Search - spice

Today I am putting the finishing touches on My Colony 2 v0.28.0 which should be hitting all platforms over the coming days. This update includes something new that @Architecture1134 has been pushing hard for weeks now, so let's take a look at what's included!


A couple of years ago now, Spice was added as a resource to My Starship, another title in the My Colony Universe, and now it makes it's way to My Colony 2 on the brand new Spice World map!

Spice World plays a little different from the other maps, as there are no surface resources whatsoever except for Spice. Spice is generated by Spice Veins which are scattered about the world and will continually produce more Spice deposits, so it is probably a good idea to found your first settlement near a Spice Vein.


From there, starting a settlement on a Spice World will be a long and slow process. You must fashion your initial structures out of Spare Parts which are slowly generated by your lander, and until you are able to build the Construction Yard, you will be spending some time waiting for Parts generation. The first structures you are able to build will be the new Spare Parts Bin (needed because the Lander only holds 4 Spare Parts) and the Basic Drill, a small simple drilling platform that will very slowly provide you with Ore.

While you are waiting for resources to generate, you can harvest some nearby spice with the new Spicebot. The Lander can hold 50, but you will eventually want to build a Spice Silo so you can store more Spice. Both Power and Water on Spice World are generated from the Dune inspired Wind Trap (since we are already on the Spice theme anyway), and you will need a lot of them as your settlement grows, until you are able to research and afford Nuclear Power.

Once you progress far enough in the game you will be able to harvest resources the old fashioned way using the Excavator, but until then, the new Supplies Field will provide you with a slow steady stream of Money, Ore, Gold, Aluminum and Uranium, in exchange for valuable Spice.


In the next update or two, I plan to implement a global unified server for My Colony 2, along with a new Galactic Board of Trade. At that point, you will be able to trade Spices off to other planets for profit. Until that time, Spice World is the only way to play with Spice. I will not be adding any sort of Spice Factory or other automatic Spice generation to the game, on this world or any other, so harvesting and GBT trade will be the only way to acquire Spice in the game.

Of course, Spice isn't the only new thing in this release. User @itsLiseczeq (aka cakedon) has created a new Regolith Extraction Plant which is now available on all Regolith using worlds, which was sorely needed after the changes introduced to resource consumption in the last MC2 update.


And finally for new content, if you were tired of building hundreds of greenhouse parks in order to slowly generate wood on non-atmosphere worlds, you are in luck, because the new Synthetic Wood Lab will generate wood a heck of a lot faster, as long as you can keep the factory fed with Oil and a bit of Charcoal.


Beyond the new content, and as always, a handful of bug fixes and performance improvements are along for the ride in this release as well.

As I hinted to before, next on the agenda is going to be to create a new global My Colony 2 server, similar to what MC1 has (but expanded), and implement a new Galactic Board of Trade for the game. Of course the system is made a bit more complicated by the fact that the game allows for extensive modding, but it's nothing that cannot be overcome. And of course, content updates and fixes will always be included as well!

So that is it for this update to MC2. Let me know what you think! If you find issues with the new Spice content, let me know, since I'm sure it will need expanded/changed/rebalanced as well (as new content usually does). Until then, enjoy the game, and stay tuned for more!

#mycolony2
4mo ago
On spice worlds, spice veins don't seem to work properly anymore. Rather than growing an increasingly large ring of spice around itself, every spice vein I've seen so far will only create spice in a maximum of three adjacent tiles, with spice simply failing to appear in any other spot. After poking around some unloaded segments, I realized that spice still spawns at normal rates, but because much of the time the three available spaces are already filled, the newly-spawned spice and existing spice deposits will cancel each other out. In the game editor, none of the data values seem to be off, so I'm guessing the issue has to do with how the game internally calculates spread.
12d ago
Alright, so now there's the spice world which contains spice deposits, but we have to figure out the costs and uses of the spice factory I proposed. It's an building used for making spices outside of spice worlds. Here are the costs I proposed:
  • Ore: +2,000
  • Steel: +1,500
  • Gold: +750
  • Microchip: +20
  • Food: +1,000
Has 50 workers. Smelts 1 food into 1 spice in 3000 ticks (60 tick w/ all workers), and consumes 1 sugar per 950 ticks.

Architecture1134 said:
A spice factory with a lot of workers. Creates spice on worlds that doesn't have natural spice.


Does anyone object? Speak now or hold your suggestions.
Hello, folks!

Today, I am here to talk about the development of MC2. I will talk about several things. Today, I will talk about some new stuff and changes that @bastecklein will add in the next update.

First up, Spices! These new spices are produced by the Spice Factory. This facility consumes food and sugar and then converts it into 5 spices. It will take a medium time to produce (about 500-1200 ticks) to produce spices. Spices have a 5% chance to be directly consumed by colonists along with food reserves. Spices cannot be stored by a regular silo, and must be instead stored at the Spice Storage. The spice storage is a climate controlled, gravity-based container which stores spices. The spices cannot be stored in the food silo because it's heavier than food (1:5 weight ratio). The next is an addition of buildings to the LIS faction.

I know the most of you have proposed LIS buildings, and that being said, I had a building in mind that I had: Please welcome the LIS Staging Grounds! This is where LIS infantry are sent to declare war on the United Earth, and to train themselves. This building can only be built once you have an LIS Barracks. The two buildings will be paired together if a settlement declared war on another. I will also plan to announce it's United Earth equivalent, the Staging Grounds. It exhibits the same purpose as the LIS equivalent. I would also like to share Unit Morale, exclusive to infantry and combat units. Unit Morale only applies when there is a war. It will be applied at the start, at 100%. The unit morale decreases slowly, at 1% deterioration per 30 seconds. The Unit Morale also changes as follows:
If a unit is hit by each bullet, one bullet will decrease the morale by a random amount (min. 0.0001, max. 0.5).
If a unit is killed, the morale is reduced 2%. This applies to all categories, land, and sea.
If an enemy is killed, the morale won't change. If a player achieves victory, morale will reset to 100%. If they are defeated, their morale goes all the way to 0%. If an enemy is shot, morale will change by the aforementioned random number range above.

That is it for now. Let me know if you have anything in mind and I will respond to it. Thank you, and have a wonderful day!
You crack me up @Architecture1134 , I think you could run the MC1 clothing sweatshop 😄

As others have said, I don't foresee LIS being added to the game. Although, I have considered in the future, once the base game content is more complete, releasing official expansions to the Mod Shop, including Zolarg and Alpha Draconians. Maybe LIS too, why not? Doesn't totally fit in with the timeline, but it's a game.

Spice could be a thing. I do have spice trading in My Starship, which is also a My Colony Universe game. I look at it as more of a rare planet-specific resource, sort of like Ether. Maybe it will be something to consider once I get planet-to-planet trading implemented, there can be a new planet added with natural spice.
7mo ago
@bastecklein, I agree with you. I think natural spice deposits are good, but consider the factory. Should we make a spice factory for artificial spice production?
bastecklein said:You crack me up @Architecture1134 , I think you could run the MC1 clothing sweatshop 😄

As others have said, I don't foresee LIS being added to the game. Although, I have considered in the future, once the base game content is more complete, releasing official expansions to the Mod Shop, including Zolarg and Alpha Draconians. Maybe LIS too, why not? Doesn't totally fit in with the timeline, but it's a game.

Spice could be a thing. I do have spice trading in My Starship, which is also a My Colony Universe game. I look at it as more of a rare planet-specific resource, sort of like Ether. Maybe it will be something to consider once I get planet-to-planet trading implemented, there can be a new planet added with natural spice.


Bast, it has been 2 updates. Please add it ASAP. I was away for an long time srry
In time for the weekend, My Colony 2 has just been updated to v0.27.0 and should be hitting all platforms shortly! This update has a critical fix that might actually end up killing some existing colonies, so you are going to want to read on to find out what's new!


First for the big change. As I was implementing one of the new buildings for this update (the Ancient Alien Microchip Factory), I noticed that during it's production cycle, it was not consuming any Alien Artifacts. I tweaked with the building in the game editor a bit, and still no consumption. Upon further investigation, I noticed that no building was consuming any resources, and it's been like this all along!

How I missed such an obvious flaw is beyond me, although I don't know if anybody else really noticed it either. It's easy to overlook a bug that actually benefits you, I suppose. Looking back though, stockpiling resources did always seem a bit easier in MC2 as compared to MC1.

Anyway, I went ahead and fixed the issue, loaded up my main colony, and it immediately died. Stockpiles of Ore, Gold, Wood, Charcoal, Crystalline, Rum, Uranium, you name it, all quickly evaporated. My settlements had been running so long on a balance based on zero resource consumption, I never built up the necessary production and gathering capabilities to handle the industrial output. Needless to say, it pretty much brought my entire colony to a standstill. Not only that, but since I had several settlements connected to the same resource pool using trade depots, every single one was brought down to a grinding halt!

It actually took me several hours to recover my game from this calamity. In fact, the fix required me to alter the stats of several buildings, because it became plain once resource consumption was factored in that many buildings were either under producing or over consuming resources. Because of this, production and consumption stats have been altered in this update for the Sugar Extraction Lab, Tree Farm, Charcoal Factory, Uranium Enrichment Facility, Canteen, Gold Synthesis Lab, Ore Fracking Operation, and Rum Distillery. I think I have a reasonable balance going right now, but of course there are likely things that I have overlooked. If you find structures that need rebalanced because of this changed, either buffed or nerfed in some way, let me know in the comments to this post.

Now, while I was trying to figure out this new balance, it was actually quite difficult to do at the beginning, as My Colony 2 lacks detailed resource consumption/production stats like you would find in My Colony 1. At least it did lack those stats, as this update now adds a new Resources tab to the Statistics window!


As in My Colony 1, you can select each resource to see the breakdown on which buildings are providing/using a specific resource, which is a huge help when trying to work out and balance your settlement production levels.


Of course, the resource stats are not exactly, and cannot be exactly as they are in MC1, due to the nature of resource pools in MC2. Resources in this game are not kept per-player or even per settlement, but are rather stored in dynamic "pools" that can change as time goes on based on the existence of logistics stations, outposts and other such structures. This made putting together the stats collection and reporting a bit more difficult than it was in MC1, but it's mostly working here now. To view the stats of a resource pool, you have to move your camera/viewport to a settlement first, and you will be shown the stats for the resource pool that you are currently active in. At some point I will probably make it possible to view a list of all resource pools and which settlements they are connected to, I just have not gotten to it yet.

Moving along, this update brought a few big changes to roads, changes that I started working on a few updates ago and neglected to finish until now.

Firstly, roads with either production or consumption properties (such as the Solar Road) are now finally functional. Prior to this update, you could build a huge Solar Road network with 200 tiles, and it would only produce power based on the first tile placed. Now, they work as you would expect.

Next, Roads are now actually factored in to the path finder, and their "drive speed modification" stats now actually work! You may or may not have noticed, but before this update roads had basically no impact on what your Rovers did, other than providing an aesthetic look. Roads are now fully functional, and will work in basically the same manner as they do in MC1.

Finally, and maybe most importantly, you can no build roads (and some other structures) anywhere you want, no settlement required!


Wouldn't it be nice to build a big beautiful highway connecting all of your settlements together? You couldn't do it before, but you can now! Roads can now be built anywhere, as long as you have an appropriate Rover in range. The resources used to pay for the roads will come from your closest settlement to the road in question (the closes settlement owned by the player building the road). The only restriction is that you can not build a road in a chunk/settlement that is "owned" by another player.

The Game Editor now also allows you to specify other buildings, besides roads, that can be built out-of-settlement. The only one right now is the Commemorative Plaque, since I figured it would nice to be able to place signs along the side of your highways.

Moving along, I did a lot of focus and work on performance optimizations in this release. When a map had larger settlements, the game was starting to get so laggy (at least on my M1 Mac) that it was barely playable anymore, so something had to be done. Obviously there is always more performance work to be done, but here are some of the changes so far.

Firstly, I reduced the radius of chunks that are generated around the camera, and I lowered the time that it takes before the engine clears out chunks that are no longer active around the camera. This provides a pretty large reduction in memory usage when you are in a big settlement, as it can reduce the number of .vpp models loaded in memory significantly. At some point I will probably make this a setting in the Engine Settings window, so people with epic desktop computers and RTX video cards can turn their chunk render distance way up if they want to, but since most players right now are using a smart phone, I decided to lower the default setting.

Speaking of default settings, most of the "pretty" engine settings, such as Anti Aliasing, Depth of Field, Dynamic Shadows, Fancy Water, etc, are now turned off by default. These you can always just turn back on in the settings menu if your machine can handle them, but I wanted the default settings to be low so that a new player wont get in the game and immediately experience lag if they are using a lower end machine.

A lot of improvements have also been made to the server code, which runs on a separate thread from the renderer. There was a pretty big issue where the game server would lag down hard if you had a ton of rovers in your game, since every "tick" a rover checks to see if it should be building something or not. To address this, the server now keeps track of whether or not there are actually buildings under construction, and so Rovers will only check if they should be building when there is actually something to build. Makes sense, right?

Moving along, since the last update introduced the Excavator and digging, it basically became possible to turn the Desert World map into a little water world by digging out your own lakes and rivers. Because of this, it only made sense to allow all of the water based structures and units to be constructed on the desert map.


You are now free to terraform your Desert World map into the holiday paradise that your colonists have been yearning for.

Next up, this update adds the classic Crystalbot from MC1, and with it comes the ability to create and grow Synthetic Crystalline Deposits. Be careful though, because the Synthetic Crystalline is a cancer that is as aggressive as ever, so I would suggest not building it too close to your settlement...


My original inspiration for Crystalline (back in MC1) was the Tiberium from Command and Conquer, a substance that provides power but that also spreads and can become an environmental catastrophe. For this reason, you need to take extra precautions when dealing with the synthetic stuff, as it can easily get out of hand if you let it.

I think I mentioned earlier in this post that the Ancient Alien Microchip Factory has been added to the game. This along with the Crystalline stuff requires two new techs, Ancient Alien Manufacturing and Crystalline Synthesis. I also added the new Luxury Townhome, a decorative housing unit for Premium players.

Since I was on the topic of new Research, I will mention the final engine change to this update. Players who are either in a hurry or want to speed through a new game can now instant-unlock new research using Ape Coins. Like I mentioned in the last My Colony 1 release notes, I am going to be looking for better ways to monetize the My Colony games without resorting to heavy advertising, and this seemed like a reasonable way that is totally optional and does not fundamentally change the game for existing players.

So all in all, this was a pretty big update for My Colony 2. I would suggest that all players be careful when they first open their games after the update, and to comb over your settlements and their research stats, because there will probably be things you need to change, particularly if you have an older established colony.

Moving forward, my near-term plans are to continue expanding the Alien/Quantum tech trees. I am also going to be bringing a Galactic Board of Trade to My Colony 2 in some form (gotta work out the details on that one), and I will also probably be adding a Spice World (not related to the Spice Girls) to implement some of the Spice suggestions from @Architecture1134 and others. There is also a lot coming soon to the original My Colony and to Colony Wars, but more on those another day. All in all, a lot of excitement coming to the My Colony Universe of games, and I should probably put together another episode of the My Colony Podcast to discuss it all. But until then, check out the new update, enjoy, have a good weekend, let me know what issues you find or suggestions you have, and stay tuned for more!

https://www.apewebapps.com/my-colony-2/

#mycolony2
4mo ago
it makes sense, but it will spice up the game as waste will be produced in larger quantities
5y ago
builderbot said:it makes sense, but it will spice up the game as waste will be produced in larger quantities


I agree that housings produce enough trash but if they are deactivated because of energy shortage then you would be doomed
5y ago
I have started putting together an early concept for a new game I have been thinking about for a few years now called My Starship, which is loosely modeled on an old Android game I used to play called Star Traders RPG. In My Starship, you captain a ship and must make money by conducting favorable trades between colonies and by going on missions for the various planetary governments. The game map, planets, missions, and interplanetary relations are all procedurally generated, and no two playthroughs will ever be the same. You can find up to date download links at the following address, or try the game on the Ape Apps Launcher.

http://apps.ape-apps.com/my-starship/

The game is currently in a very early beta state, and as of yet, there is still not much to do. The purpose of this thread is to take comments and suggestions of things to add to the game. I will also keep this post updated with my current plans/to-do/progress list. I want to say up front though, that there are no plans to tie My Starship in to the My Colony server. I have decided that this would be better off as a stand-alone game.

The purpose of this early beta is to get feedback and suggestions on where to take the game, and also to guage interest so I can know how much time to put into development. The beta will be available for testing on Web, Android, Desktop, and Windows 10 at first, with an iOS release coming once the game is further along.

Current Build: v0.15.0

Current To-Do List (in no particular order):
  • Save game progress.
  • Choose your own starting civilization and ship, captain name, ship color, etc.
  • Interaction with other ships, including trade, missions, battle, piracy, capture, etc.
  • Captain skills progression, stats, leveling up, etc.
  • Planet stardocks with ship upgrades, buy/sell new ships, ship repairs, etc.
  • Resource harvesting on empty planets.
  • Distress call when ship out of fuel, or:
  • Escape pod when ship out of fuel or loses a battle.
  • Attack, bombard, or blockade a planet.
  • Capture, take control of a planet and it's industrial output.
  • Hire starship crew, manage crew relations, keep them happy, prevent mutiny.
  • Factories on planets which produce additional resources. Planets AI automatically upgrade themselves, conduct their own trades with passing ships.
  • Military ships controlled by the main factions which patrol their own space, protect their colonies, respond to distress calls.
  • Gamepad + Android TV/Amazon Fire TV/Xbox One support
  • Local (LAN/Wifi) Multiplayer
So here you can see my basic idea, what I am/will be working on, and the general direction I see for this concept as of right now. Everything is subject to change based on player feedback. I am basically working on this game because it is something that I personally want to play. The purpose of releasing the concept is to see whether or not others want to play something like this as well, which will determine how much time and effort I want to put into the idea. This is similar to the approach I used when creating My Colony, and as a whole, I think that it turned out alright.

So anyway, this thread is the place for all things My Starship related, as of right now. I will be embedding a link to the thread from within the game, and will be keeping the top post updated as I make progress and updates to the game. If the idea gains any users or traction, I will upgrade it to it's own forum section, but it is really not necessary at the moment. I plan on working on the game every week or so, or whenever I have time. That will increase or decrease based on the reception (or lack thereof) of the concept. Enjoy!


Changelog

20210418 - v0.15.0
Added some Chinese translations
Updated menu icons to conform to ADL
Addressed "Cargo is Full" bug
Added Harvest Resources to the planet popup window on uninhabited planets

20200922 - v0.14.0
AI fuel tankers now have a chance to just get more fuel
Player is now warned if cargo is full while harvesting
Added Aluminum requirement to the Uranium Enrichment Facility
Started migrating ship stats screen format into a My Colony-like general stats window
New Resources Added:
- Spice
- Oil
- Plastic
Added Factory:
- Plastic Factory

20200508 - v0.13.0
You can no longer buy/steal goods above your cargo hold space
New Upgrades Added:
- Shield Module Mk2
- Torpedo Tubes
New Ships Added:
- Strut MkVI
- Torpedojager
- Draconian Destroyer
New Resource Added:
- Aluminum

20191118 - v0.12.0
Planets in comm range will show a fuel icon now if they have available fuel for sale
Added a 'Quick Refuel' option to planet options box
Expanded information on the Ship Stats screen
Ships can now travel at diagonal angles

20191010 - v0.11.0
Added Combat!
- You can attack anyship you come across
- Each attack turn you can Fight, try to Run, or attempt to Board
- Boarding let's you take their resources
Added Captain game object, each ship now represented by a Captain
Captains are pulled from roaming tokens from My Tokens
Player automatically assigned to their account default Token
Ships for sale at dock are now sorted by price
Docks now offer starship repair services
Planets now show civilization, contracts, and dock indicators
Civilization capitol now shows an indicator
When zoomed out, Map shows current ship marker and lines between civs
The Planet Stats popup now finally works
Added a pending contract display to the main hud

20190826 - v0.10.0
Planets with a Dock and enough money/parts will now construct new starships
Planets will commission new starships under their flag
You can now buy new starships from the Docks of a planet that has starship inventory
You can now only see other ships that are in your radar range
You can now harvest natural resources from uninhabited planets
- the AI ships will also do this
Ships out of fuel (including yours) will now send out a distress signal within their communications range
AI fuel tankers and government ships will now respond to distress calls
AI ships will now trade with each other
Added back button handling (for devices with a back button)
New ship classes:
- Galactic Freight Hauler
- Galactic Freight Heavy
- Space Jumper
New upgrade modules:
- Shield Module
- Laser Cannons
- Small Hangar Bay
- Guest Pod
- Improved Radar
- Transceiver Upgrade
Added Factories:
- Uranium Enrichment Facility
- Gold Synthesis Lab
- Ore Fraking Operation

20190301 - v0.9.0
Minor bug fix release

20180925 - v0.8.0
Planets will now build Ports when they have the resources
AI ships now conduct expanded business with planets
Fuel Tankers now purchase significantly more fuel from planets
Ships can now purchase upgrades from star ports
First upgrades are:
- Hyperdrive Upgrade
- Cargo Pods
- Hull Plating

20180825 - v0.7.0
Last saved game now appears on title screen
Added Factories, which planets will automatically construct when they meet certain conditions
First factories are:
- Ore Refinery
- Microchip Factory
- Rum Distillery
- Starship Parts Factory
Added Resource:
- Starship Parts

20180611 - v0.6.0
Games can now be saved/loaded
User now prompted to name ship at new game
Civilization governments now start with their own ship fleets
Changes to AI ship movement, destination selection
Government ships will not do quests, but will conduct trades between other government planets
Independent traders will now trade in other goods besides fuel, if the price is good
Added Ship Classes:
- Light Fighter
- Patrouilleschip
- Draconian Patrol
New Missions:
- Compromising Position
- No Laughing Matter
- Emergency Treatment

20180512 - v0.5.0
Implemented Gamepad control support
You can now interact with planets that are within 1 tile by clicking/tapping on them
Added new Ship Stats screen
You can now rename your ship
You can now change ship color
AI ships are now assigned a random ship color
Different ship classes can now start with specific resource overrides
Added Ship Classes:
- Klein Vrachtschip
- Draconian Cutter
- Uranium Tanker
New Missions:
- Conspiracy
- Proof of Loyalty
- Death Celebration
- Body Part Delivery
- Trojan Horse Attack
- Making Amends

20180507 - v0.4.0
Bug fixes
Engine now supports "Linked" missions
Contract timeout fails now work
Added 'Pending Contracts' option to main menu
Added Missions:
- Starvation
- Poisonous Revenge
- Wedding Delivery
Added Ship Classes:
- Delta Runner

20180503 - v0.3.0
Added Ship Contact screen when coming in contact with another ship
Can now conduct ship to ship trades
Global resource prices now slowly and randomly fluctuate over time
Raised the number of independent traders in the galaxy
Game ticks now keep happening when ship runs out of fuel
New planet type: Water World

20180430 - v0.2.0
Resource icon now shows up on trade menus
Changed the Fuel/Cargo readout bars on larger screens
Starting AI merchant ships are now picked from a random ship class
Added Settings button to the top UI bar
Added Resources:
- Ore
- Gold
- Steel
- Microchip
Added Ship Class:
- Draconian Sloop
- Ruimteschip
Added Mission:
- Rum Party
4y ago
My Starship has just been updated to v0.14.0 and should be hitting all platforms over the coming days. This update fixes several outstanding issues. Also, three new resources have been added, Oil, Plastic, and Spice. A new planet upgrade/factory has also been added, the Plastic Factory. Finally, I have begin converting the ship-stats window into an overall game statistics screen similar to the one found in My Colony. Eventually, this screen will show all kinds of information about your current game.

That's it for this update, check it out and stay tuned for more!

https://apps.ape-apps.com/my-starship/

#mystarship
2y ago
I have quite a few ideas for My Starship in 3D.

Online multiplayer?

Fleet mechanics and real-time combat:

With enough money/crew, you can pilot multiple starships around the galaxy (with one "head" ship containing your in-game manifestation) so you could do things like in-flight refueling or effective planet blockading. Most activities will be done in real time, including combat, but most of the fighting is loosely controlled or automatic so you don't have to worry about jumping between every one of your ships during a battle.

You may also encounter various NPC fleets throughout your travels, including all-purpose planetary fleets, United Earth Space Police, roaming pirates, freighter caravans, etc. which will engage with your own ships in various ways. You could also have various reputation meters with entities ranging from individual ships to entire civilizations, with higher reputation granting you bonuses such as trade discounts and combat assistance and lower reputation making you liable to attack. Reputation can be gained through missions or activities like destroying opposing entities' spaceships and lost by things like signing deals with an entity's enemies. In addition, some entities will have their own reputation meters towards one another for nuanced gameplay.

Star systems and geography:
FTL travel effect?
Hidden stars or planets that need specific coordinates or beacon-items to access (ancient alien tech?)
Magnetic anomalies or barriers preventing travel through a certain part of space
Capital ships?

Industry:
Ability to set up various type-specific operations on unoccupied celestial bodies like asteroid mining operations, hidden shipyards on moons, spice harvesters on desert planets, etc.
Industrial operations can be blockaded, destroyed, or invaded by NPCs or other players
1y ago
Hello @bastecklein!

Here I have some models of "tile improvements" for the Terra Nova 4X game.
I attempted to go for a quite simplistic style for them.

The tile improvement models contained in this pack:
Camp - Probably for forest tiles.
Farm - Food-yielding tile improvement.
Fishery - Offshore tile improvement that provides food yield.
Fortress - Advanced fortification building that provides better defensive bonus for units on it, but also with a longer construction time.
Industrial Compound - In case of low productivity, this will help to boost your industry a bit. Removes food yield on the tile, however.
Military Base - Basic fortification tile improvement for early game.
Mine - Can improve tiles with mineral resources, provides productivity boost.
Offshore Platform - Improves offshore resource tiles and provides productivity yield.
Oil Refinery - Can improve land-based oil tiles. Yields productivity (and possibly power as well).
Plantation - Improves tiles that has plants of great economical values like spice and cotton. Yields money.
Solar Plant - Basic power yielding tile improvement (if power is ever to be implemented in the game).
Starport - Yields money.
Suburb - Increases population limit of the city it is adjacently or diagonally attached to by 5.
He who controls the spice controls the GBT contracts
6mo ago
spice world is so white it makes it hard to see the 3 d part of land . ps have vision issues so probly harder for me then most .
3mo ago
I know that many players have been patiently waiting for the next My Colony 2 update, but now the way is finally over as MC2 has just been updated to v0.31.0, and along with the usual bug fixes, this update brings with it a massive new content dump! So what all is inside? Let's take a look!


If you look at the screenshot above and think that something seems a bit fishy, then you would be correct. This update adds fish as a new resource, and you will now see them swimming around in the oceans on the Water World map! Fish are technically a Terrain type object in the game engine much like Ore and Gold deposits, except this is the first terrain class that can be generated in the water. The object also rotates in a circle, to give the appearance that the fish are swimming. They will spread too, similar to synthetic crystalline (although at a slower rate). The oceans on Water World are so overflowing with fish, that I doubt anybody will ever run out.

To go along with the new fish resource are the also-new Fish Dropoff structure and the Trawler unit, which are available pretty early on in the game and made with models provided by @spamdude . The Fish Dropoff can store 2500 Fish and also converts some of it into food, but once you unlock Salt Water production, you can also build the shore based Refrigerated Fish Bins for additional Fish storage. In addition to the new content, the existing Fish Hatchery gains fish storage and slight generation.

Moving on, there was a massive dump of community submitted MC2 models on the Official Discord Server recently, with contributions coming in from @spamdude , @SPARKY0303 and @DoYouHaveAnyOats , so please take a moment to thank these three users for their contributions to the game! In the screenshot below, you can see many of the new structures.


New buildings provided by @SPARKY0303 are the Hospital, the Virtual Music Experience and the Integrated Nuclear Reactor. The Hospital was a much needed upgrade to the two infirmary structures which were increasingly unable to keep up with the medical demands of larger colonies. The Virtual Music Experience adds a new semi-early game entertainment structure for your colonists (which also generates some money) and the Integrated Nuclear Reactor is another much needed structure, providing a power boosting upgrade to the existing Small Nuclear Reactor.

In addition to the new Fish related content already mentioned, further contributions from @spamdude include the new Medium Software Studio, Advanced Drilling Platform, Integrated Warehouse, and Medium Security Station. The Medium Software Studio, Integrated Warehouse and Medium Security Station each represent new mid-game upgrades to some of the existing structures that badly needed upgrade options, with the new Integrated Warehouse in particular adding storage for many resources that the regular Warehouse did not cover.

The new Advanced Drilling Platform might just be everyone's new favorite structure. Currently the most expensive building in the game and requiring the new Ultra Deep Excavation tech, the Advanced Drilling Platform consumes Helium 3 (as well as a fair amount of Power, Water and Bandwidth) while producing Ore, Regolith, Gold, Aluminum, Oil, Salt Water, the new Clay resource, and even a few Alien Artifacts! Clearly you are going to need to get your hands on some Helium 3 in order to operate this thing, but you can either find it in the Galactic Board of Trade, or the new Integrated Nuclear Reactor also produces enough Helium 3 to operate one Advanced Drilling Platform. I have also added a new Helium 3 Tank to the game, since it is clear that more He3 storage will be needed going forward.

From @DoYouHaveAnyOats we have three new structures, the Elementary School, High School and the nonsense Fish 'R Us building.


The two school models to me looked like they required an Atmospheric environment, so they are only available on worlds which would have an atmosphere. They both sit below the current Vocational Training Center in terms of education output, but are good early game education structures. The Fish R Us is similar in mechanics to the existing Canteen, except it utilizes Fish instead of Rum. I'm not going to post a picture of it here, you just have to see it in-game.

There are a few other new structures to arrive in this update as well. The new Ancient Alien Quantum Physics tech unlocks two new Alien structures, the Alien Solar Tower and the Quantum Food Silo, which both represent much needed Alien upgrades to existing structures. Climate Science Theory tech has also been added to the game, and unlocking it will allow you to build the new Nuclear Water Synthesis Plant, which I felt was needed particularly on the Lunar and Abandoned Worlds.


On top of all of the new content, some tweaks have been made to some of the existing items in the game. I have increased the charcoal output of the Charcoal Factory, slightly reduced the rum consumption of the Canteen, increased the spice and ether storage on the Lander, added a small amount of Helium 3 and Salt Water storage to the Lander, and added several new upgrade paths for existing structures to take advantage of the new content.

There are also some technical changes and fixes. Firstly, I corrected an issue where players who were not logged in to an Ape Apps Account were unable to play the game. I fixed a bug where MC2 was unable to load using the new Ape Apps Launcher. Structures can now be placed directly over Terrain objects, doing so will automatically bulldoze the terrains underneath. I corrected several technical issues with the Galactic Board of Trade. Fixed a bug where you could no longer properly build Palm Trees or Synthetic Crystalline deposits. There were also several minor fixes and UI tweaks made to the game.

All in all, this update includes 1 new Terrain object, 3 new Techs, 2 new Resources, 1 new Unit, and 16 new Structures. I want to thank everyone who contributed content to this release (as well as bug reports and suggestions), and I hope that you all take a moment to show them some gratitude as well! This update took a bit longer than normal, but I think you will find that it was worth the wait. It should be available to play right now on the Launcher and on the Web, and should be hitting Android and iPhone over the coming days, so let me know what you think, let me know what issues you find, and stay tuned for more!

https://www.apewebapps.com/my-colony-2/

#mycolony2
1mo 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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