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Red Satellite Drive Yards
The Red Satellite Drive Yards (RSDY) is an aerospace shipbuilding company from Earth which its history can be dated back to the great space race in the Old Earth Era. It is well known for its pragmatic design principles, reflected by a series of products with time-tested reliability and durability. It's products are widely utilized for civilian purposes as well as military duties, even some of their old products are still seen under service nowadays. The Galactic Freight Hauler series is the pinnacle of their ship designs, which they have been mass produced in tens and even hundred every year, serving as backbones of many logistics fleets in United Earth.

It was an aerospace engineering institute established by Red Satellite Treaty Union, specially for specialists from member countries design and construct the spacecrafts for space colonization projects, providing the Union with large scale colonization fleets for the rivalry in the late Old Earth era space race. Its operations started form Tula, where it was first headquartered in 2032, later its aerospace facilities are also established in other member countries.

Old Earth Space Race
As soon as it was established, various research had been carried out, developing the next generation aerospace vehicles for RSTU to catch up the newest technological development of the time. Several researches involved the rumored reverse-engineering of Jameson Hyperdrive Engine that provided RSTU the Tokarev Engine.
After several failed tests and redesigning, the first successful long range spacecraft of Red Satellite Drive Yards, Object-089 (Also known as "Siberian" Shuttle) was born in 2033.
Later when China officially joined the Red Satellite Treaty Union, the Yards received a large addition of Chinese specialists. In less than an year, the first mass production models of spacecraft for the space race, the Xingzhou Class and Kiev Class long range colony/freighter spacecrafts, entered production stage in 2034. These spacecrafts (and its variants & improved models) formed the colonization fleet of the RSTU.
In the same year (2034), RSTU bought down and took over the Lunar-44 Dockyards with their financial might, and this was another important shipyard of the Red Satellite Drive Yards, which was their only major shipyard outside Earth during the Old Earth era.
As the space race progress further, that the geopolitical situations in Solar System became very intense, RSTU ordered the Yards to design a ship to protect the orbits and airspace of their colonies (and take down rival trespassers). Despite some controversies, the Nakovalnya Class Orbital Interceptor Corvette was designed and put into service in 2038. The corvette was vastly deployed in the RSTU colony airspace, which the rivals became suspicious about RSTU was planning to build a war fleet take over their colonies by force, and the Corvette gained the nickname of "Russia's space T-34".
As sabotages from rivals becomes more frequent, it also increase the need for establishing effective communication and intel network for enforcing tighter security control on RSTU colonies. In the earlier year of 2035 the KR Long Range Communications Relay Satellites were also developed by the Yards to meet the demands.
At the end of the Old Earth era, due to the Great Crisis, RSTU was dissolved in 2049, and the Yards was also temporarily disbanded at the same time, which this lasted until 2054.

United Earth Era
During the Earth Reunification War, the remnant engineers of the Yards once worked in harsh labor camps of Siberian warlords. These engineers were later liberated by United Earth Movement (predecessor of United Earth government) at the end Asia campaign in 2054, and the Red Satellite Drive Yards were back into business after the assets in Tula headquarters had been retrieved by the engineers.
The Drive Yards did not receive any major aerospace engineering projects, until United Earth began preparations for reinitializing the space colonization projects, looking for newer model of vessels for colonization fleets. In a public competition for utility transport vessels Red Satellite Drive Yard's design was adopted, which the vessel is the Maximburg Class Medium Freighter/Lander Carrier that formed the early United Earth logistic and colony supply fleets. Its later highly modifiable variants were also widely utilized by civilians for various economic purposes.
In 2059, Red Satellite Yards received a direct order from United Earth government, required to design a long range, versatile heavy duty freighter ship with massive capacity, for running future supply lines between outer space colonies. It was a big challenge for the Yards at the time, due to there was no ship of similar size had been built by anyone in the past, a number of technological barriers and engineering challenges were met. With several years of research achieving engineering breakthrough and many lab incidents during tests, the first model of the Galactic Freight Hauler was successfully developed in the late 2063, became the largest ship flying under of United Earth of the time. It entered mass production stage in 2064 from their new shipyard in New Petergard, entering service in the same year.
In 2060, the Yards acquired land use patent for new major shipyards in colony of Zijing and New Petergard, both shipyards began construction in the same time.
In 2063, Zijing Shipyard finished construction and begin operate in the same year.
In the later months same year, under the strong business pressure from predatory Corporate Industries, Red Satellite Drive Yards sold their Lunar-44 Dockyards to Corporate Industries under unfavorable terms, losing their major production facility that was planned for mass production of the Galactic Freight Hauler.
In 2064, The main complex of the New Petergard Orbital Shipyards finished construction. The Red Satellite Drive Yards transferred their headquarters to New Petergard afterwards, sold their old facility on Earth at the same time. The New Petergard Orbital Shipyard is the major production facility for the Galactic Freight Hauler series (and its associated spare components), and it was one of the largest shipyards of United Earth.
In 2066, the expansion for New Petergard Orbital Shipyards was completed. This headquarter shipyard began operating at full capacity for building aerospace vessels developed by Red Satellite Drive Yards.

Major Products
Galactic Freight Hauler (long range freighter ship) series (2064-)
The pinnacle of their down-to-earth designs, the Galactic Freight Hauler series can definitely represent the quality engineering Red Satellite Drive Yards. For many years it flies in many supply lines and trade routes of United Earth, and are barely replaced by anything else form other aerospace shipbuilding corporations. Each of these ships has very long life expectancy of 50 years, even without frequent maintenance.
Earliest model has 780-ton capacity.
The current standard model is the 900-ton capacity freighter.
A heavier variant with 875-ton capacity, armed with military grade weapons, are built for military purpose and escorting dangerous cargo.
Nakovalnya Class Orbital Interceptor Corvette (2038-2045)
An old model of corvette built in the Old Earth era, when Red Satellite Drive Yards is still part of Red Satellite Treaty Union, also known as the notorious "Russia's Space T-34". Its purpose is to intercept unauthorized vessels "trespassing" RSTU colony airspace, and are often armed with military grade autocannons. They were deployed in large numbers in RSTU colonies and locations with geopolitical conflicts.
Its production was terminated in 2045 as RSTU was dissolved under the Great Crisis, however, many of these corvettes are still used by some ex-RSTU colonies for self defense nowadays.
Kiev Class Long Range Passenger/Freighter Ship series (2034-2057)
The Kiev Class was the backbone multirole transport vessel in RSTU fleets, and was one of the oldest ships from Red Satellite Drive Yards.
Later in early days of United Earth it have seen limited service, mainly repurposed as repair vessels for fixing the satellites and space elevator platforms in Earth orbit. They are later decommissioned as the newer model is available.
Xingzhou Class Long Range Passenger/Freighter Ship series (2034-2057)
Pretty much similar to Kiev Class in terms of general layout, but cannot be said as a direct variant of the Kiev Class. It was a variant by Chinese specialists of the time, compared to Kiev Class, it is more dedicated to transport passengers and life supplies. Was decommissioned at the same time as Kiev Class.
Maximburg Class Medium Freighter/Lander Carrier series (2058-2067)
The ship that replaced the Kiev Class and the Xingzhou Class in terms of bulk logistics purpose, and was one of the major vessels (Along with Shuttlepod MK1) participated in early United Earth space programs. Compared to its predecessors it was designed in more versatile manner, which, especially its later models, can be modified and repurposed easily for other needs, ranging from transporting landers and making supply runs, to satellite repairs and asteroid mining operations.
Its production was terminated in 2067 as the more advanced Phobos Class Modular Transport from Martian Industries rendered it obsolete, and the Yards decided to focus on improving their best sale GF Hauler series.
Welcome to
Astro Corporation

Astro Corporation is a proud member of the First Future Federation and is dedicated to the growth and prosperity of our Colonies.

6y ago
This topic isn't meant to be a complaint, it's just my ideas of what could be done to improve on the existing planets' designs. I realize that bast isn't working very much on new content and I support that, since what he is doing now is better for the game than making new content. I just figured that I would cover all of the planets for my planet-hub topic. That way people can get my opinion of all the planets.

earthlike Planet specific ideas:

earthlike planet summary: I think that this planet is fine as it is. It's supposed to be a training planet that gives the user the perfect conditions to build a colony, so I think it should be left alone. There are some ideas that I have regarding all planets that also apply to this planet, but I don't have any ideas regarding this specific planet. I do believe that every race should have this planet type so the player can learn to play this race under the best conditions, with the exception of zolarg because they already have a world with the best conditions to grow, their just a harder species to manage overall. reptilians and LIS get the abandoned world, which is earthlike but doesn't have any ore.

Waterworld specific ideas:

Waterworld summary: This planet is really fun to play because you have to be carful how you design your colony layout. I wouldn't chancge anything about this planet and I'm not going to suggest anything because all of the ideas that I have bast is already going to implement soon. There are other ideas that pertain to all planets that apply here, but no specific ideas come to mind when thinking about this planet.

red planet specific ideas:

Red Planet Summary: I really like the simplicity of the map, and I like the laid-back feel that you get when playing it. I also like how quickly it allows you to grow your colony. There is not much more that I would like to see added to this planet aside from the general ideas that I have below that don't apply to any planet. This planet is very well-designed.

red badlands decorations: I think that the red planet map should generate decorations that resemble badlands structures, or weird rock structures that form because wind wears it down into awkward shapes. This should make the map aesthetically pleasing.

generated lake-bed rivers: per the dry lakebed tile idea below, i think that rivers of those tiles should be generated on red planet maps. This allows the red planet to become just like an earthlike planet once terraformed, with rivers that produce infinite amounts of water. It gives the map a more dynamic feel.

Dust storms: These planetwide storms can last for months and would make it more difficult to see your colony. Solar panels would stop working, but you could implement a windmil to take advantage of the storms and it would produce more during these storms than normally. You already have added the ability to block out light by subtracting alpha from an overlaying object to simulate night time. You could create another overlay object for storms and give it a reddish-tan hue. Then just add moving particle affects and wind sounds and your done. These should disappear once the planet is terraformed. There shouldn't be a damage factor to these storms as the dust is too fine to really wear anything down.

Dynamic Terraformation: I think that this planet type specifically could benefit from dynamic terraforming and should be the first to receive such a feature if added since it's one of the most played maps.

Lunar specific ideas:

Lunar Summary: Lunar world is my favorite map because you can jumpstart your colony before you even get your first immigrant. I like the fact that it's terraformable and the regolith challenge is fun as well. There are a few features that could be added to make this world more immersive though.

Jagged rock decos: Since a lunar planet has no atmosphere, it has no wind on it's surface to smooth and erode rocks, so you should see some really jagged rock formations. I think this would add some aesthetics.

craters: I think that large circular patches of darker terrain tiles should exist on the map. These terrain tiles would act the same as lakebed tiles in that they will become water tiles as atmosphere increases. Craters should be random sizes and distances between. I would even have them generate partially off of the map and across region maps to give a very appealing region view. This may might that craters could envelop most or all of some maps, and some maps might get no crater tiles at all, but that's the beauty of it. the player should also have the option to fill in a crater tile or water tile using regolith where they would otherwise use ore on other planets. The player should be able to turn regular tiles into crater tiles as well with the cost of money.

meteor showers: these showers would pummel structures below periodically. Any that land on empty tiles could generate regolith nodes and could have the chance to generate mini-craters that would fill with water upon terraforming, this is why I think we should have the ability to turn crater tiles to regular tiles, and vise versa. The damage from these meteors shouldn't be catastrophic, but it should cause some damage depending on the structure. These meteors should stop once atmosphere is above 1 mil.

Atmosphere leach: Since most planets like the moon aren't big enough to keep an atmosphere forever(there are exceptions), there should be a significant drain on atmosphere that must be compensated for. It could also be a benefit if a colony's atmosphere is too high though. A drain of 5k per minute would be a challenge at first, and you would have to beat that mark in order for condensors to operate.

Forest Planet ideas:

Forest Summary: I don't have much to say about this world, it's pretty straightforward albiet annoying at the start. Not really a big benefit to this world aside from the fact that you don't have to mess with the atmosphere at first until you get bigger. I'd honestly play abandoned before forest any day. Here are some ideas I have in mind though:

Rivers: this should be an addition. Any forest world requires lots of water in order for trees to grow.

mega trees: i think that mega-trees should generate on the map at first and begin to spread. Players could try to preserve these so that they'll have a huge supply later on. Once they they're gone, they're gone.

Asteroid planet ideas:

Asteroid summary:
I like the asteroid world. It's just like lunar, but harder since you don't have alu nodes. I used to play this world back before we had ways to get infinite diamonds. Might take a crack at it again to see how far I get. I have a few ideas regarding this world.

craters: the same concept as the lunar planet.

meteor showers: the same concept as lunar planet

Extreme atmosphere leech: asteroids are definately not large enough to keep an atmosphere for long. Because of this, they are drained by 50k per minute. 100 minutes is all it takes for an earthlike atmosphere level to drop to 0. Major benefit later in the game though when atmosphere is increased rapidly by pollution.

Awkward rotation: An asteroid has a very randomized shape in real life. it can be elongated, flat, and even spherical. Because of this, days and nights on this planet last for random times. Short nights lower colonist energy. Short days reduce happiness. long nights can increase colonist energy and long days can raise happiness. This amount increased or decreased would only apply if the length of a night or day goes past the minimum or maximum limits. if a limit is exceeded, the same amount of energy or hapiness is taken away or given, no matter how far past the limit a day or night is.

Abandoned World Ideas:

Abandoned Summary: I really like the abandoned world map, but my idea for a twilight themed abandoned world would add a mystic and ancient feel to the map. I'd like to see a much darker themed map than the light and cheery theme that it has now.

Rivers: aside form the twilight idea I would love to see rivers on this map.

Ice planet ideas:

Ice summary: I like the ice planet because it's a challenge to get through the crystalline bottleneck. I do have some ideas though:

glacial/ crystal decos: a slew of icy/crystalline decorations would look good for this planet.

unstable melting: When you heat up an ice planet, there's no telling where the oceans and rivers will form and where the actual land will be. Ice melts very unpredictably, so there should be no indication as to whether each tile is a lakebed or regular tile, but they should both still be there and have the same texture. It should be set up to where rivers will form as if randomly and instantly. This would be part of the real-life challenges of terraforming an ice planet, so would make sense here. Sometimes your colony gets destroyed just like in lava world, sometimes you get lucky.

Underwater crystal farm: This new building would need to straddle water and land and would be four-way rotatable so it can be placed in any orientation as long as the front 4 tiles are on water and the back 2 squares are on land. It is a 3x2 structure, and it consumes moderate amounts of water, crystalline, and alcohol to constantly produce large amounts of crystalline. The concept behind it is that some crystals grow faster in a water solution with the nutrients it needs to grow. Water also allows the crystals to grow much larger because gravity is much weaker in water as we all know. The fact that the structure would have to straddle land and water means that the planet will need to terraformed before a player can place on of these and get rid of their green crystals.

desert world:

desert summary: I don't have much to say about this map, haven't played reptilians that much. I do think that it could use some aesthetics though, just one flat plane of land is nothing to get all excited about. But here are some of the ideas that I have:

Yellow badlands decos: weird yellow rock forms, crackly ground, rough patches, and some shrubbery and cacti. These should randomly dot the landscape and would really up the aesthetics on this map.

Tar(oil) pits: instead of water flowing through the map, tar pits would give it a more desert feel, as you find these pits naturally in deserts. just like rivers on the earthlike planet yield infinite water, these pits should yield infinite oil. The major downfall with this benefit is that you need workers to collect the oil, and that can be pretty tedious and may slow down performance.

raise the atmosphere: Since deserts are supposed to be hot, we should raise the atmosphere to above earthlike. This also corrosponds to my thermal idea below. In addition to this, I would recommend adding a fully terraformed stage where atmosphere is reduce to between 5 mil and 15 mil. I'm not saying that deserts don't exist when atmosphere is at perfect levels because the saharrah wouldn't exist if that were true. It's just that since bast still hasn't added any thermal or moisture level factors to terraforming, I thought that lowering the atmosphere was good enough to simulate raising the moisture level and lowering thermal levels to make the planet cooler and wetter.

dry-lakebed tiles: I think that the dry lakebed tile idea would particularly help this planet as once it is terraformed from dessert to earthlike, you'll have rivers flowing through the landscape.
Sandstorms: Not to be confused with dust storms, the storms are much shorter, yet can be devastating to colonists and buildings. These storms should cause colonist sickness, slow down movement, and accelerate the decay of structures by a certain amount for the duration of the storm. Depending on the direction of the storm, walls placed on the map will block the storm from getting into your cities. It's best to surround your cities with walls so that you get as little exposure to the storms as possible, just an extra challenge. These storms should cease once atmosphere is reduced to earthlike and life is brought back to the planet.

Lava planet ideas:

lava summary: I liked this planet at one point, but I think it's rather pointless to play being that it doesn't have an end-goal and you're colony is never safe no matter how far down the atmosphere goes. My list of lava ideas on my planet hub topic should cover all of the ideas that I have for this planet, and they all still stand.

Fissure vents: These gigantic cracks in the planet spew forth ash and toxic gas into the atmosphere. Because of this, atmosphere is increased by 2 thousand atmosphere a minute, even if the atmosphere is reduced to between 5 and 15 mil, atmosphere will still pile up, requiring you to build more buildings that use up atmosphere to balance it out. The only thing that would need to be added is a passive loop that continuously counts down 60 seconds and then adds 2k to the atmosphere number value. Good luck terraforming this planet.

ideas for all existing planets:

Dry Lakebed Tiles: I've suggested this a few times, but basically dry lakebed tiles should replace water tiles in low and high atmosphere planets. These tiles can be built on, but watch out, because when atmosphere goes over 250k or falls under 30 million, these tiles will turn to water and any buildings on them will be destroyed. There should be an apparent difference in color shade or texture between regular tiles and the dry lakebed tiles. remaning Ice deposits should also turn into water deposits at the same atmosphere level.

Dynamic terraforming: I've mentioned this a couple of times too. It's simple, if atmosphere goes too low, the terraformed planet becomes barren, just as if it were a red or lunar planet; if atmosphere goes too high, then the planet becomes hotter, becoming first a dessert and then eventually a lava planet, with all the eruptions and lava spreading we know and love. . I also think that atmosphere requirements for all atmosphere stages for region games should be multiplied by the number of tiles on a region. This gives the player a longer playthrough and also encourages them to develop cities on every tile. I think that downside is worth it and it would be a fun challenge to work towards. I think that aside from the tiles changing texture, trees should generate across the map on empty space once atmosphere either rises past 5 mil or falls past 15 mil. I also think they should disappear while outside of those ranges.

Thermal factor: I feel like there should be some sort of challenge regarding keeping your colonists at a good temperature. Perhaps you could add a meter in statistics that indicates thermal level of the entire colony. Too hot or cold and your colonists will become sick and loose energy and hapiness. An earthlike planet, or any planet that's been terraformed to between 5 mil and 15 mil, will not affect the meter at least, but too much atmosphere and the meter will start to go up and too little atmosphere will start to subtract heat from the meter. You should be able to build coolers or heaters to supplement the loss or gain of temperature. Currently most planets start out at no atmosphere, which means that they will start out cold. Lava is the only planet that would add the the thermal meter at this time but I think that the desert type planet should have high atmosphere so it can add to the meter.

Regions acting as mc campaigns: Now, some people would disagree with me on this, but I think it's totally fair to call region mode and sort of "campaign mode." This is because with regions, you get a longer playthrough and it takes longer for you to develop the space given to you. I also think it's fair that region mode requires premium, as most well-developed apps offer a free trial(single map mode) and full version with campaign mode(region mode). Some of yall might disagree. but here are the main ideas that I have in mind:
- design random mandatory goals to have a chance to pop up for each tile a map occupies that grant the player money, research. civics, happiness, or other resources, kind of like quests. But these would be more like story-line quests. a medium map would contain four of these quests. These should take a decent amount of time to complete and should make the game progress slower.
- design smaller optional side-quests that pop up randomly occasionally and grant smaller bonuses.
- each tech should require a certain number of complete story-line quests before being unlocked, even if you have enough research. There would be only one quest per tile so this would encourage players to develop all the tiles to complete all of the available story quests.
-Make individual map progression depend on the completion of story quests. For instance, you can add a population cap that unlocks after the quest is complete, and for medium maps with four quests, you could increase the cap in increments to allow the player to develop further after each quest, but not indefinitely until all quests are complete.

Overall I think that these ideas for campaign mode should add a very interesting element to regions mode and would make it more worthwhile and entertaining to play and a player might be entertained for a very long time before becoming bored.

But anyway, those are my ideas. I wanted to go over each planet so that everything was covered in my planethub topic. I'll paste this link so yall can access it easily. Let me know what you think and which ideas you like/dislike.
5y ago
In the capitol there could be a section called satellites where you could make different satellites based on how much tech you had and how many resources you have. There could be the basic satellite which you unlock just after independence that would generate research and money. Then there would be the small space station and large space station that would require colonists, food and water to make more research and money but also have an option to explore another planet as an extension of your main colony for some obscene amount of money and resources. It would require the technology "space stations" for 1,000,000 research as well as "provinces" for the missions. Then there would be the orbital battle station which would be ridiculously expensive and require 1,000 colonists as well as food and water. It would generate lots of research as well as being able to send out more missions.Also it would have the option to mass execute your colonists at the cost of a lot of happiness in the other people. It would require the tech "Orbital lasers" and "Defensive shields" Which would be 100,000,000 research each.

These structures would only hypothetically exist and not be rendered in-game. Under the satellites section there would be an option to create a satellite, manage the missions and use the satellites special features, as well as view your list of satellites. It could be a lot like the embassy section in the capitol except with no charter codes or physical buildings.

I think the basic satellite would look something like the Hubble space telescope
The small space station would look like the international space station
The large space station would look like the one from 2001: a space oddesy
The orbital battle station would look like a combination between the death star from "star wars" and the world engine from "man of steel."

Thanks for reading, I know it was a lot but i really hope that this is added to really enhance gameplay
6y ago
Hello commanders!

(All-out attack on a LIS missile base)

In human history we have Cuban Missile Crisis.

Inspired by that... Here is a campaign story idea - Interstellar Missile Crisis.

LIS has been developing interstellar warp-speed missiles that rivaled over ours - faster, longer effective range, capability of carrying disaster warheads, and most terribly, its new generation electronic disrupter prevents our anti-missile systems to intercept them. To keep an cautious eye on the unpredictable LIS, we deployed extra intel satellites at the borders of LIS.
As expected, intensive abnormal activities of LIS are detected. There are lots of cargo ships flying to New Bavaria recently, and a satellite have just spotted a missile base on it yesterday. However, distracted by LIS' attacks, by the time the satellite have discovered the base, according to intel satellite data, their new missiles has been assembled and ready for launch, and they have already established a stronghold there.
This is a big threat to us. According to our engineer department, ‘theoretically, over a quarter of our territory will be vulnerable to disastrous missile strikes, launched from New Bavaria. Including our capital Earth.’
Actions must be taken before these LIS insurgents stands a chance! The General Assembly agreed on launching an all-out attack on New Bavaria and associated LIS facilities on surrounding planets. This will mobilize the entire Region-54 Garrison, and Commander, you'll take the important part - destroy the missile base on New Bavaria.

If possible I will attach a custom map later.
So what do you think?
Space Exploration would be a large branch of technologies stemming from Tall Construction and Advanced Network Infrastructure as a complement of the Alien Tech route. It would unlock many new buildings heavily featuring spaceflight, which acts as somewhat of a different setting for gameplay. Spaceflight mainly focuses on the construction and usage of two new entity types: Spacecraft and Satellites.

Spacecraft act as a sort of vehicle/resource hybrid, costing lots of civics and money as well as hundreds of thousands of units of other resources to construct. Some major difference between spacecraft and existing vehicles is that they actually take a large amount of in-game time to be created, and afterwards, they have to be "stored" in special buildings between missions. Many different types of spacecraft will eventually be made available through later Space Exploration techs, covering a wide variety of purposes and costs. All off-planet actions involving spacecraft take place in the form of missions, which basically comprise of you giving a spacecraft a set of instructions, providing the proper supplies, launching it, and watching the outcome. Possible missions could vary from sending infantry carriers at a rival world to constructing modular space stations in orbit to automatically delivering resource shipments to settlements who purchased your GBOT contracts. Though reusable, spacecraft consume quite a lot of resources each mission, mainly in the form of fuel. Almost all rockets run on a base fuel type simply known as Rocket Fuel derived from Oil and Crystalline. More advanced types might also use up Helium 3, Uranium, Robots, or even a small quantity of Alien Artifacts.

Satellites are a more permanent building analogue, anchored in orbit around a planet. Even more expensive than spacecraft, they also take time to be manufactured and must be stored in specialized facilities prior to deployment. There are a wide variety of satellites of different sizes and purposes, ranging from (relatively) simple telecom rigs to orbital bombardment platforms to entire research stations. For initial setup, satellites are deployed into orbit by spacecraft, but from then on, they generally require little maintenance.

As mentioned before, interplanetary trade would also be affected by these new mechanics. Rather than letting magic transfer their resources across the quadrant, settlements now have to develop rockets or outsource them in order to sell resources on the GBOT, which will also take some time to arrive at the recipient colonies. Gifting capacities now only determine gifting capacities towards other settlements on the planet. Fortunately, trade is still possible without having to touch Space Exploration at all with the help of a middleman, the Galactic Freight Corporation. With the GBOT, a new building called the Galactic Freight Cargo Pad that facilitates trade is also unlocked. Operated by the Galactic Freight Corporation, this building generates a little passive income from rent, but all of it will go back to Galactic Freight when you're paying off the exorbitant customs charged for each trade shipment. The main benefit of going with the GFC is ease of operation; you don't need to generate your own rocket fuel or use software to map out travel routes. With your own spacecraft though, you will be able to conduct higher volume trading at a faster rate as well as stave off shipping fees.

Possible research branches:
  • Astronomy (requires Tall Construction and Advanced Networking Infrastructure with a Level 2 Settlement, Space Exploration gateway tech)
  • Rocketry (requires Astronomy, unlocks rockets)
  • Satellite Construction (requires Rocketry, unlocks satellites)
  • Zero-Gravity Biology (requires Astronomy, gateway tech to other stuff including possible tourism)
  • Space Habitats (requires Zero-Gravity Biology and Satellite Construction, unlocks larger satellites and structures)
  • Advanced Spacial Defense (requires Advanced Security and Satellite Construction with a level 4 settlement, unlocks weaponized spacecraft and satellites)
Let me know what you think of this idea!
1y ago
Though it might be a bit early asking about that.
What factions do you plan to do?

Currently my ideas for factions as follows

  • FutureTech Alliance
    FutureTech Alliance specialises researching and learning. Immigrates from FutureTech Alliance has a high IQ rating.
  • Red Satellite Treaty Union
    Red Satellite Treaty Union, abbreviated as RSTU, has unrivalled industrial power and best mining facilities.
  • Brotherhood of Polaris
    Also simply known as the Brotherhood. This determined group of third-world migrants, has a good endurance against adverse environments. They have the largest population support.
  • Project SEED
    A group of ecology masters. With their own advanced life support technology, their colonies have a stable foundation. Their technology also allows terraforming a planet efficiently.
  • Daichi Robotics Corporation
    DRC excels automation and cybertechnology. Their refined machines will keep the colony running smoothly with limited population support.
  • Black Hand Caravans
    These traders have ways to earn best profits in the market, which allow them to access to a wide range of resources quickly. They also have the best knowledge on fuels, from extraction to energy-efficient usage.
And probably rough ideas for other factions
(If the settings is after the Old Earth era)

Red Satellite Drive Yards is the legacy of the Red Satellite Treaty Union (RSTU) of the late Old Earth era. Currently as one of the major spacecraft manufacturing corporation of United Earth, producing countless affordable yet durable spacecrafts for various purposes. Yet with the growing monopoly of Corporate Industries, they urgently need resources to survive and prevent the worst - Terra Nova provides them an opportunity.

Brotherhood of Polaris is a rugged religious organization that witnessed events since the end of the Old Earth era. Due to its origins from third-world countries, currently they are dedicated to provide material and spiritual support to developing colonies with various difficulties. The Brotherhood hoped to create an successful example in Terra Nova where monopoly race has been fierce.

FutureTech Inc. is a research institution that seeks for scientific breakthroughs through studying different phenomenons in space and various planets owning many new research outposts on the frontiers. Recently they have discovered that Terra Nova would be the best location for conducting astronomical researches that would fulfill their mission that was incomplete since the Old Earth era.

Plus victory types ideas:
Total Domination Victory is achieved by wiping out other rivals by military conquest.
Monopoly Victory is achieved by finishing (buying) the colony patent.
Ideological Victory is achieved by completing the civics tree.
Scientific Breakthrough Victory is achieved by building the space telescope.
This is the dedicated thread for faction (patron) ideas for Terra Nova 4X (My Colony version of My Empire 4X).

Here I've put ideas and background for existing factions and some of my custom ones.
It'll be updated if changes needed.
And of course, we'd like to see others' interesting ideas as well!

United Earth

Though United Earth government promised the colonization of Terra Nova would be an open competition, to some politicians and senators, this beautiful and meaningful Earthlike planet is too important to be claimed as property of private corporations. Hence, an "independent" colonization team of experts is sent to represent their own interest, and ensure United Earth government has the largest bargaining power in the race.

Faction bonus:

Corporate Industries

Always been ambitious, the interstellar megacorporation Corporate Industries has big plans to make another quadrillions of profit. Estimated to have extremely high industrial and commercial value, investors of Corporate Industries have shown great interest on colonization of recently discovered Terra Nova. To strengthen the reputation of Corporate Industry monopoly, a massive investment has been made, and here Corporate Industries joins the fray!

Faction bonus:
Tracy's Piggybank - Starts with a larger sum of money.

Galactic Freight

Terra Nova itself is conveniently located at the intersection of multiple new shipping lines. If Galactic Freight wants to expand business into nearby systems, then controlling this logistics hub is the key to predominating success, and the colonization race of Terra Nova just provides them the best opportunity to do so.

Faction bonus:

Beaconburg Security & Arsenals (BSA)

A young and renowned security contractor corporation from the frontier regions, which is also secretly the military supplies contractor of LIS. Troubled by constraints of resources and suitable testing grounds when developing new weapons and security systems, BSA is currently looking for ways to boost progress of their expensive projects. Resources of Terra Nova could be one of their solutions to break the situation.

Faction bonus:
Field Military Research - Gains research from destroying enemy unit (value based on unit type).

Red Satellite Drive Yards

The Drive Yards is the legacy of the Red Satellite Treaty Union (RSTU) of the late Old Earth era. Currently it is one of the major spacecraft manufacturing corporation of United Earth famed for their simple, affordable and durable constructs. Yet with the growing monopoly of Corporate Industries, they are slowly losing ground in Solar System. The Drive Yards is now looking for a suitable location to rebase their business, and Terra Nova is undoubtedly their first choice.

Faction bonus:
Mass Production - All buildings and units production are 10% cheaper in 🔨 cost.


The Martian Industries, or more commonly known by people as MarsCorps, is a corporation highly experienced with resource extraction operations and heavy industries, who pioneered the industrialization of early United Earth colonies on Mars. Knowing Terra Nova has an impressive reservoir of minerals and other valuable resources, MarsCorps immediately joins the colonization race to contest control of the subterranean wealth.

Faction bonus:
Ultra-Efficient Extraction - Strategic resource yields are doubled.

FutureTech Inc

Being an research institution that seeks for scientific discoveries and breakthroughs, scientists of FutureTech have spent years establishing new research outposts on the frontiers to study different phenomenons in space and various planets. Recently they have discovered that Terra Nova would be the best location for conducting astronomical researches that would fulfill their mission that wasn't complete since the Old Earth era.

Faction bonus:

Brotherhood of Polaris

A rugged religious organization that witnessed events since the end of the Old Earth era. Due to its origins from third-world countries, currently they are dedicated to provide material and spiritual support to developing colonies with various difficulties. The Brotherhood hoped to create an successful example in Terra Nova with a team of volunteers who looks for changes and achievements in their lives.

Faction bonus:
Volunteers - Starts with 1 more worker, unit productions are 20% cheaper in 🔨 cost.

Osaka Robotics

Osaka Robotics hopes to create societies that are less reliant on population while achieving high productivity using robotics and advanced electronics. An ambitious project has been proposed by them - to demonstrate further possibilities of their newest automation in the new era by establishing successful colonies on Terra Nova.

Faction bonus:
Automation - Every colony has +20% boost in 🔨.

Liliane Manors

A prestigious family business that has elegant reputation and wide influence among the high societies of Earth, running supply chains of luxuries ranging from spices and jewelries to cosmetics and fashion. They wish to develop new successful products by exploiting the high value resources in Terra Nova.

Faction bonus:
Prestigious Way of Life - Luxury resources yields +1 🏛.

Edelweiss Collective

A collective formed by a group of small colonies who wished to protect themselves from any forms of external interference, with the ultimate aim to create an isolated utopia among the stars. Terra Nova could be the ideal place where their dreams may come true, but only if they can keep other greedy rivals off their lawn.

Faction bonus:
Security is Priority - Cities of the Collective starts with city walls constructed.

Twilight Syndicate

In disguise of an unsuspecting colonization contractor, the notorious interstellar group of outcasts secretly joined the colonization race of Terra Nova for one single true reason - Turning this beautiful planet into a haven and heaven for their dirty-handed smugglers and mercenaries where they can have a long break without fear of United Earth's legal enforcers!

Faction bonus:
Smuggler's Black Markets - Importing and exporting contracts has a more favorable price.
I like the idea, but it needs to be thought out further. Since we don't want every planet to provide every natural resource, some planets would need to be limited on how many Biomes that they have.

To do this, we would need to group the biomes into certain categories based on temperature and atmosphere level. Here is a rough categorization:

mountains(if bast ever adds multilevel terrain)

sandy river
sandy mountains
jungle river
tropical beach
tropical ocean

cold bog
snowy river
snowy mountains
cold beach
cold ocean

no atmosphere:
red desert(default red planet terrrain, can become any flat biome when terraformed. Will explain further below)
red mesa(becomes mesa once terraformed)
red mountains(can become sandy, cold, or regular mountains once terraformed)
red riverbed(becomes either sandy, cold, or regular river once terraformed)
red seafloor(becomes any type of ocean once terraformed)

icy plains(default ice planet terrain)^
icy mountains^
icy riverbed^
icy seafloor^

lunar plains(default lunar terrain)^
lunar mountains^
lunar crack(becomes any kind of river once terraformed)
lunar mega crater(the water in the crater is ocean water and can become any type of ocean when terraformed)

asteroid plains(default asteroid terrain)^
asteroid mountains^
asteroid crack^
asteroid mega crater^

Too Much Atmosphere:

lava plains(default lava terrain)^
lava mountains^
lava riverbed^
lava sea floor^

abandoned world:
ether river
ether ocean
dark dessert(a desert on the abandoned world, but containing dark purple sands)
dark mesa(a mesa with cliffs that contain layers of sediment. The layers are all different shades of purple)

Something like that would work. At the creation of a region, the region generates hot, cold, and temperate zones. These zones won't change even when the planet is terraformed. Lava world will always have only hot zones, and ice world will always have only cold zones.

Planets that start out with no atmosphere start off with their own set of biomes, but once the planet is terraformed, the map regenerates the biome map with earthlike biomes based on the heat zones and former biome types. Certain planets will require exceptions, but most planets would generate all of the earth like biomes once created or terraformed. Forest world, for example, would only generate biomes that contain lots of trees, like forest, tiaga, and jungle(along with rivers and oceans), and abandoned world would use the biomes in the abandoned world section in place of some of the earthlike biomes. Desert planets would of course only have hot zones and only use desert biomes like desert and mesa(pretty boring of you ask me).

I think that covers my idea. Let me know what you think.
4y ago
The red planet map is the easier one to start off as, it has plentiful ore and easy to start up.

Lunar maps are harder (with the regolith and all that jazz), but it pays off in the late game with regolith and helium 3 being needed in great abundance in late game ( for better oil and power )

Forest maps are ideal for the mid-game. You do not need to build generators because there is atmosphere already,but like the red planet map is is not so good in the long run because no helium 3 to run dem alien power towers.

I would recommend starting with red planet, then start a lunar and import the red planet resourses to the lunar world to get a head start. It’s nice. Just make sure you do not die.

Anyways some tips for red planet base
Build 1 greenhouse, 1 water extractor, 2 solar panels and a vehicle factory at the beginning, should last until 4 colonists.
Build from there, and set up jobs near houses near entertainment.
Trash and atmosphere off the side

Hope this helps
6y ago
This may seem foolish, but I wanted to call this to attention:

Video Games Aren't Allowed To Use The "Red Cross" Symbol For Health

For reference:

The red cross and red crescent emblems are protected symbols under international humanitarian law and national laws. Any use that is not expressly authorized by the Geneva Conventions and their Additional Protocols constitutes a misuse of the emblem. Use of these emblems by unauthorized persons is strictly forbidden. Please contact the ICRC for more information.

While I don't think they will be knocking on doors anytime soon, forewarned is forearmed.
6y ago
I will now be presenting Tier IV United Earth units! These units are more powerful than Tier 3 units! They also have special abilities:
  • Extra Health/Armor – Unit gets extra hitpoints, making it harder to kill.
  • Extra Damage – Unit gets extra damage, making a powerful blow.
  • Self-Regeneration – Allows for the unit to heal itself.
  • World Ender – A unit that ends the world.
WARNING: If you (or the enemy) gets a world ender, Your world will be destroyed and will have your planet disappear and you will lose everything! Unless you fled to another moon.

Here are the units:
  • Giant
    The specialized beast for damaging LIS defenses and pounding them to the ground.

    Has self-regen and extra health
  • The Ka-Boom
    AKA The Armageddon, This bad tank can place anything in order and silence. You may be asking, is this thing 2.5x powerful than the Tier 3 "Heavy Tank"? Yes it is!

    Has extra armor and extra damage
  • Carrier
    This giant monster can destroy a patrol boat in 1 hit! It is so critical that it can be effective at destroying naval pillboxes and yards! It produces a nuclear explosion once destroyed! It has the power of 4 Ka-Booms.

    Has self-regen and extra damage; Produces a world ender explosion when killed
  • The Crab
    The Crab is a specialized world ender device of the UE that deals insane amounts of damage, by firing 4 rockets that disrupt the planet and cause natural disasters! These rockets have 3x the damage of the Carrier (12 Ka-Booms), and can really mess everything up.

    Has all special abilities, and a world killer, even if destroyed.
  • Shuttlepod (Shared with LIS)
    The expensive ship for going into space.

    Has extra health and self-regen

    That's it covered all for now! Let me know if you have anything in mind and I will respond to it! Next will be LIS Tier 4 units! Bye for now!
Want to know how to add custom items/textures in the my colony game?

Well here's how with easy to follow instructions.

The way the game uses mods is similar to minecraft, basically you are just redressing a building/item in the game with your own artwork, but the building/item will perform just as the building/item you swapped it for.
(so a tree will still only have 15 units even if you make it fatter graphically and so forth)

1. Create a graphic you want to add in the game using an art app or program such as one of these free tools.

I use Adobe illustrator but also know how to use the other apps so if you have questions please ask.

2. Make sure the graphic is suitable for the item you want to swap with
(such as a lander with the same footprint as a stadium will not shrink down well once drawn).

3. It's best to set your clean art file/art board to the dimensions of the item you want to swap with, the dimension info for each game item can be found in the modding section in the game.

4. If you already have a graphic made my advice would be to create a new file with the dimensions set to 64x64 pixels. Copy and paste your artwork into the new 64x64 file you just created and resize it to fit.

(i leave a gap so there's some space between my art and the edge).[/size]

5. Save or export your graphic as a transparent background .png file name it well so it’s individual and easy to locate later.

6y ago
I seem to recall (many, many moons ago), that you originally were wanting a Command & Conquer-esq (Red Alert to be mote precise), type of game. The game engine for My Colony was only the starting point. As you've added and changed things in My Colony, I've measured them against that idea (C&C). Sooooo, looks like it's coming along quite nicely. BTW, C&C: Red Alert was my favorite game of all time. Back before EA got ahold of Westwood Studios and killed it, IMHO, with just stupid stuff and gameplay changes. I loved the Ant update to Red Alert, and as soon as bug came to My Colony, wellll hello there. XD Keep it up. Love the Simcity Meets C&C: Red Alert idea ( like idk, Godzilla Meets Bambi--lol).
BigMoTheDragon said:I seem to recall (many, many moons ago), that you originally were wanting a Command & Conquer-esq (Red Alert to be mote precise), type of game. The game engine for My Colony was only the starting point. As you've added and changed things in My Colony, I've measured them against that idea (C&C). Sooooo, looks like it's coming along quite nicely. BTW, C&C: Red Alert was my favorite game of all time. Back before EA got ahold of Westwood Studios and killed it, IMHO, with just stupid stuff and gameplay changes. I loved the Ant update to Red Alert, and as soon as bug came to My Colony, wellll hello there. XD Keep it up. Love the Simcity Meets C&C: Red Alert idea ( like idk, Godzilla Meets Bambi--lol).

Yes, I am slowly preparing the engine to be able to support RA2 style RTS gameplay.
5y ago
Once again it is My Colony update time, and v0.83.0 will be heading out to all platforms within the coming days. This release continues the bug bashing series I have been working on, but also implements a few new features that I hope you find useful. Let's take a look!

The first change I want to go over deals with the behavior of the Bulldozer tool, which I outlined in more detail in this thread, but I think it is important enough to mention again because it could potentially cause somebody to nuke a large part of their colony by accident. In prior versions, when you would click on a blank space of the map, it would automatically deactivate the bulldozer so that you wouldn't accidentally click on something and delete it. I have removed this safety feature. I have also made it so that you can do a double click/drag gesture to do mass bulldozing. Since this can potentially be dangerous, activating the bulldozer now makes your resource readout bar red in color, so that you are more aware that the tool is active. Here is a quick video of how the tool now works.

Back in the first update of the game that included the bulldozer (v0.42.0 in August 2017), you could actually somewhat use it like this, but I nerfed it a bit due to players accidentally bulldozing large parts of their colonies. I am hoping that with the red tinted game, the red border around the screen, and the red resource bar, it will be plainly obvious to all that the bulldozer tool is active.

Next up, I have worked with @Sobeirannovaocc to bake the Coloniae ADU service right into the core code of My Colony, allowing it to be used on all versions of the game. Coloniae is a free online service maintained by Sobeirannovaocc that tracks detailed stats and trend histories for online My Colony players. The ADU service is available to all online colonies, and can be turned on by a new setting added to the Statistics screen of your colony.

Keep in mind that Coloniae is a third party service, not supported by Ape Apps. But I am sure that @Sobeirannovaocc will be more than happy to help you with any questions you may have about it 🙂

The next few changes involve trade. There have been longstanding issues with the GBT, especially for new players/colonies who cannot buy anything because the lot sizes are so big that they either do not show up in their trades, or they are priced totally out of the market. To try to help make the GBT more useful for newer and more established colonies alike, several new changes have been implemented, the first of which is the auto-trader.

Auto Trade is in it's infancy and will be expanded and refined in future updates, as I am able to monitor it's usage and the impact it has on the market, but here is how it works right now. Auto Trading is off by default, and can be enabled or disabled on a per resource basis.

When the Auto Trader is turned on, every few minutes (it's somewhere between 7 and 10 minutes depending on your device speed) your colonial trade representative will take stock of your auto-trade enabled resources. If your warehouses are full, sell orders will automatically be posted on your behalf. Several trades may be made, representing up to 10% of your supply level. But trades will also be made in lot sizes ranging from small to large, so that all levels of players are able to see and access them in the GBT. The sale prices are based on the current GBT market value of the resource. Before posting a new contract, the Auto Trader will also look at the current Offer contracts, and purchase those if they are a good price and fall within 10% of your total resource level. The auto trader will never just train your supply inventories.

Likewise, the Auto Trader will also make trades for you when your supplies are low. If an auto-trader enabled resource falls below 25% storage level, the Auto Trader will check the market for reasonably priced offers, and purchase them. The Auto Trader will not spend more than 2.5% of your total money on a transaction. If no contracts are available within those parameters, a new offer contract will be posted instead.

Obviously the usage of the Auto Trader will largely depend on the number of people who enable it, since there ultimately needs to be two parties for each transaction. I am hoping that once more players begin activating the auto trade feature, the GBT will fill up with actual useful contracts instead of just the insane offers that almost nobody can afford or even has storage for.

I got the auto trading idea after reading this post by @Conco2 related to the in-game GDP calculation. It occurred to me that there are so many late game colonies that are just fully stocked on all resources, and so their factories really aren't producing anything since all storage is full. Because of this, GDP is stagnant since nothing new is being created. I figured it would be helpful to set up a way to automatically export those goods without even having to think about it, since a real life economy also has to have exports in order to grow. Since the GBT was being underutilized anyway, I figured I would give this idea a shot.

To emphasize the importing and exporting aspect of the economy, the game now keeps track internally of the dollar value of your annual trade income and losses. Graphs for these stats will be making their way to the Economy statistics tab soon.

The Auto Trader will need tweaking and will probably have some user customization input options in the future. I just wanted to get the concept out there and see how it actually works, and then go from there.

After implementing the Auto Trader, it occurred to me that the GBT would be loaded with Food, Water, Ore, and other low end resource contracts that nobody needs by the time they build the GBT. To help with this, I added a new feature to the regular, non-GBT trade buildings. Now, any building that allows resource importing will also allow you to purchase GBT contracts that fall within the building's trade capacity level.

For example, the Galactic Freight can now purchase any contracts from the GBT that have a unit size of 1,000 or less. This should actually be really helpful for newer players, as it will allow them to buy needed goods without paying the standard 50% import fee, offering an extreme discount from the normal import prices, while at the same time helping later-game players who are auto-selling contracts using the GBT. The way I see it, it's a win-win for all.

I am hopeful that these new trade related features will help address some of the problems with the GBT and online trading in general. Of course, it could also make things worse. You never know!

The final change I want to highlight was a requested feature for blank region maps. They will no longer create a river on map types that include a river by default.

There were other little changes that you might notice here and there, but this about covers the big things. Let me know what you think and what issues you find. The update should be hitting all platforms with the next few days, so be on the lookout, thanks for playing, and stay tuned for more My Colony!
5y ago
Hello guys, today I will be sharing with you how to start my new map, The Two Valleys! This was my new map for 20 players room, however, it may cause some bugs in the game.

WARNING: This map may struggle sometimes and lag, but the error is when all AIs or players are assigned on "No Team". Only set teams to Teams 1 and 2 for better experience!

1. Set up 19 of Easy AI.

2. Change teams to Team 1 and Team 2. 10 AIs on each team.

3. (Optional) Then, change their colors to Red or Blue. Red for rebels, blue for United Earth forces.

4. Start the game. You should see an stage 3 surface, meaning you are on the custom map with 19 other AIs.

That is it for right now! If you want to suggest something, do it and I will reply to your comments! Thank you, and see you later!

The timeline is generally like this. Events are in chronological order.

Before the MC2:
  • Formation of FutureTech Alliance between United States and European Union
  • FutureTech Alliance successful establishment of first colony on Mars
  • Formation of Red Satellite Treaty Union by China and Russia in respond to FutureTech Alliance's success
  • Global studies defined the era of space race has begun
  • A mass number of third-world nations broke off from United Nations, formation of Brotherhood of Polaris
  • FutureTech Alliance invented continuum engine, capable supporting one way trips to another stellar system
  • FutureTech labs sabotaged, nuclear fusion engine blueprint stolen by multinational hacker organisation suspected to be from RSTU
  • New highest record of pollution and greenhouse emissions has brought up concerns from ecologists and eco-friendly supporters about irreversible ecological calamity on Earth, leading to establishment of Project SEED
  • Alliance, Union and Brotherhood completed their construction of their first colony fleet, the beginning of Colonization Race
  • Project SEED borrowed a total of 25 colonization vessels from FutureTech Alliance, to prepare for Ark of Life program

  • Alliance and Union compete for control of Venet-55, the main theatre of the space race
  • 64% of Venet-55 colonized, 38% belongs to Union
  • Brotherhood launched their so-called ‘Exodus’ plan, colonizing the Nod-73 they discovered recently
  • Project SEED spread their colony ship to various habitable planets of surrounding systems
  • Union established a escorted supply line between Venet-55 and Solar, further pressuring Alliance
  • All Brotherhood colony ships established colony successfully
  • Corruption cases reported in Union colonies weakened their influence in Venet-55 and other systems, setting Union back
  • 23 Project SEED's colony ships arrived destination safely, 2 crashed due to meteor shower incidents
  • Venet-55 fully colonized, 52% owned by Alliance
  • Roundtable Incident revealed ambitions of some governors of Brotherhood colonies, planted the seed of Brotherhood Civil War
  • Union launched system-wide propaganda campaign in Venet-55, successfully achieve 50% influence on Venet-55
  • SEED-03 colony failure due to unexpected terraforming changes
  • Brotherhood Civil War broke out between seperationists and Brotherhood loyalists
  • Earth headquarters of Project SEED warned Alliance and Union about the coming ecological calamity impact on Earth in the space race
  • Conflicts in Venet-55 intensifies, Union and Alliance increase supply operations to conflict regions
  • First Firestorm recorded on Earth, proven caused by extreme climate change, Project SEED broadcasted a worldwide warning about the ecological impact of space race
  • Firestorm intensified, devastating Earth, killed 1.4 million population
  • SEED colonies failed one by one, only 4 still considerably normal, aroused suspicion of some SEED staffs
  • Due to heavy opposition to space race on Earth, Alliance, Union and Brotherhood halted all assistances to their colonies in order to deal with the ecological crisis on Earth
  • Almost half of the colonies in Venet-55 and Nod-73 ghosted due to lacking supplies, colonies signed permanent ceasefire treaty in order to survive
  • Only one SEED colony still under operation
  • Firestorm on Earth turned 60% of lands into scorching deserts, 20% of natural resources lost due to the worldwide disaster
  • The last SEED colony failed, but discovered the Miracle Formula to save Earth from ecological calamity

  • Earth was saved from Firestorm annihilation within 2 years
  • Total collapse of human civilizations
  • Some colonies deserted by Earth survived, becoming city states
  • United Nation dissolved, assets sold to remaining plutocrats
Hello guys.

Just a little idea, what if a building can have varying outlook depending on the faction?

Lander as example:

These designs are based on my faction ideas, they do not represent the actual factions in the game.
Left: Brotherhood of Polaris
Middle: Default (My Colony classic design)
Right: Red Satellite Treaty Union

Alright, it is here: a more organized ones

The New Era - Space Race
US and EU established a FutureTech Alliance and successfully colonized Mars, in a much faster rate than expected. Such envying success unfavoured the old Eastern powers, China and Russia, they established Red Satellite Treaty Union for a direct rivalry to FutureTech Alliance.
On the other hand, many third-world nations broke off from United Nations with the help of a unknown religious organization, forming the Brotherhood of Polaris. They aimed to bring themselves the ‘Promised Land’ in the space race.
The space race was supported at the cost of ecological destruction, this had brought up the worries by ecologists and eco-friendly supporters. They did not join the space race, but they decided to make use of the space race to save the species on Earth from possible ecological calamity - That's why they established Project SEED.

Venet-55 - Main Theatre of the Space Race
Venet-55 is a large system discovered to have the richest amount of industrial raw resources known to humans, it become the centre of space race between Alliance and Union.
At the beginning Union was on upper hand, their mass production capabilities had brought them a largest colonization fleet among all factions, they quickly gained influence in Venet-55. With the first escorted supply line established by Union, the Union expanded very quickly.
However, corruption cases are revealed among Union colonies, setting them back temporarily. Alliance taken the chance to reduce difference between the Union and themselves.
As the Venet-55 was totally colonized, the competition turns from colonization to influence. Alliance had taken over half of the system. Union launched a massive propaganda campaign, it turned out to be successful that the space race in Venet-55 became a stalemate.

Earth Firestorm Crisis
As the increased resource exploitations on Earth, the ecological destruction was catalysed.
After the stalemete on Venet-55, it had been more serious - The intensified conflicts in Venet-55 had caused both factions sending extra supplies to Venet-55, it means more ecosystems had to be destroyed.
The ecological calamity struck Earth for the first time. Project SEED's headquarters on Earth recorded the first Firestorm in human history. However, distracted by the space race, the powers didn't seen it as a problem, until the Firestorm begun turning the lands into ashes and desert.
The Firestorm killed lots of people on Earth, led to global riot opposing the space race. Alliance and Union halted all assistances to their colonies at the same time in order to deal with the ecological crisis.
Without supplies, over half of the colonies in Venet-55 died. The remaining colonies in Venet-55 agreed on a permanent ceasefire treaty in order to survive.
The Firestorm crisis was not solved until the last SEED colony delivered the Miracle Formula obtained from the terraforming failure. Yes, the Earth was saved, but the powers were all exhausted, with the destruction of most humanity. The civilizations began to collapse uncontrollably.
What about colonies in Venet-55? They were deserted by their home world, forgotten in human history. Their survival was still uncertain.

The Exodus - Path to the Promised Land
The Brotherhood of Polaris, though officially as a space race rival to the other two, however they choose to stay far away from the centre of conflicts - Their aim wad to break away from this unfair world.
Their destination of their so-called ‘Exodus’ destinated on a new system discovered by the Brotherhood - Nod-73, which it was moderately habitable.
The beginning was a great success, all their colony ships arrived Nod-73 with remarkable zero crashes. The construction of promised lands were progressed smoothly, and the colonies were working in harmony.
Indeed, the Brotherhood fights for their collective interest. However, the brith of ambitions and conspiracy cannot be stopped. In Roundtable Incident, some colony governor's ambitions were revealed - These governors, instead of building a new utopia for all, they aimed to control these resourceful colonies for their own good.
The Roundtable Incident planted the seed of the conflicts - the Brotherhood in both Nod-73 and Earth was gradually divided into seperationist camp and loyalist camp.
Eventually the Brotherhood Civil War broke out. The 5-year long war had teared the Brotherhood into fragments, with their previous efforts on the promised land almost ruined, the colonies must rely on supplies from Earth headquarters.
The Firestorm Crisis was unstoppable that Brotherhood must also put all attention on dealing with the ecological disaster, having all supply lines cut.
The Brotherhood did not survive long. Headquarters were stormed by the ecological disasters and civil war, all leaders died.
In the same fate as other deserted colonies, over half of the colonies died from a lack of necessary supplies. Even though the Brotherhood was destroyed by the ecological calamity and internal conflicts, their project of the promised lands won't be stopped. That was the unforgotten ultimate aim. What will their promised land be like? Nobody knows.

The Ark of Life - to the Next Eden?
Project SEED aimed to save species on Earth through building a new Eden where they could survive - the Ark of Life program.
Project SEED obtained limited assistances from FutureTech Alliance by promising the New Eden would also be a second home for humanity. The colony ships were spread to the habitable planets of surrounding systems.
Project SEED developed the state-of-the-art terraforming devices in the era, which theorically, it changes a planet in a controlled way, without harming local ecosystem too much.
Nothing special had taken place until SEED-03 colony's failure, caused by unexpected terraforming changes.
Besides the Ark program, Project SEED also tracked about the climate change on Earth. As expected, but far earilier, the ecological calamity caused by human activities for space race, had begun.
The Firestorm Crisis had put the headquarters in panic. The headquarters ordered to hurry the project to save the remaining species before the Firestorm destroy the planet.
Pushing the limits had led to the terraforming abnormalities more intensive, SEED colonies fallen one by one. With the further development of Firestorm Crisis, the last four colonies, tried to keep their terraformers considerably normal while rushing the project. Sadly they all failed.
Yet, the last SEED colony saved the humanity - Inspired from the terraforming failures, SEED scientists derived a Miracle Formula that can reset the condition of Earth back to as good as 20 years ago.
Heroes of humanity, their irreplaceable work will be remembered, but eventually unable to escape from the fate of destruction - the Terraformers exploded because of overloading, killing all SEED staffs. Even though, they were also dissovled in the global collapse of human civilzation, Project SEED did rescued the ecosystem and humanity in the way they didn't expect, and created a new possibility for a greater human civilzation.
And what is the possibility it referrs to? The rise of United Earth in 2050.

I'm coming up with new HQ designs.

From left to right:
United Earth, LIS, Corporate Industries, Galactic Freight, FutureTech inc., Red Satellite Drive Yards and Brotherhood of Polaris respectively.

Feel free to give them new colors whenever needed, and here's the relevant HQ models packed into a .zip.
Some custom faction icons. Hopefully they
Red Satellite Drive Yards
Brotherhood of Polaris
FutureTech Inc.
Twilight Syndicate

A question tho, would every faction have their own version of "outposts" (non-capital-city cities)?
Hello guys!

I kind of having ideas of limiting the types of ships you can buy from a spacedock, by each spacedock are run by a single shipbuilding corporation. And each shipbuilding corporation provides different variety of ships.
Of course not all ships must come from a single shipyard. We can still have most types of the ships available to all while have some special ships exclusively products of the shipbuilding corporations.
Maybe exclusive upgrades too?
Shipyards of neutral cities would be free from influence of shipbuilding corporations.
Also, I'm coming up with mission idea related to these shipyards in my mind. Like, "borrowing" samples of a special ship just to be reverse engineered by another, and then you have another shipyard able to produce the ship you want, probably at cheaper cost. Of course, there can be consequences if you fail......

Alright, here are my ideas about some ship suppliers!

Red Satellite Drive Yards
Exclusive ships
  • Galactic Freight Heavy Hauler
    A long range cargo ship with better self defense capability.
Exclusive upgrades
  • Heavy Duty Hyperdrive Engine
    Requires more starship parts to assemble one for your ship, but it does make your ship much faster than common hyperdrive engines.
    Can only be upgraded once.
  • Fuel Storage Module
    Expands fuel tank capacity. Now you can save more space for cargo instead of fuel!
Martian Industries
Exclusive ships
  • Phobos Class Modular Transport
    It can be greatly modified by attaching lots of modules, making it a starship with versatile potentials.
    Can be upgraded up to 8 times!
Exclusive upgrades
  • Advanced Cargo Pod Module
    A more streamlined, lightweight but sturdy cargo pod module allows a ship to carry a heavier load of cargo without affecting ship performance too much.
  • Automatic Self Repair System
    "In case of emergency, break glass to initiate repair"
    Ship slowly repairs itself over time. Can only be upgraded once.

Beaconburg Arsenals
Exclusive upgrades
  • Sensor Scrambler
    Makes you invisible on sensor readers! Notes: It does not actually makes your ship not visible.
    Allows your ship to bypass blockade easier (higher success rate). Can only be upgraded once.
  • Rapid Escape System
    Additional navigation computer for rapid calculaion for an emergency short range hyperjump.
    Increased in-battle escape success rate. Can only be upgraded once.
  • Ion Beam Capacitor
    Normal attacks have a chance to disable enemy for a short duration.
Liberty Star Engineering
Exclusive ships
  • Hauler Carrier
    Is essentially a modified Galactic Freight Hauler, which it is repurposed into a carrier for asteroid mining operations and military.
  • Orca Corvette
    A small military vessel developed by LIS themselves to bypass treaties signed with United Earth.

Solaris Imperial Shipwharf
(pending icon)
Ruimtevaarder Guild
Exclusive upgrades
  • Sugarcane Microfarm Module
    Produce food right on your ship!

Draconi Royal Shipyards
Sigma Systems

Updated the HQ designs, the models should spawn facing correct direction by default.
HQ colors for Galactic Freight and Corporate Industries has changed to their corresponding in-game color.
Red Satellite Drive Yard's faction color changed to brown.
(Please replace all the files with newer version :P)
A new HQ design is also added.

I've watched the newest My Colony Podcast, although it is still in build-up stage, but I'm gotta say, that looks pretty good!
although cities of other AIs can be seen without exploration lol, presumably radar

On the other hand, my further explanation on the idea of Monopoly Victory.
It is basically a race to claim the largest share hold of the planet, ultimately seizing control of the planet by an legal takeover. To achieve monopoly, the factions have to find ways increasing the value of their colony and make sure they own a majority of resources on the planet.
Basically it is a race to get highest score. The score accounted for a Monopoly Victory is called Monopoly Score, which included the following:
  • Every city owned - +3
  • Every 1 population of owned cities - +1
  • Every luxury resource yield - +5
  • Every strategic resource yield - +3
  • A building in owned cities - +1
  • Every wonder owned - +10
  • Every natural wonder owned - +8
  • Per tile area of territory - +1
These are the regular ways gaining Monopoly Scores. Here are additional ideas on how Monopoly Score can be obtained:
  • Quests from Earth
    Every 50 turn, a quest would be issued from Earth to all factions on the planet. The faction would compete to finish the tasks in order to gain support from Earth, only the first one finishing the task would be able to increase their Monopoly Score - the most efficient can impress the potential investors.
    Possible quests:
    • Tax Collection
      It's a civil responsibility to pay tributes.... I mean taxes. Now it is the turn for the new colonies on Terra Nova. This will also evaluate the economic potentials of the colonization project.

      Send a required sum of money to Earth.
    • Assured Security
      Some potential investors are concerned of are we able to safeguard their interests in Terra Nova. We'll assure the safety - be employing more security forces!

      Produce 5 MILITARY units basically, of any type.
    • Contest for Tourist Attraction
      There are already some travel guide writers eager to find some really, really special places to visit on Terra Nova. We'll prepare and recommend the best place for them - Before others do so.

      Finish construction of a wonder.
  • Surveying Abnormalities
    Scout Rovers can interact with the natural abnormalities on the map when they have reached one of them. Some discoveries like Exclusive Ancient Discovery and A Nice Place to Erect Our Flag that shows how "special" we are will add Monopoly Scores!
The player reaching a certain amount of monopoly score as well as having a percentage of global monopoly score distribution will have the Monopoly option available. Initiating Monopoly requires a large sum of money that is proportional to the rest of the global monopoly score not owned by you (in other word, buy down everything from your opponents) , but once started, it is an unstoppable victory - The Monopoly Victory.

Hopefully the idea isn't too complicated..... 😅 And hopefully you'll enjoy the idea today!
(limit and ind parameters optional)


sx: Sector X coord
sy: Sector Y coord
limit: Return top X colonies (by population) (optional)
ind: When ind=1, return only independent (Commonwealth Capitol) colonies (optional)

Without optional parameters (return whole sector):

Note: Each sector is an x,y grid 2000x2000 in size, ranging from -1000:-1000 to

Returns JSON formatted sector data array:
[{"name":"United Earth","charter":"earth","capitol":"1","population":"124689321","maptype":"n\/a","theme":"#4B92DB","x":"0","y":"0"},
{"name":"dusty","charter":"8Dgg0e6H","capitol":"1","population":"149162","maptype":"Red Planet","theme":"#b35900","x":"544","y":"-232"},
{"name":"Prosperity","charter":"hMXn8PVe","capitol":"1","population":"148616","maptype":"Red Planet","theme":"#1976D2","x":"453","y":"-24"}]
  • data array, ordered by population:
  • name: colony name
  • charter: charter code
  • capitol: 1 or 0, is this colony a commonwealth capitol
  • population: the population of the colony
  • maptype: what kind of planet it is (Red Planet, Lunar, etc)
  • theme: theme color for the colony, hex code
  • x: x location within the sector
  • y: y location within the sector
6y ago
Dark Empire was an early MOD that used batch transformations to edit a ton of buildings at once. They really don't get the credit they deserve. I mean, red shift? Pure genius. If you are living on a red planet everything you own will eventually get covered in red. Its just the way of things. I bought gray furniture because 1) I have a white cat and a black cat and 2) I do what my wife tells me to do. As for blue shift, well those people just have a lot of blue paint.

On that note, here is Dark Empire. It is My Colony as seen from the evil side of the looking glass.



6y ago
Hey guys, I've changed my scheme around a little bit and took out a few unnecessary things. I recently learned that bast has to limit the amount of resources that he has in the game because the more resources there are, the harder it is to maintain balance in the game for each and every resource. So, where I used to suggest two new resources, tallorium and the gas canister, I have now replaced the use of the gas canister with he3 on LIS maps. Also, I have made my scheme so that, if bast doesn't like tallorium, he can use red crystalline instead, and I will include a red crystalline deposite image in addition to the tallorium deposite so that he can choose. After I draw that, I'm going to make a new resource logo for the crystalline that would include multiple colors of crystaline, including red, green, and blue. This could be used to replace the all blue crystals resource image that he has in place now.

If you have time, re-read my post with the images and descriptions on page one of this thread and let me know what you think of the changes. Again, I'm always open for suggestions.
6y ago
Another suggestion, especially if you are independent, is to start your own lunar map under your red planet's charter. Then, once you build up your lunar colony enough to have a government building, you can send resources up to your red planet colony.
6y ago
You should darken the red to the colour of the ground, and make it so some of it is the original colour, and has a fading effect, as if the soil from the planet had been brushed onto the buildings over time. Otherwise, it just looks like they needed to use up their red paint.
6y ago
It would be nice, if I could display all possible structures whether researched or not. That way I can plan my base accordingly and know what I need to do to get that structure unlocked. A checkbox of some kind, to fill the lists of structures my race is capable of building, with a red highlight on anything I haven't researched (like the current red used for showing a structure lacks materials), and a yellow version for structures that don't have enough materials to build. Hovering on a red one, would show what I lack to build it, either research or some other requirement like a missing building or bot.
6y ago
Thats a minor bug.

When a screen is open (stats screen for example), hovering buildings with the mouse adds the red overlay as intended but does not hide it when the mouse leaves the building.

Maybe just delete red overlaying when a popup screen is open will fix it, we don't need it when watching the stats.

So sometimes when I'm working I end up getting sidetracked and start developing something that's just completely random. Well, today was one of those days. When you are browsing inside of a forum thread, instead of clicking on the New Reply button, you can click on the little "three dots" drop-down menu to find a brand new option, New Comic Strip.

So what is this madness? Well, if you have used the app My Tokens and have saved some token characters to your account, you can now use them as characters for your very own comic strip, using the new Comic Strip post type on the forum! The end result gets you something like this:

So where did this weirdness come from? Well, back in 2001 (my first year of college), some friends and I worked at a call center where we took technical support calls for the soon to be released original Xbox console. Since the console was not released yet, we barely got any calls, other than random pranks from PS2 and Gamecube fans.

So to pass the time, we spend a lot of hours on the internet. One of the sites we went to, which still exists today, was the Red Meat Construction Set, a website which let you make your own custom comic strip in the style of Max Cannon's Red Meat comics.

Anyway, we were recently reminiscing about the "old days," as old friends often do, and the topic of those old custom Red Meat comics came up, which we generally used to troll each other with. So this morning before starting work, I just searched the net to see if the old Construction Set website still existed, and it did! Of course, it seems barely functional now, and feels a lot more basic than it did back in 2001.

Then I got to thinking, maybe I could just whip out something similar real quick, using My Tokens characters? Then I thought even further, what if I just baked it right into my forums software? So that's exactly what I did, and now here we are a few hours later, and you can use the Ape Apps website to make My Tokens comic strips!

So anyway, there you have it. It's just a fun little toy to play around with on the site. If it gets any usage, I can add more features to it. I also thought I might create My Tokens for all of the Deimos characters from Deimos 1, 2, and 3 (which all take place in the My Colony universe), and put together a little downloadable PDF "comic book" of the full Deimos story using this new feature, although I would have to add a few things to it first to make it properly.

But yeah, enjoy the new feature, let me know if you like it, and let me know if you want me to add anything to it! Or if you want me to just stop putzing around and get back to My Colony updates, let me know that too! 😄
4y ago
Hello lads and gents. Today, I am sharing information that impressed me from @GeneralWadaling's post on Tier III tech and superweapons. I will now present the Tier 4 technology and Hyperweapons. Hope you enjoy this!

These are the color indicators for each faction:
United Earth
Zolarg Empire*
Alpha Draconians*

*Note: Only if Bast intends to add insectoids and reptilians.

I will present hyperweapons for each faction:
  • Orbital Laser
    The regular orbital hyperweapon for United Earth. It can punch anything in just 1 hit, whether you like it or not.
  • Nuclear Rocket
    A nuke pieced together with steel and uranium, a tough bad b***h, it can immediately have severe destruction and health effects.
  • Antaura Beam Shrine
    With the Zolarg Civilization pounding this bad boy together with raw materials and antaura, the antaura beam damage can be near-fatal and can eat up enemy buildings one by one. Trust me.
  • Antigrain Rocket
    The Alpha Reptillians however, believe it or not, manages to make antimatter from antiwheat, an synthetic grain plant mixed with regular grain in a quantum compression device. They used this antigrain to load it into the warhead, with only 1 gram of it. The rest is uranium, with antanium and ore forming the shell. Used for fatalities and destruction, this is the best innovation by the reptilian peoples.

Now guys, allow me to present you the required labs, The Tier 4 Labs! The labs are required to unlock this technology level. Tier 3 tech labs are required first for the Tier 4 labs. These labs are:

  • Advanced Command Center
  • Proxy Server Center
  • Unholy Mound of Worship
  • Center of Antimatter Production

There will also be Tier IV units coming up, but that is it for today! Let me know if you like it or not, and I will respond to it, and see you guys later! Bye!

UPDATE 0.2.0b

This update ports the mod over to 0.38, and has a few balance changes to the changes of 0.37, plus a new building.

-Removed Spice Den world restrictions
-This was done due to the fact that modded worlds do not have access to trade, so this change was necessary.
-Reverted most of the balance changes of 0.37 (Primarily because I did not feel like going back and changing everything)
-The exceptions are the GBT change and the Museum fix.
-Added the Tech Office Building
-You may have seen my suggestion of this building, and I still do want it in the base game.
-Tech Office Building cannot be built on Red Planet, as the basic Martian atmosphere is not good for business.
-Also, why in the world would you play Red Planet in a mod that adds loads of new worlds? I don't add anything for it on purpose, nor do I plan on adding anything special for Red Planet.
-Added the Classical Ancient Alien Ore Refinery
-This refinery functions just the same as the regular alien ore refinery, it just uses the old model.
-Added Diamond deposits to Lava Worlds
-Fixed Lander not storing Obsidian.
Also, please use this hotfix companion mod, because I forgot to add Rover to Lava World (I did some under the hood changes)
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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