premium won't work on that platform.

Edit: The online native client works, as does the ape apps launcher, but the version from the windows store still doesn't allow premium.
6y ago
Have you tried the version from the Ape Apps store on this site? You can install the Ape Apps Launcher, sign in, and any games you have bought premium for will register it when they are installed.

Also, if you still have the *.amk file you can still make sure your account has premium. Just go here: https://accounts.ape-apps.com/myaccount.php

Scroll down and you can see what apps have premium or don't and you can add the amk file (if you have it) to apply it if premium doesn't show.

@Bastecklein - might need some dev help for him with premium if he can't figure out the premium.
5y ago
erm, buying premium activates premium for said account and works on every platform.
only exception in a way is steam version, buying steam version does give premium everywhere, but if game wasn't bought on steam you won't get steam version(which is premium only) for free, got to buy it again to have it on steam.

That said, if you did buy the premium on one platform and it didn't transfer to other one you should contact bast or wait for him to see this post I guess so he can help with solving that
5y ago
Traloach said:I downloaded free Pdf Scan.
Then I purchased Pdf Scan Premium.
How do I know that I have premium version as when it loads it does not indicate it is the premium version.
Also when I view my ms account I see my order details but no option to download it.


The Premium is not a separate download, it unlocks all of the features in the regular download. You will know that it is unlocked because the app will not have any advertisements in it, and all of the features you see will work without giving you a popup notice saying they require premium.
3y ago
The Windows Store edition of EZ Register is being migrated to a new code base to provide for faster processing, better printing and cleaner font/toolbar rendering. Because of this migration though, I can not do a typical automatic update of the application. The new version is making a fundamental change to the way application data is saved, and doing a straight upgrade would cause data loss for users, which is unacceptable.

To get around the issue, I am renaming the currently available version of EZ Register to EZ Register Old and removing it from sale, so that no new users can download it. The new package will be uploaded using the name EZ Register.

What do you need to do?

The old version of EZ Register will no longer be maintained and will receive no more updates. If you are fine with this, then you don't really have to do anything at all. If you want to download the old edition again, you can find it in your Windows Store download history as EZ Register Old.

Users are encouraged to migrate over to the new edition of the app, which you can download and install using the following link:

https://www.microsoft.com/store/apps/9PKN4CCN7PH3

Migrating your data to the new app

If you are moving from the old to the new version of EZ Register, you will want to migrate your data over to the new app, and there are a couple of different ways to do this. Remember not to uninstall the old edition of EZ Register until you have moved your data into the new!

Cloud-Sync Migration

If you have an Ape Apps Account, then probably the easiest migration path is to use the cloud-sync feature. When signed into the old version of the app, click on the File menu, open Ledger Settings and make sure that Cloud Sync is enabled:


Then all you need to do is sign in to the new app using your account, and your Ledger should be there. If you have multiple ledgers, you will need to enable cloud-sync for each one individually.

Backup File Migration

If you do not have an Ape Apps Account or if you are having troubles with the cloud-sync feature, then you can export and import your ledgers manually. From the File menu on the old app, select Backup Ledger and save your *.ezr file somewhere on your system where you can access it.

Then to import your data, on the new app open the File menu and select Restore Backup. Find the *.ezr file you exported in the last step and import it. Do this for each ledger you want to migrate over to the new app.

Premium Upgrade

Because the new app and the old app are separate packages, users who purchased the Premium upgrade will find that it does not automatically transfer from the old app to the new. Don't worry though, I will not make you repurchase the app a second time.

If you have an Ape Apps Account, signing in to the old app should have automatically saved your purchase history to your account, and so there is nothing you need to do. Your premium will be available in the new app. If you have already purchased Premium but do not have an Ape Apps Account, you can simply create one, sign in to the old app, and it should sync your purchase to your account. You may have to close/open the app a couple of times if it does not sync properly.

If you do not have/want an account or if the premium is not syncing, you can e-mail me. Just let me know that you are trying to migrate your EZ Register Premium key and tell me the Microsoft Account you used to purchase the app on the Windows Store and I will get everything taken care of for you. You can also send me a message here on the forums with the same information.
2y ago
I have just put the finishing touches on the v0.75.0 update to My Colony, and will begin pushing it out to all platforms tomorrow (Thursday) morning, possibly even tonight if I get time. This is a huge update in terms of "under the hood" changes, and so there is a lot to cover here. It also marks the beginning of a series of "online" focused updates which will be taking place between now and the end of the year.

Now that My Colony has arrived on Steam (which you can find here), I have decided to shift focus a bit more away from the mobile side of things, towards the Desktop and online side of things. My Colony has always played better on the Desktop, but since the majority of users were on mobile, a lot of the design of the game had to be made with that reality in mind. As some of you already know, a few months ago, Google Play blacklisted My Colony from their store search results, cratering the mobile downloads of the game by over 90%. As a result, the My Colony user base has transformed from over 90% mobile users, to now almost 50/50 with Desktop users, spread out between my website, the Ape Apps Launcher, Windows 10, Chrome OS, Facebook Games, and now Steam. And even though the crash ratings on Google Play are back down under 2% and the downloads have picked back up slightly, it is still nowhere near where it once was. On top of that, the experience did open my eyes as to how Google Play operates, and demonstrated the risk involved with being tied so heavily to one platform. On Desktop, things are spread fairly evenly between the distribution networks (too early to tell on Steam yet), so there is a little bit of safety that comes with that situation. Plus, as I said, the game is just 10 times better on Desktop anyway.

So, just to be clear, I am not abandoning Android and iOS, and those platforms will continue to receive all of the latest updates. I am just not going to be focused on mobile first, and some features may not work on mobile platforms, as you will soon see below.

But enough of the intro, you are here to see what is new in this version, and there is quite a bit. So let's take a look!

First I want to go through some of the bugs that were addressed in this release, as one of them has a pretty large impact on later-stage Human colonies. So during this update, I discovered a mistake in the code that was majorly"nerfing" building consumption and production when the building had a very low "tick" phase. The two prime examples where the Ancient Alien Condenser and the Atmosphere Scrubber, but it would also impact buildings with tons of employees, like the Investment Bank.

Essentially, if the production/consumption tick phase was lower than that of the overall simulation's building tick phase, a bunch of update cycles for that building would get skipped, causing it to produce or consume resources at a far slower rate than it was supposed to. As far as I can tell, this issue has been baked into the game for ages, and when adding new content, I have just set the stats in a way to compensate for it, not even realizing it was there. As soon as I fixed the glitch though, the impact on Atmosphere was immediately apparent.

Ancient Alien Condensers and the Atmosphere Scrubber immediately went into "beast mode", chewing through millions of atmosphere in a matter of minutes. This brought my Atmosphere down to zero, causing all of the condensers in the colony to shut down, since they were out of "fuel". This led to an immediate water shortage which was difficult to get on top of, since I could not generate new atmosphere fast enough to keep up with the consumption of the condensers. I eventually just had to import a ton of water from the Star Gate.

Anyway, to address this, I slightly nerfed the stats on the Condenser, and introduced a new upgraded Large Atmosphere Generator to assist in rebuilding Atmosphere. I kept the Scrubbers running in beast mode though, I figured at their new consumption level, one Atmosphere Scrubber can take care of a pretty good sized colony.

So be aware of this new change, and modify your colony accordingly. I already know the bug reports section will be full of "I updated and now all of my Water is gone" reports, so just be aware of what is happening. It is not exactly a bug, but the result of the fix of a bug.

The next fix is related to Creative Mode in Region games. Basically, it didn't work before, and now it should.

Speaking of Regions, there was a glitch where Resource decay would be greatly amplified on Region maps. This has been corrected. I have also implemented several changes which I hope address the issue people have on Regions where tech/resources are lost. I cannot reproduce this issue on my own, so I hope the fix works. I know you will make me aware if it doesn't though!

Next, a lot of changes were made to the server this update. I am getting ready to add in-game moderators to My Colony, which I had hoped to have ready by now, but the server needed so many changes to accommodate for it, that I just didn't get to it. Just know that it is coming soon though.

The first big change comes with authenticated API calls. Aside from the public API's, you basically need to be logged in to your Ape Apps account to do anything on the server now. This requirement seems like a no brainer, but you have to realize that the My Colony server predates the Ape Apps Account server, and there were originally no account requirements at all.

Due to this change, the tie between your Ape Apps Account, your online colony, and the website is now pretty solid. If you happen to get banned from Ape Apps for some unrelated reason, your colony is pretty much inaccessible too, and you will need to send me an email convincing me why you should be able to get back in.

All colony resources are now stored on the server as well. They have actually been stored on the server for some time, but the server would never override the resources saved to your game file. Now it will. The server now keeps a timestamp and checksum synchronized to your online game saves, so that it can detect if you have decided to go back and restore a backup game file. This is to help detect different forms of cheating that are out there, and while restoring a backup does not flag you as a cheater, it is logged and will be available for review by the soon-to-be-announced in-game moderators.

Next up, in-game private messaging has been moved from the my-colony.com servers to the main ape-apps.com servers. As a result, you can now view and reply to your in-game private messages from right here on ape-apps.com. They will also soon be available on my-colony.com. Currently, they don't render very well on the website, but I will be making it all look pretty shortly. In-game it doesn't look much different from before, but in theory the message size limit is gone, although the game still doesn't let you write more characters. The website does though. In the coming updates though, the entire in-game messaging interface will be rewritten to take advantage of the new features available by using ape-apps.com messaging.

The next big change in the game, which I have mentioned already in another thread and some may not be pleased with, is the complete rewrite of how colonial GDP is calculated. In short, it is now an actual GDP calculation, instead of just the sum of all of your resources. So now instead of measuring just how rich you are, which anybody can attain by simply getting a big gift from another colony or from the Galactic Emperor, it is now a measure of the current productive output of all of your buildings, tax collections, and resource collections. In this way, your GDP only grows if your industrial output is growing. If you are maxed out with full storage, then your GDP will be stagnant. I might adjust it next update to have GBT profits figured into the calculation as well, since it is technically a sale of goods. I haven't decided yet.

The game tracks your GDP over time, and will give you both quarterly and annual prints. It takes about two hours of game time to collect enough data to get a full GDP reading, so be aware of that. In your stats, the large GDP number is your current quarterly rate, and the smaller number is the annual rate. One game "year" is roughly equivalent to one real life hour. The quarterly and annual growth percentages also factor GBT price inflation into their calculations, so that large fluctuations in GBT prices do not throw the GDP growth values way off. In addition, the game ai now has "economic analysts" who will try to guess what your GDP growth rate should be every quarter, based on the trends of the last year, and will let you know each quarter if you were on target or below estimates. It's sort of like watching CNBC.

I might start adding other fun little news items to the GBT price ticker on the bottom of the screen too.

Next, there is a new feature that I hope people are able to have some fun with. I have added the ability in-game to stream a live feed of your game play onto your colony website at my-colony.com. On supported platforms, there will now be a "Streaming" button in the bottom right corner of the screen. When you click on it, it will start up your live feed and turn Red, letting you know that it is on.

It also uses your microphone (if available and you give it permission) so that people watching your stream can hear your amazing voice-over commentary. Also when you turn on streaming, the in-game chat channel and the chat channel on your my-colony.com colony site are synchronized, so that you can text-chat directly with those viewing your feed. You will also get a notification in-game when somebody starts watching your live feed.

The in-game streaming works if you are playing on Chrome, Android, Native Client/Steam. It does not currently work on iOS or Windows 10 (Store) edition of the game. I am not sure about Facebook Game Center, as I did not test it.

Moving on, I have decided to merge the in-game popup Commonwealth and Diplomacy windows into the main Statistics window, so that everything is in one place. In-game private messaging will also be moving to this window soon, and eventually, a revamped in-game encyclopedia will be in there as well. I just think it's better to have all of the options in one tidy place.

You may have also noticed a new "Federation" option at the bottom. Federations are headed in-game to My Colony. I have been promising them for a year and a half now, and since I decided to focus on online play for the next couple of months, Federations went ahead and made the cut.

Creating or joining a Federation requires "government level 7", which is game-engine speak for "you need to build the Hall of Congress." This is pretty much the most expensive building in the game, and before now it hasn't really done anything for you. Now it unlocks Federations. Because of this requirement, only United Earth and LIS can make or join Federations, but Reptilians and Zolarg will be getting their own equivalent buildings in 0.76.0.

The only thing you can do with Federations right now is either make one, or join one. Making one is expensive, and joining one is free. However, when you choose to join a Federation, current federation members receive a ballot in their Federation screen and must vote to approve your membership.

Balloting works like this. When a new measure is put up, it will expire in three days. At the end of three days, the yays and nays are counted, and the winner is determined. However, if a measure receives yays (or nays) from over 50% of current Federation members before the three days are up, the vote is also ended.

The balloting system only works for admitting members right now, but it is going to be greatly expanded. Unlike Commonwealths, Federations are an "alliance of equals", with each independent member state getting 1 vote. One colony will be the president, voted on by the other members. The President will be able to put new initiatives up to a vote, and only the president can put a new initiative up, unless that initiative is a vote of no-confidence in the President, which could be needed if the current president goes inactive.

Federations are going to be able to do things that regular colonies cannot do and, for those who wish to enable it, there is going to be an optional PVP element coming for Federations making use of Star Ships. I am not talking about attacking peoples bases or anything, but you might be able to send your fleet to blockade a planet, disrupt communications, etc. I am welcome to ideas on it, but this element will be 100% optional, and you can only do the PVP mode with Federation members who have enabled it. I want people to still be able to play a 100% peaceful mode if they wish.

The Federations are in the early stages, but there will be new Federation stuff with each update, so feel free to start one up and start accepting members, so you are ready for when the fun stuff goes live.

So those are the primary new things in this update, I am sure there are others, but I don't remember off the top of my head. Now I just want to give a quick update on what is coming next.

As I mentioned, Federations are going to be fleshed out over the next few updates. In addition, both Federations and non-federation planets will be able to establish Trade Routes using their Star Ships, and the Colonial Map from the my-colony.com website is going to be accessible in-game soon to aid in this. There are also new interactions coming for Embassies, some of which will only be available to PVP Federations. To support this, both Zolarg and Reptilians are getting new giant 'Hall of Congress' type building soon, as well as Star Ship production.

There are also going to be further changes made to the My Colony website to accommodate all of the new stuff. Federations will each have their own page, and unlike Commonwealths, there will be a few customization options for a Federation page. If you haven't looked at the My Colony website recently, check it out, I've been adding things here and there over the last few weeks: https://www.my-colony.com/

Finally, in-game moderators are on the way. I have several applications, and will be contacting people with offers as soon as the server is ready for them. There is still a bit of server work I need to do to accommodate what I want to do with moderation, but I think when it's all implemented, it will make the online experience a lot better for everybody.

So that is all for this update. This one took me longer than normal to put together, and I have to spend the next few days catching up on other projects, but I should start v0.76.0 mid next-week. Until then, enjoy the update, and it should be hitting all platforms within the coming days!
5y ago
This idea would change the method of colony organization by maps for region colonies. Default style colonies with just one map would continue to be shown on the map as normal. Note that this idea is solely for premium features and would not impact the free to play aspect of mc.

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

ONLINE PLAYERS:

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

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

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

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

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

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

OFFLINE PLAYERS:

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

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

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

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

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

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

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

I hope that this idea is understandable and helpful to the developing of my colony.
5y ago
Today I am putting the finishing touches on My Colony 2 v0.17.0, which should be hitting all platforms over the coming days. In some ways, v0.17.0 on the outside is a minor update, but in other ways it begins to completely change everything for the My Colony series, as several new concepts are coming online. So let's take a look at what has changed and what is new with My Colony 2 v0.17.0 - The Phara Update!


The My Colony 2 engine is starting to gain support for AI controlled civilizations, and the first work has been started in this regard with the introduction of the Phara, a new Desert World native species conceptualized by @GeneralWadaling nearly a year ago. Desert World players will start to notice the new faction and their settlements crop up around their maps.

There is still a ton of work to be done with the AI, and some bugs to work out. At present, the AI doesn't do much except for generate new settlements, so don't expect any interactions or diplomacy quite yet. The AI routines are going to be fleshed out over the next several updates, and the initial AI processing is going to be largely based on the AI code from Colony Wars, but more on that later.

I have wanted AI controlled civilizations in My Colony since the first release of MC1, but have never gotten around to it. You may or may not know that My Colony 1 was initially envisioned as a futuristic version of Sid Meiers's Colonization, and was to have native species to deal with and you would also have to fight against the "king" for independence (in My Colony's case, United Earth). The game never turned out like that, and My Colony 2 will not have fighting for independence either, although the engine might in fact support that scenario soon, but we will get to that later too.

I next want to move on to a new concept I have added to the game, which is progression through both Player and Settlement leveling up.


Settlements now have a Level, which you can increase by using Civics. Behind the scenes, Players also have a level which can be increased using Money, but that part is not yet implemented.

Right now there isn't a huge point in leveling up, although eventually some government type structures and policy options will require either a specific player or settlement level to unlock. This adds extra goals and an additional player progression aspect to the game. Various forms of this have been suggested throughout the years for My Colony 1, so keep an eye on these features as they are fleshed out over the coming updates.

Next, I want to touch on what has been by far the #1 requested My Colony feature since the game first came out - Military and Combat, both of which are now making their way into My Colony 2!


This is another concept in it's initial phases and some of it still doesn't work right, but let's go through it. There is a new early-game tech called Colonial Security which is now needed for the Security Station and also unlocks the new Barracks. From the Barracks, you can now construct the first military unit, which is the Infantry unit. The Infantry is able to either attack or defend. It will automatically attack enemy units if in range, and will attack an enemy structure on command. A lot of the initial combat code has been taken from Colony Wars.

So what constitutes an enemy? The engine now accounts for diplomatic relations between each player behind the scenes. Players can either be Neutral (the default status), Enemies, or Allies. To become an enemy, you open the Players tab in the Statistics window, click on a player, and choose to declare war on them. They will instantly be notified of your treachery.


Now, here are the limitations. The 'Propose Alliance' and 'Sue for Peace' options currently are not functional, so if you do decide to declare war, there is no getting out of it. So keep that in mind.

There is a lot more to say on AI's and the new Combat features, but there have also been some other tweaks to the game that I wanted to touch on before getting too deep into the woods.

Firstly, when you go to build a new unit, it will now appear at the Construction Yard that is the closest to where your current camera position is location. In other words, if you are actively looking at a construction yard and you build a new unit, it will pop out of the construction yard you are looking at. This comes in handy as settlements begin to spread out and grow.

Another big change is that new players who join your public game will no longer start out at chunk 0:0. I know that it could be annoying to have all Landers start the game at the exact same spot, so the new Landers will now be randomly placed, somewhat in the area of the currently settled world, but away from all other players.

Now some kind of bad news. You may know that I recently updated Voxel Paint with some cool new features, such as metallic voxels, transparent voxels, etc. Well, I went to implement those features into the My Colony 2 engine, and it completely kills performance. I don't know why yet, but just having one structure with a metallic texture destroys the game, and that is on a high end PC with a good video card. So until I can get the performance situation worked out, the cool new features from Voxel Paint will have to wait. 🙁

Now I want to dive a bit deeper into some of the new features, and how they tie to what I have planned for My Colony 2 going forward.

Some of you may have heard during some of my Podcast episodes or from various release notes here on the forum that I had long wanted to make a game called 'New World' that involved showing up on a new continent in ships like the Spanish did, and trying to get rich on a land inhabited by natives. Well, Amazon recently beat me to the New World game, but the idea still remains in my mind. A lot of this updates recent changes, including AI civs and combat, go directly towards making that game concept a reality.

Additionally, there has recently been discussion with GeneralWadaling about migrating Colony Wars to the Scroll3D engine. I think that my new strategy instead is going to be to have the My Colony 2 engine be sophisticated and customizable enough to be able to be morphed into a Colony Wars type Real Time Strategy game. This would be great for multiple reasons. Firstly, less game engines to maintain is always a good thing for me. Secondly, it will greatly increase the capabilities that modders have to make different types of games for the My Colony 2 engine. A win for everybody!

So with the above two points in mind, here are some things I need to work out before I can make everything a reality, which should give you an idea of some of the features that will be coming soon to My Colony 2.

Firstly, there needs to be more World options then the current infinite maps. You need to be able to create maps of a specific size, and also maps that have a predefined layout, which means some type of map editor. To get started on this work, the next World type I am adding to the game is going to be the My Colony Classic world, which will be roughly equivalent to an MC1 large sized Red Planet map (probably not suitable for multiplayer). It should be a fun challenge for some players, but will also bring important new features to the engine.

Next of course, the AI needs to be expanded and improved. The first order of business is to get the AI's capabilities to be roughly in line with those in Colony Wars, which will allow basic war and RTS support. In addition though, the AI needs to be able to conduct peaceful diplomacy and trades. And for that matter, players need to be able to trade with each other as well.

Modders need to be able to customize various UI aspects. The game UI needs to be able to basically look like the Colony Wars UI, which means options need to be added to show/hide elements and to more the position of different elements. The new/join game screen also needs to be customizable.

And of course, the game content needs to be expanded as well, and that will happen over time for sure.

So there is a ton of work to do, and absolutely all feedback is appreciated. In the meantime though, check out the v0.17.0 update to My Colony 2, and stay tuned for a whole lot more to come!

#mycolony2 #colonywars #voxelpaint
2y ago
Today I am releasing the v1.25.0 patch for the original My Colony, which should be hitting all platforms throughout the weekend. This update brings some critical bug fixes, changes to how the app is packaged, as well as a change to the Challenges system, so let's take a look!


The main change in this update is to the Challenges system, with the addition of the new Snap Challenges, Daily Challenges, and Three Day Challenges, all automatically generated by the My Colony server.

Challenges were well received by many players, but I quickly realized it was sort of a pain for me to keep up with the system, having to create new challenges, stories, and logos every day, so I sort of fell behind on it. Well, now there will always be challenges available, with the addition of the three new challenge types mentioned above, which are all generated by the server.

Every day, a new Daily and Three Day challenge will be added, worth one and two trophies respectively. In addition, there are now one hour Snap Challenges, which will be generated at random times by the server throughout the day, so you never know when a Snap Challenge will occur. These rapid challenges are worth one trophy, and should give more players a chance to compete in the system, since you have an opportunity to sneak in under the radar and complete a challenge before some of the big colonies even notice it's there.

With these three new challenge types, there will now always be plenty of challenges to compete in. Of course, bigger challenges will still be added from time to time worth a lot more trophies.

Moving on, I have fixed the issue with resource decay that was making new Alpha Draconian colonies impossible to create. The new rule with decay is that resources will never decay to below the amount you are given at the beginning of the game, even if you have no storage.

Next up, a change is coming to the Steam edition of My Colony. There was an issue before where people were abusing the fact that the Steam client added premium to their Ape Apps accounts and were using the Steam version of the game to give free premium upgrades to other players. Because of this, the Steam Premium key is now going to be removed from everyone's Ape Apps account. The next time you log in to Steam after the update, the game will ask if you want to connect your Steam and Ape Apps accounts, and there can now only be one steam account per Ape Apps account. If you log into the Steam client using a different account, the original Ape Apps account will lose it's Steam Premium. Also, the Steam version of the app will now no longer start up unless Steam is running and signed in to a valid Steam account.

It might sound like a mess, but for players who were being honest about it, you should not really notice any difference. I hated having to add some form of minor DRM to the game/accounts, but of course there are always people who need to abuse things, so this should fix the issue.

On the plus side, once you tie your Steam account to your Ape Apps account, your account will gain automatic login for all current and future Ape Apps titles released on Steam (when opened through Steam).

Finally, I am bringing back the packaged desktop Native Client versions of My Colony, which I have not released for quite a while now. Several players have said they wanted these packaged versions of the app to return, so they will be. I plan to have them uploaded to the Ape Market some time later today.

So anyway, that is all for this update. It should be live on the Progressive Web App version right now, and will be hitting all other platforms over the coming days. Enjoy!

#mycolony
1y ago
Also, all things ignored entirely...

Premium is not a scam, it's an option one can use to support the developer to make sure he can still keep developing My Colony, and also to let him know possibly where the interest is in his games, despite having a few now.

As someone who enjoys My Colony genuinely, I had no problem essentially getting Premium twice, once for Android, once for Desktop, and then buying it on Steam.

Not to mention, I'm also working on a mod for it. Slowly, but surely.

You don't have to get Premium, in fact, it's entirely unneeded to reaching the end game as any faction (tho the reptilians could use a non-premium patrician's den). And, while you do get some perks for it, it's not a scam. The only platforms that have ever had you "buy one game, get it on all others" is any game on GoG which has the library transferral permission toggled, bought on a supported other platform, and that's about it.

Tho Knucklecracker DID do that with the Creeper World series, those who bought a non-DRM copy of any of the games could recieve it freely on Steam if they politely wrote Virgil about it.
4y ago
So about a year and a half ago or so, Microsoft depreciated the original UWP WebView control and move all of their development efforts over to the new Chromium based MS Edge. This was fine, except for that My Colony on Windows ran under the old Edge WebView, which was no longer receiving any updates. In order to allow My Colony to keep running on the latest engine, I took down the original Windows package and replaced it with a PWA pointing to the Web version of the game.

This was good, except for that MS does not allow non-Microsoft Store in-app purchases for games, so I had to make the game paid on the Windows Store, and buying it just added Premium to your account. This of course led to a pretty big drop in Windows users, since a free game obviously does better than a paid one.

Meanwhile though, Microsoft came out with the newer WebView2 control for UWP apps, based on the new Chromium Edge engine. In my spare time I have been updating my Windows Web App Core code to take advantage of this new engine, and now that the work is complete, I am pleased to announce that the free version of My Colony is once again back up and running on the Windows Store!

https://www.microsoft.com/store/apps/9NBLGGH4X533

I have unpublished the paid edition so there is no confusion by having two versions of My Colony available, but if you previously bought the paid edition from the Store, then it will still show up for you like always.

So that is the change for the Windows Store release. I will probably be making the same change to My Colony 2 the next time I update that game, so there will finally be a free MC2 package available to Windows Store users.

Moving on though to the non-Windows Store desktop clients.

I quit updating the Windows/Mac/Linux desktop clients quite a while ago, and converted the Steam client to be basically a wrapper for the Web App that unlocks premium on the users' account. This worked pretty good on Steam, but a lot of people were taking advantage of how it worked in order to give free Premium access by letting their friends log into their Steam using their Ape Apps Accounts. So to combat this, and also just to improve the experience in general, I am bringing back the native clients for Windows, Mac and Linux, and they will all be natively packaged as well, not just hosts for the Web App version of the game.

When this change occurs though, I will be removing the "Steam Premium" flag from every account in the Ape Apps database. Then, the first time you sign in to the game using Steam, it will ask you to link your Steam account to your Ape Apps account, and there can only be one Steam and Ape Apps Account linked, so you can no longer share your Steam purchases with other users. Linking your account will also enable automatic sign in for all Ape Apps games through Steam. For added security, the Steam editions of the game will no longer be able to run unless Steam is also running and signed in.

In addition, the Steam clients will now implement the Steam API, and I am looking into adding Steam cloud saving, workshop, achievements, IAP, etc.

Finally, the Ape Apps Launcher is getting a massive overhaul and update sometime in January, so the experience there will be improving quite dramatically as well, so be on the lookout for that. It is going to run as either a PWA or a native packaged app, and will support interfaces for Desktop, Mobile, TV and VR users. Should be good stuff!

So anyway, those are the changes coming to the Desktop apps.
1y ago
Hello,
I purchased the premium version of the game quite some time ago, and got some games with the premium buildings built and rotated. However I have a problem: I deleted my Google play account and performed a factory reset, but being unable to reconnect the Google play account whom I purchased the game with to my colony, I am unable to continue building premium structures and rotating buildings, after I reinstalled the game. ( All the maps were saved on my address card ).
Is there a possibility to get the premium version back without buying it again?
Thanks in advance

6y ago
So I have premium
I did not buy it

It kinda doesn’t work but still why is it here

Steps to replicate
1. Not play for like 3 months
2. Go to China
3.Play it cuz it is not restrained by China
4. Realize you can get checkered pavement
5. Try out Creative cuz u has premium
6. Loads up old colony image, nothing working
7. Try again, then black screen
8. And again

So why do I even have premium?
Probably spelled premium wrong the whole time
Plz help
I be confused

IPad Pro, 2 years old uhhhm idk processor
17 March 2018 Shanghai Time
0.59.0
6y ago
bastecklein said:
ssj2071 said:I recently bought the premium version of My Colony on my iPhone SE and I just logged in to my ape apps account of the Facebook version of the game via Facebook, but the premium mode didn't carry over. If anyone could please help me with this issue, I would be grateful.


I fixed your account, it should work now. For some reason the premium flag did not get triggered, maybe there was a connection issue at the "moment of truth".


Thanks, and yes, it shows up now, it's just that when I logged in on Facebook yesterday right before this post, I had already been playing on premium mode for almost a week on my iPhone before I logged in on the Facebook version. But I just logged in on the Facebook version just now and it shows up this time. Thanks again, bastecklein.
5y ago
Hello Ape Apps support,
I just had the wierdest thing happen and I can't quite explain it. I took a break after I was upset with an update but hate can't last forever on a game I did enjoy so I want to come back. in 2018 I did purchase premium, so I logged into the ape apps website finding that it stated my colony from 2018 was premium and all was ok! Perfect wonderful.
I downloaded the app on my new phone and log into my account.


Well now I am plastered with the free level advertisements. and then when I log back into my account on another tab on the computer it says I am not premium anymore. I did screencapture showing I did have it below, but I just would like to know why this happened. I hope this can be resolved so I can re-create my little empire I once had and bring pleasentville back on the map.

Thank you for your help in advance!
St1ll

Original login showing I DID buy premium


Capture now logging in showing I suddenly don't.


😢
5y ago
https://mc1.my-colony.com/api.php?pf=2&g=1&c=0hZgBkjn
(replace 0hZgBkjn with desired charter code)

Returns JSON formatted data on specified colony, as well as mother colony and list of child colonies.

{
"charter":"EfbgdYs6",
"name":"EMERALD CITY",
"civilization":"United Earth",
"race":"Human",
"maptype":"Red Planet",
"founded":"December 16, 2016",
"independence":"December 18, 2016",
"population":24718,
"gdp":1484542777812088300,
"unemployment":0,
"mapstage":4,
"playson":"web",
"lastactive":"2017-04-28 09:42:03",
"theme":"#2867ed",
"screenshot":"https://www.my-colony.com/screenshots/ss-146399.jpg",
"website":"https://www.my-colony.com/colonies/EfbgdYs6/",
"sector":"0,1",
"location":"-90,-442",
"rrr":72,
"mothercolony": {
"name":"United Earth",
"charter":"earth",
"website":"https://www.my-colony.com/colonies/earth/",
"relations":100,
"sector":"0,0",
"location":"0,0"
},
"childcolonies": [
{
"name":"TouristsDieHere",
"charter":"GE7RmoX0",
"population":76189,
"website":"https://www.my-colony.com/colonies/GE7RmoX0/",
"relations":92,
"sector":"0,0",
"location":"0,0"
}
]
}
  • charter: charter code
  • name: colony name
  • civilization: what civ they are playing as, like United Earth or Zolarg Empire (so far)
  • race: what species they are.  so far there are human and zolarg.  eventually there may be more than one civilization per race
  • maptype: what map they are playing, like Red Planet, Lunar, etc
  • founded: when the colony was founded
  • independence: when they gained independence, or "0" if they are not independent
  • population: their population
  • gdp: their total gdp
  • unemployment: unemployment rate, times 100, ie  5% would be 5 and not .05
  • mapstage: what their atmosphere level based stage is
  • playson: what platform they last used, like web, android, ios, windows, desktop 
  • lastactive: timestamp of when they last played
  • theme: the theme color they chose in their colony website options
  • screenshot: if they uploaded a screenshot, the url will be here
  • website: the url to their colony website
  • sector: the x,y coordinate of what sector their colony is located in
  • location: the x,y coordinate of where they are located within the above sector
  • rrr: the RRR index of the colony ( http://forum.ape-apps.com/showthread.php?tid=1994 )
  • mothercolony.name: name of their mothercolony
  • mothercolony.charter: charter for their mothercolony
  • mothercolony.population: the population of their mothercolony
  • mothercolony.website: mothercolony website
  • mothercolony.relations: the relation percentage the colony has with their motherland, times 100, ie 95% = 95, not .95
  • mothercolony.sector: the x,y coordinate of the sector their mother colony is in
  • mothercolony.location: the x,y coordinate the mother colony is in within their sector
  • mothercolony.rrr: the RRR index of the colony ( http://forum.ape-apps.com/showthread.php?tid=1994 )
  • childcolonies (array, from largest to smallest):
  • childcolonies[x].name: name of child colony
  • childcolonies[x].charter: child colony charter code
  • childcolonies[x].population: child colony population
  • childcolonies[x].website: website for the child colony
  • childcolonies[x].relations: percent relation that the child colony has with parent, times 100, ie 95% = 95, not .95
  • childcolonies[x].sector: x,y coordinate of the sector child colony is in
  • childcolonies[x].location: x,y coordinate of the child colony location within their sector
6y ago
In this episode of the My Colony Podcast, Brandon discusses the Regions feature, premium content, the future of Federations, and the upcoming game Colony Wars!

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

Want epic My Colony merchandise? Check out the new My Colony online store: https://teespring.com/stores/my-colony-store
5y ago
There are only 2 premium content items that are favourable to their non-premium content variants. Those two are the aluminium roads, which offer faster travel for your rovers/worker drones and the turbo drones which offer 40x faster build times. Just because the premium content makes you move your finger to scroll one more time doesn't mean it takes you 3x longer to find something, you just haven't learnt where the buildings are in the list. I would say removing the premium items would make you relearn the positions you have already learnt, making you search even longer than an extra mouse scroll.
6y ago
Amorphus said:Well said. I agree that it's good to just pay for the whole game, I liked that back when they had games like that. I hate games that nickle and dime you and i hate games that give paying players an added advantage. And I agree that there are better ways to support bast that to pay for the premium game.

What I was saying was I wish that bast would add more features to premium that wouldn't cause a people to have an unfair advantage. Take Decorations for instance, they have no bearing on how fast you are able to produce resources or make money, they are just an extra addition to the game. I really wan't him to add a huge update will all kinds of premium decorations. I admit, currently, the regions feature does provide an unfair advantage, but I'm sure bast will correct this issue in the future.

I don't think he ever will. People won't buy premium if all it gives is decorations! People do it for regions because it is a huge advantage. It does pose a problem for the (I think) Largish population of kids playing the game. Im a kid and my parents won't let me buy premium. This puts me a huge disadvantage because I can only go so far on my limited mega map :l
5y ago
Okay so I updated from v0.75 to v0.76 and my premium has disappeared. The account manager page recongizes that i have premium ( http://prntscr.com/lla71j ) but I don't have premium ingame. ( http://prntscr.com/lla7ex )
I purchased the steam version if that helps. ( http://prntscr.com/lla81a )
Is there any way I can get premium back?
I have restarted the game, and relogged. I even reinstalled the game.
5y ago
hi123456789 said:Okay so I updated from v0.75 to v0.76 and my premium has disappeared. The account manager page recongizes that i have premium ( http://prntscr.com/lla71j ) but I don't have premium ingame. ( http://prntscr.com/lla7ex )
I purchased the steam version if that helps. ( http://prntscr.com/lla81a )
Is there any way I can get premium back?
I have restarted the game, and relogged. I even reinstalled the game.


Sorry, I had accidentally uploaded the wrong build to Steam :-/

I have uploaded the correct one and the update should be coming presently.
5y ago
I bought premium via the website/PayPal. Got the key, can play on with premium the web version. Can't seem to apply the key to my iOS app, and can't get my online cloud save to load in the iOS app either.

I did have another game going before I purchased the key on the iOS app, however. I started a new file to try out regions after purchasing the premium key.

Can anyone help with applying premium key to the iOS app?
5y ago
I recently purchased premium on IOS (because I had some gift card money in my iTunes account) after reading that premium is activated on all devices with your account. However, none of my other devices have been activated with premium. What should I do?
4y ago
@Kaymcray Thank you for the suggestions. It helps a ton when deciding what to add to the game, and this all seems pretty easily implementable.

As for what comes with Premium, I did not put any of the initial content behind the premium "wall," so the only thing Premium does right now is allow you to get the "free money" from the banking tab without having to watch a video (ad removes the banner advertising). The intention is to continually add new jobs/educations/houses/etc, some of which will be premium. Premium items will be clearly labeled as such.
4y ago
There is no direct way to become a premium member of the forum. The only members who are premium are those with an Ape Apps Gold account (from https://accounts.ape-apps.com) who get premium on every Ape Apps product across the board.

By the way, there are no benefits on the forum for being a premium member, it's the exact same experience either way!
11mo 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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