Search - priority

i suggest the possibility to chose wich ressource will be creat in priority in the consulate
like an diversifying economy (product all type of ressource no priority)
an survival economy (priority on the water,the food,and money if more)
an scientific economy (priotity on the Research)
an money economy (priority on the money)
an advance economy (priority on the hight level tech building)
........
so with this you can chose where worker will go in priority
I love the new two sliders :)

But.. Could it be possible to modify all the buildings of the same type simultaneously, and not each one individually? Or enter a new general option.

It may also be helpful to add two new heatmap view (Production priority - Employment Capacity), to understand if some building is left with reduced capacity or low priority by mistake. It should be very useful for very complex, dense and large maps.
4y ago
Assuming you have all buildings still set to default priority--change that. Click/tap on building (yes, each and every one--there is no group function for this). Click/tap on the blue bar graph icon. Scroll down until you see 2 horizontal sliders. One is priority, other is job numbers. Slide the priority towards the right (you don't have to go all the way, just amount to the right will do). Do this for each building you want workers to start working at first. Be careful though. If you don't watch it at first, workers from food and water production will switch over, with bad consequences. Just keep an eye on food and water when you do this.
A Separate Slider to set all buildings at once.
we dont want the tedious 1 building at a time Production Priority anymore.

please vote this one to the top
1y ago
I have several recommendations for game mechanics.


Labor/Living Wage mechanics

It cost a lots of time to jump between cities to raise wages, it's getting annoying when you have 5+ cities. It's also kind of tedious to click a lot when changing wages by occupation.

The interface should be able to apply every wage change at once. You change every job by typing it or clicking up/down button, then apply it. It also need to have options to apply it in the city or the entire region. The living wage and labor should be under one menu. Here's what I have in mind:




Cloning buildings

The cloning buildings should stop producing colonist when Immigration is blocked, and do the opposite when Immigration is allowed. By doing so, you only need one switch to stop colonist coming to your city. Powering it off or selling it when not needed confuses my estimation for the jobs/colonist count. Maybe the cloning facility should produce some research when not producing colonist?


Production priority

As posted by Redeye1973 here, there should be an option to apply priority to every building in the city. I want to add that there should be an option to apply it in every city.


IQ Statistics

IQ stats should be displayed in distribution graph like age stats, to better estimate how many colonist is able to take a certain job in a building.


Feel free to correct me if there's a trick to solve these problems, or if you have better ideas.
11mo ago
Everybody tried to make a giant cluster of machines at one place at some point, and they realised that builder bots instead of going to the first one "placed" they just go to the nearest one which makes them lock up the "placed" machines inside and be stuck until you cancel the "placed" machines or let them in by destroying the blocking machine. I would love a system like in Rimworld where bots have a 1-10 priority meter. Like for example 1. Build that famr we are starving and 7. Build those roadpaths so you can move faster. I would also love a way to make an area designed for building a specific thing like Regolith Mines so I don't have to place them every couple of minutes.

If you like this idea probably you would like those too:
Parking Spot / Tool : https://www.ape-apps.com/viewpage.php?p=9878
Planning / Blueprint Mode : https://www.ape-apps.com/viewpage.php?p=9881
6y ago
Today the finishing touches are going into My Colony v1.2.0 and the patch should be hitting all platforms and app stores over the coming days. Although this is v1.2.0, it's really more like v1.0.0 Part 3, as it mainly features more cleanup from the fallout of the major engine changes introduced in the v1.0.0 patch. It is my hope that, with this patch, the engine changes are mostly stabilized and I can finally move on to some more interesting updates. That said, there are also some new structures and features coming along for the ride in this patch, so let's take a look at what is new!

Firstly, more engine tweaks have been made in regards to health, medical, and the colonist lifecycle. In addition to other minor tweaks, colonists will now enter the workforce at an earlier age (14) and retire at a later age (75 I think). Retired colonists will now start dying off at a faster rate too.

The University has been buffed a bit, and it now has a student capacity of 6,500.

In this update, I have now added the ability for players to fine-tune their industrial capacity on a per-building level. If you open the building stats window on a structure that has workers, you will see two new slider control bars.


The Production Priority slider will let you control which buildings fill up with workers first. This setting has been requested for a long time, and now it's a reality. The higher you set this, the higher this building will be prioritized against other worksites. Keep in mind that there are still other factors which are considered, including distance, building condition, and eventually crime (more on that later). However, the Production Priority setting is the #1 factor when colonists are being assigned jobs by the engine (unless the jobsite is simply out of range).

In addition, the new Employment Capacity slider is useful for when you want a worksite to be up and operational, but you want to free up some of the labor to work in other buildings. For example, if a building takes 50 workers and you set the slider at around 50%, then only 25 of the jobs will be filled. The total output of a building depends on how many workers it has, but when you are trying to prioritize your production in specific ways, this new control setting should come in handy.

Finally, three new structures have been added in this release, the Medium Hospital, Transcendent Medical Clinic, and the Large Stadium. All three are upgrades to existing buildings, and offer increased capacity and efficiency.

Next I want to take a moment to welcome all of the new players to My Colony! The game has seen an increase in downloads over the last few weeks, so I just want to welcome all of the new players to the game, and to the My Colony community! If you have any questions, suggestions, or bug reports, this forum is a great place for all of that. Our community is not huge, but there are a lot of experienced players here who are always willing to provide help and answers to your questions. And a large percentage of the content and features in this game have come directly from community feedback and suggestions, people just like you posting something they wanted to see added to the game. So feel free to bounce your ideas and suggestions off in the suggestions forum!

And finally, the next two updates are going to feature Crime and Mass Transit. I don't know which one will come first, but those are the next two. The Crime update will feature various Police Station and Prison type structures, and crimes will be committed in areas of low land value and low IQ. The Mass Transit will be in the form of a train station with rail, and will allow people to work in buildings that are normally outside of their regular range. When used in region mode, the Mass Transit will also allow workers to live and work in different cities. Eventually the Mass Transit will include an underground subway system, but probably not right away, as it will be more work to implement an entire subterranean layer to the game.

I am also going to be adding a way to "return" existing buildings to your building queue. This is sort of like the current "move" feature, except the building just goes away and there will be a number on the construction sidebar indicating that there is a building of that typed queued up for move. Then, you will be able to place those buildings again, without construction time or cost. You will only be able to do this on buildings that are able to be moved, non-resource drop off points.

So anyway, that's all for today's update. Hope you enjoyed it, hope you all had a Happy New Year, and stay tuned for more!
4y ago
Yeah, as fun as it sounds to set the production priority to the highest in all the water and food productions individually, I really don't have the time to do this.
4y ago
With the now-enforced 50-tile limit, and the issues I'm having with trying to keep my factories and other buildings full of workers, I've notice that the Production Priority scale is not be auto-reassigned by the system. No matter where I put the scale at, at some point later I notice that it's been reassigned back to middle and my employees are gone.
4y ago
minor bug a good bug lol Cloning plants FILL up when put on HIGH priority Production NO matter if you only have 2 colonists Just started a new city in a region put in cloning plants put production to high and BING it shows 40 employs even though i only had 2 colonists so I started doing it with the rest i placed and yep each time they showed FULLY employed LOl really is a time saver . and easy enough to recreate the bug .
just star a new city in a region that has coloning teck build a few homes near coloning plants then build coloning plants and change priority to High and watch them show full .
3y ago
If any of you have ever peeked at the source code of My Colony or many of my other games, you might notice a common script in all of them called scroll2d.js. Back in 2013, I thought it would be neat to create a web browser based game engine that could be used to render and manipulate 2d tile maps in either normal or isometric mode. Scroll2d is the engine I came up with, and My Land was the the original technical demonstration for that engine.

Since then, I have reused that engine in many different projects, including Gone Rogue, My Colony, Musical Kittens, Antiquitas, EZ Composer, Hell and Back, My Starship, Epic Adventure, the map editor in Death 3d, and more. I think it's fair to say that over the last 7 years I have gotten a got bit of mileage out of the engine, but I think it's also fair to say that the engine is a bit dated. From a technical standpoint, I did a lot of things weird in Scroll2d that, if I could redo it all, would have been done a lot differently. The problem is, the engine is used in so many projects I can't really just make huge changes to it without breaking everything.

I have been thinking of this for a while, and I am considering "sunsetting" the Scroll2d engine and all of it's associated projects and moving completely into 3d/WebGL. I am thinking of creating a brand new engine, unimaginatively called Scroll3d, which will offer similar capabilities of scrolling around a map and manipulating tiles, but will be entirely 3d and use 3d models instead of 2d sprite graphics.

Now, when I say "sunsetting," it's not as though I am going to discontinue any of my Scroll2d apps and games. Really, nothing with Ape Apps ever reaches an "end of life" and I will probably support all projects until I fall from the virus or some other tragedy. That said, I do plan on moving all of the current Scroll2d projects down from the priority list and start working on new titles using the new 3d engine.

I currently have two fairly extensive Scroll2d projects that I do plan on completing first before making this switch, Colony Wars and My Empire. I am pretty far along into both projects, so it only makes since to finish them and get them published to the markets.

So all of that said, here is my roadmap going forward for Ape Apps:
  1. Complete Colony Wars. This is my current #1 priority project starting now, and pretty much the only thing I am going to be working on until it's done. Time to get this game finished and released.
  2. Complete My Empire. As soon as I am done with Colony Wars, I am going to go straight full time into My Empire and get that game done as well.
  3. Begin Scroll3d development. I am then going to be moving all attention into creating the new game engine, which will be a combination/mix of everything I have learned over the years between the Scroll2d engine and the Death 3d engine. Of course, the new engine needs its maiden project, and I think that maybe the time is right to start working on:
  4. My Colony 2: the first project to be based on the new engine.
Why My Colony 2? Just like Scroll2d, I have learned a lot since I started writing My Colony, and that engine is full of legacy code and strangeness and concepts that I would never even think about today. My Colony 2 is a great opportunity to take all of the best parts of the original, leave out the things that don't work, and bring in new ideas from the suggestions forum that can't be implemented in the current game without overhauling everything anyway.

My Colony 2 is only a concept right now, so all suggestions are on the table. Think of all of the things you wish were in the current My Colony. Ideas that would require a total rewrite of the game are now on the table, because I am literally doing a total rewrite of the game, which will also include a new server. I can make multiplayer that actually works properly if I design the game with multiplayer in mind from the beginning. All units and buildings will be 3d modeled using blender. I don't have a lot of the concepts worked out, but I am thinking that My Colony 2 will only feature United Earth instead of 4 different civs, so I can keep my focus this time.

So anyway, that is what's happening. I plan to finish Colony Wars sometime this month and My Empire next month, and I will then begin work on MC2, which will be built in complete open beta and all feedback and suggestions will be taken into account. So stay tuned for more!
3y ago
over about a thousand hours of gameplay over various versions without letting it run overnight, i have come to find many small balancing issues and small features i wish were in the game. for example. i believe that you should be able to adjust the production priority and employment capacity of a set building map wide at once, instead of having to manually do it one by one. when populating a map you need to have cloning facilities with high priority and on a regional map it can get very tedious setting all the sliders over and over.

Another feature is the ability to transfer colonists from one City in regional to another permanently. For example, if you had a city dedicated to gold synthesis labs, and then you upgraded them, you wouldn't have enough jobs for your colonists as the upgraded building has less job spaces. There are many other reasons as to why this would be beneficial, and i believe it would also be beneficial for an easier way to transport vehicles between cities too, such as just being able to right click on a city, select a rover type or colonists, and then an amount, and relocate them.

high teir building bots need to be able to build lower teir buildings, and with a speed bonus too, so that less bots can be on one map at a time, and to incentivise building more late game bots.

there should probably be storage dedicated to gold ore steel and such together which is a lot better than the raw mats depot and is unlocked later on

there kinda needs to be a consistently functional way to remove atmosphere early game

there should be a way to get wood a lot faster, as the amount of land needed to sustain one tile of charcoal burner is a lot

please make it so that if you have y mass drivers (1 mass driver allows exports of 100) that you can export Yx100 at once

a lot of storages should probably be buffed like uranium storage, i even use nuclear reactors instead of uranium storages at this point

ill try to think of more things but fir now this is all that came to mind

also yes i will spare you from my most common request
2y ago
could it be possible to implement a slider for 1 type of buildings to set production priority to our liking so you dont have to do it for every building seperatly. would make things a lot easier.


regards,

Alex (Redeye1973)
1y ago
spamdude said:I've seen this kind of stuff for over a year, but updates shouldn't be rushed either

I view high priority updates as an rushed one.
11mo ago
Well the current reasoning behind the flipping isn't difficult from a coding perspective, it's just that I would have to draw more images of the buildings from different directions, which would take a lot of time. It will probably be implemented eventually, but it just isn't as high on the priority list.
6y ago
To implement #1 I'm thinking just a priority of total number of all resources still needed and then have the bots pick the lowest number. Usually I don't even care about distance: I'm using this mode mostly when I've told ten things to build but only have the resources to finish one. So no matter how far away, I want the bots to all choose the same site.

The other mode would be too pick the site that has the least number of bots already building it. In a tie, the closest wins. This is when you've told ten things to build and have enough of *most* resources except for one critical one which would hold up construction. Each both could supply the other resources to all the other buildings as needed so you're eventually left with everything done except the one "bottleneck" resource. This is when I'd switch to the other mode so they finish the remaining buildings one at a time. :)
6y ago
NubeBuster said:Oh... I am playing offline...

Great thanks eitherway


Then the only way is to buy it, import it and make it your priority to have alu gens
6y ago
Let me first start off by saying that I know bast is focused on finishing antiquitas and he probably will not consider another race until he has time to focus solely on my colony.

So here are my ideas for races that could be put in the game. I can only include six because the poll only allows for six possible answers.

1. Automations:
Description: A Utopian sentient robot society whose sole purpose is to terraform worlds into beautiful paradises. They need less care than organic colonists, they have no need for a government since greed, deceit, and violence are not a part of their nature, and they only produce what they need to terraform the planet and survive as they give the rest back to their planet. They prefer to be an isolated society but warmly welcome and care for newcomers from other races.

Difficulty: Very Easy-easy
Production potential: the least out of all races
Main building resource: ore
Terraforming Potential: the most efficient out of all races
Economic potential: very low
Governmental potential: the least out of all races
research potential: average
growth rate: very high
Tourist potential: very high
Food and water production: the most efficient out of all races
Micromanagement needs at beginning of game: very little.
Colonist eats: power and small amounts of oil, new colonists are built from ore.
Colonist entertained by: Work, walking around when planet is between 5-15 mil atmosphere, research.
Building method: buildings are built by vehicles, same as humans and insectoids.
optimum atmosphere range: 5-15 mil
Colonizable atmosphere range: 0-100

2.) Reptilians
Description: A society built on honor for one's neighbor and zealous loyalty to the theocracy. These people are known for their vast uses of crystalline since a viable source of regolith, ore, and gold couldn't be found on their home planet. They synthesize the purest crystalline out of all races. The reptilians need less governing, but they can still build a very strong government unlike the automations. A more advanced race than humans, the reptilians build structures that are more autonomous and require less workers. Their honorbound and zealous disposition often prevents them from asking important questions though, which limits the amount of research they produce, and their technology and society allow them to function very well in all environments, which hinders their motivation to terraform even though they would still prefer to live in a hospitable environment. Because of the reptilians tendency to colonize planets with hostile environments, not many people want to move to reptilian worlds. The reptilians are not know for their capacity for trading and economics as they serve a theocracy, but they do need money to survive and trading is a means to an end for them.


Difficulty: medium-hard
Production potential: very high
Main building resource: crystalline
Terraforming Potential: the least efficient out of all races
Economic potential: average
Governmental potential: the best out of all races
research potential: low
Growth rate: low
Tourist potential: low
Food and water production: average
Micromanagement needs at beginning of game: low to moderate.
Colonist eats: food and water
Colonist entertained by: religion, fighting arenas, human-like entertainment
building method: buildings warps are started and left alone to build themselves as the vehicle does other tasks. This slows down build speed though.
optimum atmosphere range: 2.5-30mil
Colonizable atmosphere range: 0-100

3.) Jellyfish
Description: The Jellyfish thrive in high atmospheric conditions as they do not live on the ground but build their cities in the sky out of floating structures. The jellyfish survive solely on atmosphere instead of food and water. The jellies pride themselves in their various uses of atmosphere, but this drains the planet of all atmosphere eventually, so it's a race against time to develop the technologies and resources for adding atmosphere back to the planet. On their homeworld, a gas giant, native plants and animals balance the ecosystem by producing atmosphere, but even that isn't enough to support a fast growing civilization. The jellies are creatures of curiosity, which fuels their motivation for research, and their society promotes a balanced governmental authority. They tend to be avid traders and economists and are very welcoming, but their high atmospheric environment is inhospitable to most races, hindering tourism and immigration. Their terraforming methods are very effective, but their needs for atmosphere always put a damper on any terraforming effects. When colonizing a low atmospheric planet, they build bubble-like structures on the ground that rise into the sky as the planet's atmosphere increases. These bubbles need to be attached to one another so that jellies can travel inside of them, because they lack the technology to develop environmental suits to walk outside on those planets. The jellies also use different animals from their homeworld to collect resources and morph into structures.

Difficulty: medium
Production potential: average
Main building resource: atmosphere
Terraforming Potential: high
Economic potential: the best out of all races
Governmental potential: average
research potential: very high
growth rate: very high
Tourist potential: very low
Food and water production: the least efficient out of all races
Micromanagement needs at beginning of game: depends on the planet.
Colonist eats: atmosphere
Colonist entertained by: regular entertainment
building method: worker animals are morphed into structures and cannot be helped by other workers, this causes a slower build speed.
optimum atmosphere range: 10-100 mil
Colonizable atmosphere range: 0-100

4.) Snowmen
Description: A younger race, the snowmen live in smaller tribes and work together to expand their reach. They look like yeti with thick white fur, but don't let them fool you, they are crafty. They thrive in taiga environments where wood and snow abound, but they have difficulty working and moving in warmer environments. They were uplifted and given space travel technology by this LIS, but they were never given the technology to colonize planets that aren't within the 1 mil to 15 mil range. Their tribal form of government makes it hard for them to form a strong government and they aren't recognized as advanced enough to be taken seriously by most space-faring races. Some people even keep them as slaves to do their work. As a result, the snowmen are cynical and inhospitable toward outsiders and have trouble accepting anyone of another race into their society. They devote all of their time to gathering resources and materials for building up the colony because they long to be recognized as an official space-faring race. Their mass production plans require many many jobs though due to their primitive machines and buildings, and this race has average growth, so progress through the game will be slower.

Difficulty: hard-brutal
Production potential: high
Main building resource: wood
Terraforming Potential: average
Economic potential: the least of all the races
Governmental potential: low
research potential: the best out of all races
growth rate: average
Tourist potential: the least out of all races
Food and water production: average
Micromanagement needs at beginning of game: high
Colonist eats: food, water
Colonist entertained by: primitive and human-like entertainment
building method: built by workers/vehicles like xolarg and humans build.
optimum atmosphere range: 1-10 mil
Colonizable atmosphere range: 1-10 mil

4.) Ancients
Description: Those purple buildings that you see in every advanced colony; yeah, they came from these guys. The most advanced race in the game, most ancients see all other races as inferior to them and usually won't trade with other races unless they have to. This god complex makes them too arrogant to see their mistakes or to try to improve their technology and they are more than willing to invite outsiders from primitive races to bask in the glory of their technology. As the most advanced race, they are inherently the best at resource production. Their buildings are more autonomous as well, but the ancients only mate once a year, so they are the slowest growing of all races. Their government is pretty effective due to the use of more advanced technology to enforce laws, but providing entertainment will be harder since these people require more intelligent entertainment that usually costs more. Every ancient would love to live in a paradise, so terraforming is a higher priority, especially since the ancient can only tollerate a 7.5-12.5 mil atmosphere range is required for ancients to survive without protection.

Difficulty: hard-brutal
Production potential: the best of all races
Main building resource: ore
Terraforming Potential: high
Economic potential: low
Governmental potential: high
research potential: low
growth rate: slowest of all races
Tourist potential: average
Food and water production: high
Micromanagement needs at beginning of game: low, but slow growth rate means that game progress takes the longest.
Colonist eats: food, water
Colonist entertained by: more intelligent entertainment
building method: buildings warped in like reptilians
Optimum atmosphere range: 7.5-12.5 mil
Colonizable atmosphere range: 0-100 mil

6.) Tallorians/rock men
Description: As Sulfur-based lifeforms, the tallorians survive and thrive in the hottest places of the galaxy. Their rocky exoskeletons protect them from any envorinment, but they prefer a hotter, higher atmosphere planet like their homeworld. The wildlife and spectacular views on rock men planets attracts attention from tourism and the rock men make a killing off of novelties. The rock men promote a balanced government, terraforming, and research stance and they have a stellar economy, but where they have an abundance of attention and money, they lack in production and growth.They have a somewhat similar technology to humans, but they use less resources as they are not a production focused raced.

Difficulty: medium-hard
Production potential: low
Main building resource: regolith
Terraforming Potential: average
Economic potential: very high
Governmental potential: average
research potential: average
growth rate: low
Tourist potential: Very high
Food and water production: very low
Micromanagement needs at beginning of game: medium
Colonist eats: ore
Colonist entertained by: human-like entertainment,
building method: buildings warped in like reptilians
Optimum atmosphere range: 20-40 mil
Colonizable atmosphere range: 0-100 mil
6y ago



you MUST FIX the path finding problems and the teleportation problems, as well as the lag.
MY VEHICLES ARE TELEPORTING LIKE CRAZY!!
number one priority!
I am losing my patience...it has started since v0.42.0!!!
Also, my vehicles are not being rendered properly.


6y ago
BestColony11 said:
you MUST FIX the path finding problems and the teleportation problems, as well as the lag.
MY VEHICLES ARE TELEPORTING LIKE CRAZY!!
number one priority!
I am losing my patience...it has started since v0.42.0!!!
Also, my vehicles are not being rendered properly.


A quick fix is to exit the game and use the Load Colony function.
6y ago
BestColony11 said:
you MUST FIX the path finding problems and the teleportation problems, as well as the lag.
MY VEHICLES ARE TELEPORTING LIKE CRAZY!!
number one priority!
I am losing my patience...it has started since v0.42.0!!!
Also, my vehicles are not being rendered properly.



plz lol "losing my patience"
6y ago
I agree that tweaks need to be made to the new systems and they will be, but there was no real way to give a proper warning. This update needed to go out in an emergency way. There was a hack to the GBT that threw the game's entire market into hyperinflation, making things very bad for new players. Even today the guy is still trying to hack the API, I see he's had at least 5 failed attempts already this morning.

I can lower decay rate in the future but the high rate is needed to restore balance to the game. I might remove decay altogether for offline games. But the top priority for online is keeping resource prices balanced, since resource trading is basically the main purpose of online. If people need to lose 200 billion uranium to make that happen, then that is what it is. If that causes you to ragequit then I am sorry to see you go but there is nothing I can do about it. If it causes My Colony to die as a game, then that is what happens. I will move on, learn my lesson, and steer far from trying to put online mode in a game like this again, which frankly has been nothing but a headache from day one, as well as an extra expense, particularly weighed against the relatively few players who even use online mode to begin with.
6y ago
bastecklein said:I agree that tweaks need to be made to the new systems and they will be, but there was no real way to give a proper warning. This update needed to go out in an emergency way. There was a hack to the GBT that threw the game's entire market into hyperinflation, making things very bad for new players. Even today the guy is still trying to hack the API, I see he's had at least 5 failed attempts already this morning.

I can lower decay rate in the future but the high rate is needed to restore balance to the game. I might remove decay altogether for offline games. But the top priority for online is keeping resource prices balanced, since resource trading is basically the main purpose of online. If people need to lose 200 billion uranium to make that happen, then that is what it is. If that causes you to ragequit then I am sorry to see you go but there is nothing I can do about it. If it causes My Colony to die as a game, then that is what happens. I will move on, learn my lesson, and steer far from trying to put online mode in a game like this again, which frankly has been nothing but a headache from day one, as well as an extra expense, particularly weighed against the relatively few players who even use online mode to begin with.


I agree that some changes had to be done but i would prefer regain my money and lose my aluminium.
Btw you talked about adding storage limit to other ressources type, please dont add that to at least money, civics and research.
I don't know if you've seen my post in game help but the decay forces some builings to produce ressources that are not even needed. Some of those buildings use other ressources which ends up in a waste of ressources if it could be changed it would be nice.
6y ago
When you are an micro-managing freak or just want to have a clean base, you certainly know the annoyance when you build 20 units AND all spawn in diffrent places AND you have to park them all one by one. So i suggest making a special building that just makes all selected units (for example i want only builders go to this parking spot) AUTOMATICALLY go there when offline/idle. Or a tool that does the same just without the building. Or maybe both? Just the building also repairs the units?

If you like this idea probably you would like those too:
Priority AI : https://www.ape-apps.com/viewpage.php?p=9885
Planning / Blueprint Mode : https://www.ape-apps.com/viewpage.php?p=9881
6y ago
As the title says, Planning Mode. That may be a bit problematic but the idea is, that you it (presumably) stops time and lets you design your base without any cost and time, just *puff* and it is there. After designing the place you just click "Make-It-Happen- button and your bots go to work and build the place. No idea how would redesigning work, probably there would be a counter of how many resources would it take otherwise there could be a situation where everything is done exept... I don't know the food farms and your colony starves to death.

If you like this idea probably you would like those too:
Priority AI : www.ape-apps.com/viewpage.php?p=9885
Parking Spot / Tool : https://www.ape-apps.com/viewpage.php?p=9878
6y ago
i prefer to have a game who work well than a game crash every 5 minute a lot of people play on phone and for a lot there phone can burn so it will be better to optimize the game who after can support this but it is a good idea to don't put in the bean
This bug appeared a good six months ago (or more) and is the reason why I stopped playing way back then. I've tried the game a couple of times since then hoping it had been taken care of, but it hasn't been. I'm still seeing the same employment issues, and it makes the game completely unplayable. It's also sad that it only appears once you've put a fair amount of time into the game to get to a few thousand colonists. This is an otherwise great game and the performance improvements have been fantastic! I'd love to play it, but every time I try my colony gets hit by this bug. Please fix this - new features are great, but critical bugs should take priority over new features.
6y ago
zoness you are right the catastrophic bug is a priority to correct when the additions must be done after the correction of the critical bug I hope that in the 0.53 BAST will correct this bug because the game is unplayable
6y ago
unfortunately no. This should be something that bast puts priority on since this is disturbing a lot of players, myself included.
6y ago
Ah okay. This is something you ought to look into at some point and see if there's anything that can be done. Doesn't seem too high priority though, because of my ~200 colonists, its only about 10 of them at any given time. It was just annoying (and a wee bit concerning) that my town hall or whatever it's called is constantly surrounded by them.
6y ago
This post discusses how I play the Human race.

Current results are:

-99%+ satisfaction, with little riots of 1-2 ppl from ages to ages
-scalable from a tiny colony to any size wanted
-medium profit, costs are directly proportional to scale
-workers always work, they don't retire anytime soon

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Method:

0. the best map is the largest you can have at start. save a lot of costs later.

1. take your time.

2. keep population under control. fix set objectives. you should have 20% of unused habitats and 95% of jobs filled at any given time.

3. focus on science at start, then money, artifacts and civics. the objective is to be able to reclaim independence asap then build the better version of the different factories and aluminum generators.

4. always have at least this amount of money : (( colony economies / number of colonists ) + mean economies of colonists) = 275, or ( colony economies ) = ( number of colonists * ( 275 - mean economies of colonists ))

5. if your colonists start protesting, or have more than 500$ in their wallets, tax ALL of their money ( they will all riot, have 0% happiness and your approval will drop to 0.) then give all of them 250$. they will all get back to 100% happiness and resume work, as well as rising approval to 100%.

6. no tourists allowed. in big colonies they may disrupt the control over population growth. build walls around your landing pads, stargates... and turn your immigration setting to off whenever it is not needed.

7. always overproduce. you should be able to produce at least one and a half more than what you consume, for all resources, even electricity. the only exceptions are colonists and science.

8. don't be afraid to burn robots / microchips / alien artifacts to produce other resources. you will never go in shortage thanks to 7., and they usually produce unholy amounts in short period of time.

9. always ensure available habitats, hospitals and some sort of divertissement next to any factory. the shorter the distance the better.

10. respect rule 2. when you apply rule 9.. every single factory is it's own environment that have to be taken individually.

11. to reduce costs and land use, mutualize habitats, hospitals and divertissement over a few factories. it is all about finding a good compromise between spreading in little chunks and centralizing.

12. always have backup power that can run either without resources or on He3 and turned off all the time. if any power shortage leading to the death of the entire population with no resources left happens, He3 is one of the last to deplete and don't cost anything anyways. this backup power is not taken into consideration when it comes to rule 7. it shouldn't be able to run the entire colony but give enough to restart the normal production of electricity, which will then be used to restart normal production.

13. have a minimum surviving state. if the scenario of 12. happens, you have to be able to run your colony forever with only a few colonists (no more than 15), then repopulate from this.

14. the most important resources are: food, water, money.

15. disposal of trash is really important. recycle a part of it, but don't assign more than 1% of your population for it. burn the rest, and scrub the excessive atmosphere generated.

16. always contain trees, synthetic crystalline or any resource that can expand. always. if you are on the forest map your priority should be to dispose of all that wood while following 3..

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I may have forgotten a few thing at the time I write this. But it still gives the general guidelines and rules I use for all of my human colonies.

Anyways, thank you for reading all of this or at least checking it.
And sorry if it is too long or confusing.
6y ago
Yeah, clicking colonists can be very hard to do I admit. It's not really necessary to be ABLE to click colonists later in the game so I wouldn't put this at a high priority but it would be nice for this feature to be clean and easy to use.
6y ago
Bulldoze improvements would be very welcome, especially click and drag, buildings taking priority, and clicking a empty space not leaving bulldoze mode.
6y ago
Generally, colonists will opt for employment as a priority over studies. This means that if there are no jobs for someone they will become a student until they graduate any particular education, after which they will search for employment again. If they still do not meet the requirements of remaining employment and cannot get a job otherwise, they will attend a higher level of education and repeat the process until they can be employed.
6y ago
Bast, can you provide a bit more detail on IQ/Education? Do they count as unemployed? Is education permanent for a persons IQ, or does it need to be kept up? Will future updates grant control over making education a priority?
6y ago
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Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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