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Below are some of the theories I've come up with regarding MC2's ancient aliens, merged into topics. (As far as I know, there's no concrete official lore for the aliens yet.)

Click to read about the Background of the Ancient Alien Civilization

Hundreds of millions of years before humans rose on Earth, a grand civilization had come and gone among the stars of the Milky Way. Its vestiges were only discovered recently, so "ancient alien" is the sole current designation researchers have arrived at a consensus for in terms of nomenclature. Archaeological geo-assays have revealed the staggeringly huge material extent of these aliens, with some form of their structural remains present on every single habitable planet discovered so far in our galaxy. Further analysis strongly supports that the aliens created a thriving, centralized, interplanetary society which even discovered techniques for small-scale teleportation and shared consciousness. The byproducts of alien civilization have held up remarkably well since the aliens' own disappearance approximately 300 million years ago and show incredible promise to expand our current understanding of the universe.
Click to read about Ancient Alien Society

Ancient alien society appears to have been stratified on both personal and geographical levels, with planets being the principal unit of societal organization in terms of settlement. Alien structural remnants have been found across the entirety of planetary surfaces, suggesting that the aliens were either wealthy enough to build planetwide cities, or they had been growing or extracting resources from worlds on unprecedented scales. We are not currently able to distinguish the specific functions of most given alien structural remnants, but notably, all of them have featured objects classified as "Artifacts", either preserved in what appear to be specialized caches or incorporated into the architecture itself. Though no physical remains of the aliens themselves have been discovered to date, clothes, tools, and manuscripts partially translated using natural language interpolation have allowed us to make some fairly plausible deductions on what alien settlements and society actually looked like.

The aliens enjoyed an excellent quality of life with their advanced technological developments. In contrast to their material wealth, the aliens' architecture was angular and minimalist, reflecting growing ascetic or spiritual interests. As inferred through alien manuscripts, they did not need to perform any sort of hard labor within their settlements thanks to a very high degree of automation. However, certain things such as Artifacts, artwork, and code were still produced by hand. This arrangement led to the formation of settlement-wide vocational guilds, each of which functioned as an independent faction complete with political ambitions and esoteric rituals for its members. Despite guild affiliation causing some degree of friction within alien society, all aliens appear to have been united in the pursuit of knowledge in both science and philosophy. Many of their governmental buildings carried some sort of educational purpose. Though much of alien pleasure was intellectual, analogues of ballcourts, bars, theaters, and clubs have been uncovered in many alien settlements.
Click to read about the Realm of Thought

Since the early days of social organization, the ancient aliens venerated their ancestors, erecting statues and temples in their memory. When they eventually began to creat an artificial collective consciousness, they realized that this veneration had not gone to waste. Many individuals testing out the experimental neural interface system reported hearing the voices of their dead relatives whispering to them, and after the ensuing mass hysteria had been assuaged, the aliens correctly deduced that their ancestors' consciousnesses inhabited another plane of existence which intersected with their own in the junction of their minds. Intense research on the nature of this phenomenon, which was dubbed the "Realm of Thought," led to both the invention of Artifacts and an enduring racial memory.
Click to read about Alien Artifacts

Soon after discovering the Realm of Thought, the aliens figured out how to more comprehensively interact with it. Alien artifacts, whose inner workings are yet unknown to human minds, functioned as conduits between the physical universe and the Realm of Thought, allowing the aliens to somehow project their minds across realities to communicate with their ancestors' spirits. The process of the artifacts' creation remains perhaps the most closely guarded secret of the alien civilization, known solely to small guilds of alien artisans who spent most of their time locked in high-security worklodges. Not even the ancestral beings in the Realm of Thought knew or were willing to disclose this knowledge with individuals outside of the guilds. However, the artifacts themselves were ubiquitous, and in a matter of time, the aliens found an arguably much more practical use for them.

It turned out that artifacts were not only able to transfer consciousnesses between dimensions, but energy as well! What's more, the beings in the Realm of Thought were able to transfer energy back into the real world. This energy appeared in a small area around its Artifact, capable of being concentrated into highly specific points to perform "miracles" such as the transmutation of elements. The aliens wasted no time in putting this newfound phenomenon to work, leading to the classic alien manufacturing design framework we are replicating today. The artifacts have one flaw, though: they heat up very readily and eventually overload without proper maintenance. We have yet to figure out an effective way to disperse heat from artifacts, thus higher-load operations such as mass steel production regularly burn out their Artifacts. Good thing we can find new ones everywhere.
Click to read about Alien Relics and AI

The ancient aliens took Artifacts one step further by endowing them with their own consciousnesses. This could be seen as a potentially disastrous choice, but the aliens had discovered that the magnitudes of the artifacts' capabilities were dependent on the willpower of their ancestors in the Realm of Thought, and understandably, they soon became annoyed with their descendants constantly asking them to psychically create microchips in the real world. Sealing Artifacts in bodies of metal with methods even more esoteric than those used to create Artifacts themselves, the aliens brought to life relics, machines of godlike power which could propagate effects of far greater magnitude in the real world than anybody in the Realm of Thought could ever achieve. Fortunately, these relics never turned on their creators, but instead plunged the alien civilization into a golden age of technological advancement, in which breakthroughs such as physical teleportation were made.

Nowadays, Centers for Artificial Learning are becoming rather similar to relics. CALs employ Artifacts as powerful capacitors for their neural networks, which means that the Artifacts burn out regularly. As the Artifacts are destroyed, fragments of psychic information which leak out from the Realm of Thought are somehow picked up by the neural networks and transcribed into readable diagrams. Though nearby organisms also pick up on these snippets of thought, they are completely incomprehensible to even human brains. Thus, AI has become a powerful tool for learning about the ancient aliens, albeit in a rather unexpected way.
Click to read about the Alien Exodus

About 350 million years ago, the aliens figured out that chaining Artifacts together in a certain manner would lead to the opening of a wormhole. They scaled up arrays of Artifacts into galaxy-wide teleportation devices, and eventually even managed to open a wormhole to the Realm of Thought. They became immensely interested in the possibility of sending matter to the Realm of Thought, and eventually, they decided as a species to transport the entire galaxy into the Realm of Thought to free themselves from their current universe's laws of physics. Planet-sized wormhole beacons were constructed and deployed throughout the galaxy, but when activated, they collectively failed and melted every last alien into pink radioactive sludge we know today as Ether before their own spontaneous existence failure. Especially prevalent on so-called Abandoned Worlds, Ether and its derivatives are a good indicator of the extent of alien impact on a given world.
7mo ago
Further addtional ideas here (•ω•)
• Disasters will damage buildings and reduce the condition percentage. Fire does a continous damage while earthquake does a single-time heavy damage.
• When a building condition reached 0%, it directly become rubbles, which only trash (rubbles) will be left. Like a trash pit it will degenerate slowly, but you can also collet up the trash (by destroying the rubble) and put them inside incinerators. Rubbles cannot be rebuilt into buildings.
• Manual Repair by policies is limited to those buildings with condition 50% or above. Others has to be repaired by rebuilder.
• The building shuts down automatically after condition drops to 30% and below.
• Fire can spread to adjcent buildings. So when there is a fire outbreak put out fire quickly and stragetically.
• Don’t put volatile and flammable storages near lava! Otherwise it can quickly set on fire!
H3110 guys!


There’s a way to give more playability to the gameplay - By implementing the unpredictability. It not just give challenges to the gameplay, it also makes the entire gameplay more exciting and fun (maybe...)

Here’s my idea,
The Random Events.

When you’ll see your first random event? That will appear shortly after your consulate is built in your colony. Don’t worry about these events are difficult to overcome, all events have their trigger conditions. Every event will come in a constant manner, about every 30 minutes of gameplay.
In every random event you may need to make important choices, and some may not need.
And if choices are required to be made, you might have to face the consequences after making a choice.

Okay, here are part of my proposed events!

  • Roaming Trader
    A freelance trader will try to make a little deal with your colony.
    The trade will require a small amount of resource, one kind only. Successful trade will yield money and reputation, and will also bring in better traders later.
    Unsuccessful or rejected trade will bring no impacts.
    Trigger condition: Gov. level ≥1
  • Colonial Investment (Small)
    The colonial finance advisor have proposed an investment campaign for your colony, and now it only require your permission to perform it.
    Costs $1500.
    If permission is granted, there’s a 55% chance to profit $2500 (returns $4000), 25% chance to earn nothing (returns $1500) and 20% chance to loss $500 (returns $1000).
    Successful investment will also brings in higher yield investments.
    Rejection will have no impacts.
    Trigger condition: Gov. level ≥1<3 or 0 times of success in Colonial Investment (Small)
  • Pirate ATTACK! (Small)
    Code red! A small group of pirates are approaching!
    This event stands for 50 security threat (this will be explaind in Security and Crimes MKII).
    If your security is strong enough (remainding security point ≥50) , your colony suffers no loss and reputation is earned.
    If the colony don’t have enough security strength to defend, you have two more options:
    All colonists defend the colony together. This might cause casualties (at least one deaths), but earns little reputation.
    Evacuate all colonists and have 60% loss of all resources. Buildings will be damaged.
    Trigger condition:
    Gov. level ≥1<2
  • Rumors about the Government
    There’s rumors about the colonial government spreading in your colony.
    You have the following choices:
    Do nothing and have tempoary decrease in approval rating (-10%) and happiness (-10%).
    Launch a campaign to tell everybody it’s a fake news without evidence (Costs civics, amount = 0.5 × total population ).
    Trigger condition:
    Gov. level ≥1.
  • Visit of Commonwealth Officer
    The colony officer of your commonwealth is visiting your colony for evaluating your newly established colonial government, and you have limited time to prepare everything to welcome him before he comes. Try not to give a rude impression on other colonies and your host commonwealth.
    This event is an non-rejectable quest (Quests will be explained in Quest & Orders part), time limit is 20 minutes, you'll need to prepare 500 food, 15 rum and 50 civics in time so you can earn 500 civics and 1000 money with 50 reputation. If you failed to prepare... relationship with ALL commonwealth members get a temporary decrease of 65%.
    This is the FIRST event after you have established a government through the consulate and only take place once.
  • Birthday of Imperial Noble
    Under the name of Galactic Emperor, an Imperial Noble is celebrating the birthday and your colony is asked to prepare a 'small proportion' of gift, if you are willing to.
    This event is a quest, time limit is 15 minutes. Requires 150 civics to reject it; If you accepted you have to prepare 1500 rum, 2000 gold, 50000 food and 200 money. If you failed to prepare the present on time your colony will have -5% relationship with the Galactic Empire (Will further explain in Galactic Diplomacy).

Stay tuned for further updates!
More ideas are coming!
I have been playing for a week or 2 now and I have noticed that the condition of my buildings have gone down 10 percent. I guess this is not a lot but I have a ton of buildings and dont want to go through all of them clicking them to make their condition go back to 100% Especially in the future I will have a ton more buildings. So is there like a button where I can simply fix all my buildings or a rover that will fix them for me?
5y ago
This post is basically like my old post(link below) but some of the ideas below were outdated and had to be refined, so here we are.

https://www.ape-apps.com/viewpage.php?p=3932

Firstly, before I present any new ideas, I want to say that I am supportive of bast's focusing on game quality over content. I also don't expect any of these ideas to just be copied and pasted into the game as is, although it would be nice. The main reason for why I create these posts full of ideas is so that bast has a lot of ideas to think about and gain inspiration from when developing his own ideas for mc. I'm going to try my best to generalize my ideas without trying to name specific buildings and units to be added, as it's bast's job to think of the specifics. Now with that out of the way, let's begin.

The rigidity of MC's atmospherics:
My colony is one of my favorite games to play, so I mean no offense in saying this, but I have to say it. My colony is very rigid when it comes to how the planets respond to terraforming. For most planets, you get from 0 to 5 mil atmosphere and then the planet is fully terraformed, and stays that way even if you run out of atmosphere or accumulate 500 mil atmosphere. There's no consequence for failing to manage the atmosphere, and the terraformation process is very short, in fact, it's so short that you can terraform the planet relatively quickly just with industry alone. You should not be able to do that, and the journey of terraforming a planet should be much much longer than it is now, especially for regions. In real life, it takes hundreds of years, an unimaginable amount of money, and countless workers to terraform a planet. While I'm not saying it should take hundreds of years to terraform a planet in mc, I do think a significantly larger amount of effort, resources, and time should be required than what is now. Also, another way that mc is rigid is that it only takes into account atmosphere when there are other factors to consider, like heat, moisture/sea level, gravity, radiation exposure, Planetary core condition, ozone level, etc. This thread will discuss all of these factors as well. Now, with all of that out of the way, let's talk about some general atmospheric dynamics.

General Dynamics:

Step one: In order to get a good start on smoothing out the rigidity of mc's atmospherics, we need to start by raising the atmosphere requirements for each atmosphere stage.This elongates the journey of terraformation. For instance, stage -2(microbial stage) could be at 1.25 mil atmosphere, stage -1(plant stage) could be at 5 mil, and stage 0(earthlike) could be at 25, so we would be making the process 5 time longer. Now some would say "but that's boring, if it lasts longer, we'd just be doing the same thing for much longer," and I would agree with you. That's why I've come up with some ideas of different features to add to each stage to make each stage feel like a giant leap for your colony, but we will talk about those later.

Step two: We need to add upper limits to each stage that must be met in order to be in that stage. The upper limit for each stage is equal to the lower limit of the stag above it. This ensures that if you drain your atmosphere, you will also digress through the stages until you eventually end up with a barren planet, no matter what planet you start on. if you have any buildings that require a certain stage greater than -3, those should deactivate once their requirements are no longer met. This is what I was talking about regarding consequences for not managing your atmosphere, but since industry always aids in increasing atmosphere, and since the stages are much further apart, it would also be 5 times easier to maintain that it currently is, and currently it's very difficult to keep atmosphere between 5-15 mil in end-game, however, keeping atmosphere between 25-75 mil is a different story.

Step three: add the upper stages. These stages determine what happens when atmosphere get's too high. Stage 1 could start at 75 mil and would cause any buildings with stage 0 requirements to shut down. Stage 2 would be at 150 mil mil and would cause any buildings that require stage -1 requirements to shut down. Stage 3 is the highest atmospheric stage and could start at 500 mil and would shut down any buildings with stage -2 requirements. So think of the stages as a bullseye, with nested rings. the closer you get to the center, the more buildings you can build and the more earthlike a planet is, but the farther away you are to each side, the more barren a planet is. So all buildings will have 1 out of the following four requirements: -3 or 3(barren stages), -2 or 2(microbial stages), -1 or 1(plant/fish stages), and 0(animal stage/earthlike). Additionally, the upper stages could add haziness in increasing density to simulate a dense atmosphere. So you could tell the difference between a barren planet with no atmosphere and a barren planet with too much atmosphere.

Step four: add in special effects. Each stage should look different that all of the others. In a way, mc already does this by changing the ground texture, but I believe that more differences should be added. For instance, the dry lake-bed terrain that I've spoke of several times could come in handy here. in stages -3 and 3, these tiles will resemble dry lakebeds, but in any other stage, these tiles turn into water. it's the same for water that is already added to some planet types, if you were to drain waterworld of its atmosphere or overload it with atmosphere, the entire map should dry up and leave you free to walk about and build where the water used to be. In stages -2 and 2, plants cannot exist, so trees would disappear and most farms would become inoperable. upon entering stage -1 or 1, trees could be generated around the map and would be left to spread around the map. That's really all that I have for this step for now, but I have an even bigger idea coming up soon.

Heat:

This section discusses ways that we could implement a heat aspect to the terraformation process to make reaching an earthlike state more challenging. I'd like you to remember the bullseye example that i talked about earlier, but now instead of a 1D line, going from left to right(atmosphere), add a second line going up and down(heat). This system creates an imaginary grid that your planet's status is on. Not only can your planet be hot and high and low pressure, but it can be high heat with low pressure, or low heat with high pressure, or vice versa. This greatly increases the factor of choice when it comes to terraforming your planet. This illustration is just to show you how these two factors of terraforming can be tied together.

The combination of heat and atmosphere exponentially increase the possibilities for new planet types. There would be consequences for not maintaining heat as well, along with rewards for keeping heat and atmosphere at an optimal medium. New structures would be needed in order to manage heat levels, as well as buildings that take advantage of colder or warmer climates. In fact, heat could also be a biproduct that's released by all buildings that release atmosphere as a biproduct. This would simulate a more accurate global warming effect. As for special effects, I wouldn't go too far out, but maybe give the lighting a dark red hue that grows denser as heat increases, and a light-blue hue as heat decreases. Obviously these should have limits, or else the entire screen could turn opaque red if too much heat is gained. Maybe some black particles for ash can be seen falling on hot planets at a certain heat level, while snow, which already has its own particle effect, could fall on cold planets at a certain heat level.

If atmosphere is low, heat will slowly decrease, if atmosphere is high, heat will slowly increase.


Water:

This section talks about a sea level feature. This third element adds a 3rd dimension to the bullseye diagram, creating yet exponentially more options and outcomes. Bast can choose how to display or organize these three factors. It really doesn't matter how they are displayed, even if it's just in the form of three separate status bars, the bullseye illustration is just to show you how all three of these elements tie together

The basis for the effect that sea level has on a planet revolves around 3 additional terrain types, high ground which is mountainous territory, middle ground for hilly territory, the main mc ground that we build on now would be known as low ground, which is optimal sea level. And finally, when sea level depletes, a new lower level is revealed, called the dry lakebed level, and the water eventually disappears, leaving a ground of dried lake bed in it's place. However, if sea level grows too much, it'll become level with middle ground, then high ground, and then eventually the entire map/region will be covered in water. When water covers a level, everything on that level is utterly destroyed except for any buildings that are supposed to be in the water, and vice versa, if a water building is built on water, but then the sea level recedes, and the tile that it was built on becomes land, it will also be destroyed.

Obviously we would need buildings that can manage sea level and buildings that can take advantage of high or low sea level. If heat is low, water will become ice, if heat is high, sea level will slowly boil off and recede.

Gravity:

Gravity should be a less-important feature to mc, but I still think it would enhance the terraforming system. Each planet starts off with the same atmosphere, heat, and sea level depending on planet type, but regardless of planet type, gravity should be randomized upon planet generation, creating a different result for each new game. This simulates how planets can be of the same type but vary greatly in size and mass. Too much gravity reduces colonist tolerable commute distance and increases heat due to more volcanic activity, not enough gravity will lower colonist maximum health and slowly drain the atmosphere. Certain buildings cannot be built when exposed to certain gravity levels, and some end-game solutions to undesired gravity level should be available.

radiation, core condition, and ozone levels:

Radiation should be fixed in it's amount depending on the planet type. This could allow for more planet type varieties. Radiation isn't like all of the other factors; instead of there being a happy medium for radiation, no radiation is good, so in perfect conditions, a planet has no radiation. Radiation at any level will damage colonists over time. Now, there are two ways to solve the radiation proble, and both methods are naturally used on earth:

Raise ozone level: In real life, the ozone layer of our atmosphere protects us from some radiation, but not all types of radiation. Perhaps you could add buildings that consume atmosphere and other resources to produce ozone, and then the higher the ozone layer, the less radiation exposure you have.

Secondly, in real life, our molten iron core creates a magnetic field that gaurds from most kinds of radiation. You can accomplish this in mc simply by adding more buildings that benefit from the deep digging tech and consume heat and steel to increase core health. The high the core health, the lower the radiation level.

Whichever way is simplest to you. Just know that certain buildings shouldn't be available when radiation goes over certain points. higher radiation should leech away atmosphere and increase planetary heat.

biospheres:

This section will be more complicated than the former sections. Biospheres adds a very dynamic feature to terraforming, and this feature makes each stage of terraforming feel like it's an accomplishment. First off, let's do a quick description. Biospheres is all about living organisms and how they interact and support each other and the environment. This system would allow you to create and customize(to an extent) the appearance and abilities of the organisms and have them spread over the map. The system would have two main categories, land and sea, and would have four sub-categories under that for microbes, plants, herbivores, and carnivores. Each organism produces support for the next tier of organism based on the abilities you give it, and can also be given abilities to affect the environment in certain ways. Each creature has a maximum amount to the abilities that you can give it, and the more abilities you give to an organism, the more support it requires from organisms from the tier below. Some organisms will be hardier than others, and some will need more support than others. The support system goes like this:

Microbes don't need to rely on support and provide support for plants.
Plants need support from Microbes and provide support for herbivores.
Herbivores needs support from plants and provide support to carnivores. Carnivores need support from both herbivores and other carnivores., as their support adds to the same type as herbivores.

The way that we will apply this system to each stage will be by requiring different atmosphere, heat, and sea levels for each catagory of organism. Seeing unique looking trees and grass spreading across the map and seeing creatures roam about the land would be amazing, especially if it happened in stages.

In stage -3 and 3, the planet is barren, but in stage -2 and 2, you can start utilizing microbes to produce many different resources and terraform, and in stages -1 and 1 you can start using plants, which opens up many different possibilities for resource production, since you should be able to farm your own custom plants for different resources. Then in stage 0, you gain access to animals, which you should be able to farm your own unique animals for different resources.

each organism, whether on land or in the sea, needs to be maintained. You must have enough land slots in order to create a new land organism, and the same applies to sea organisms and slots. Slots are given by structures that maintain the organisms, and more advanced structures have more slots. This prevents a player from easily amassing creatures that can quickly produce a certain resource or terraform the planet quickly. Each organism also has a health percentage that determines how well it's species is doing. If the percentage reaches 0, the species goes extinct and it's slot is freed up for another organism, but the higher the health percentage, the more support a species produces, the more effective you can be at exploiting it for resources, and the more effect it has on the planet. The health percentage has no upper limit, but it depends on how much support it has and how suitable the environment is for it.

Hopefully I've described this system well, but i believe that this system can bring life to mc and make it a more dynamic game and should increase it's value as a game.

Conclusion:

To wrap this up, I think we all have witnessed how rigid mc's terraforming system is and I think that these ideas would expand the possibilities for more planet types and would make the game more of a journey to terraform than just a waiting game. I hope everyone else feels the same, but once again, I don't put these ideas out there just for people to agree with me or for every detail to be copied and pasted into the game, I do it to provide ideas for bast to think about when he runs out of them.
4y ago
These ideas are simply to cover some of the gaps that I see in the zolarg playthrough.

first of all, I think that at some point, just like humans, zolarg should gain the ability to produce every resource automatically instead of requiring micromanagement. Some people might fight me on this, but if zolarg are going to be as powerful as humans are now, they need automation just like humans.

The below names for the techs and buildings are just examples of what they could be named. It's the concepts that matter the most.

Techs:

Alien genetic engineering: The ancients were very skilled at designing organisms to their liking. Learn their ways of mass producing organic resources.

Tall construction: learn how to build and grow sturdy buildings that reach for the sky and save space.

Organic megastructures: Learn how to build massive organic structures that people can live and work in. They heal themselves as long as they receive food and water, and they allow for a higher level of industry. This technology far surpasses the ancients in the field of organic engineering. It's all uncharted territory from here.

Insectoid shipbuilding: this tech already exists, but I was thinking of expounding on it

Insectoid clay works: Insectoid have finally learned what to do with all that clay they've been collecting. Learn how to make bricks and pottery.

Resources:

Brains: These are the insectoid's version of the microchip. This organic form of computing far suprasses the microchip, and thus less are needed in order to fulfill computing needs. However, the cost to build them is high.

Organs: I feel like this one is self explanatory. Organs can be used in hospitals to heal people, and they could be used to make complex organic systems. you'll also get to see how they are used below.



Buildings:

Basic organics:

unholy brain grower: This building grows genetically engineered brains that, in all intensive purposes, are basically supercharged microchips. Since organic data storage is much more compact and powerful than traditional computing, one brain could do the work of 1 thousand microchips. This allows insectoids to now build complex structures that can do things for them. Consumes antaura, clay, food and ant paste in large quantities to prouce a small amount of brains.

Unholy Organ grower: Alien stem cell research and antaura research has given rise to organ growing, which has revolutionized the insectoid's health and technology fields. Consumes water, oil, and antaura to produce organs.

Organic robot factory: The insectoids have learned to genetically design and program organic robots to do their bidding. These robots are smarter and more flexible than rigid mechanical robots and they are cheaper to build. Some people even treat robots as pets as they can be given emotions and trained or programmed to do anything. However, the demand for these robots is higher due to organic products being less durable than mechanical ones, and there's the fact that any building that uses them requires food and water as well. consumes microchips, organs, food and water to produce robots.


Sacrificial alter: Any religion has it's share of required sacrifices, and insectoid religion is no different. By sacrificing their robotic pets, insectoids are given access to massive amounts of antaura. Consumes lots of robots, generates massive amounts of antaura.

unholy cloner: Using the ancients organic technology and the raw power of antaura to mass-produce more insectoids. requires alien artifacts, antaura, food and water during use.


Insectoid shipbuilding:

Starship grower: Consumes microchips, organs, robots, food, water, and ant paste to produce starships.

Starship lair: Houses and nourishes starships. Consumes food and water regularly.

Misc. Buildings:

Insectoid hotel: a tall, organic hotel that tourists can stay in. performs the same functions as the human hotel.

insectoid restaurant: a simple, antanium laden building that performs the same functions as the human restaurant.

large park: Insectoids have the necessary resources the build this building as well, so they should be able to build it.

Spire of revelations. When uranium is infused with antaura, it creates a powerful hallucinogen that fills an insectoid's mind with revelations from the gods. This generates pure knowledge, leading to massive amounts of research progress. however, this substance takes it's toll on the one using it and they could wither away rather quickly from radiation poisoning if they aren't given constant medical care. Would be an upgrade to the spire of knowledge.

Organic megastructures:

Unholy Paste extruder: A massive organic factory that uses antaura, water, trash, and sugar in large amounts to constantly produce a large amount of ant paste. It will still produce ant paste when out of trash, but trash accelerates the production. This gives insectoid that ability to take care of their trash problems.

clothing sweatshop: Same concept as the human sweatshop, except that this sweatshop is a massive organic factory and employs more workers. Consumes tons of cloth to produce tons of money.

Clayworks factory: Produces large amounts of pottery and bricks, but is very inefficient and uses more clay than necessary.

Organic hive: This building would be an upgrade to the unholy mound of worship, but it wouldn't produce anymore antaura. The building is entirely organic and houses many more insectoids. It pulls it's food and water from the ground through roots like a tree, so it doesn't consume anything and will never take damage.

Organic arcology: A mega-hive that houses tens of thousands of insectoids and grows it's own food and provides lots of entertainment and jobs to its residents. consumes sugar, water, and triantanium constantly to produce food, feed itself, and heal structural damage.

Unholy wood synthesizer: An organic megastructure that synthesizes wood. Ant paste, when combined with antaura and cloth and then hardened, becomes fibrous like wood and can be used in all the same ways as normal wood can. consumes antaura, ant paste and cloth to produce wood. Bast can decide how much wood is produced. It doesn't really matter as long as we get an automatic way to make wood for zolarg. I feel like cloth is largely unused but easily produced in regards to zolarg.

Overmind command center: Turn your unholy command center into an organic megastore that can think for itself and govern your people. Requires the most amount of brains to build out of any other building, but rewards you with even more civic production.

Charcoal buildings:

Charcoal hut: add the same hut that humans have in so that zolarg can use it to make charcoal. I feel like if insectoids know how to burn sugar for power, they should know how to make charcoal from wood.

dark power spire: like the power spire, but feeds off of charcoal instead of sugar. Could be useful on a sugarless planet.

I'll come up with more over time.
5y ago
This thread will discuss Biomes for the game. I'm hoping that we can start out with 1 or 2 basic biomes to add and then add the others in phases. It could be up to the community to discuss what biomes should be on this list and which one's should be added first, second, and so on.

For each biome, I will discuss the basic features of the biome as a theme to go off of, and that theme could be taken in many different directions. Of course, I always provide my ideas in terms of how a theme could be made to work, but feel free to share your ideas as well.

Phase 0: the greening update

Grasslands: A flat biome filled with tall grass and flowers, sparsely populated with trees.

real life features:
- sparse trees
- flat grassy terrain
- areas of tall grass
-flowers are common
-caves aren't common
-common fauna: cattle, sheep, horses, bison, etc.

My ideas: I think that bast can copy this biome off of the original one, just add some tall grass to get seeds from, reduce the tree density, and add some flowers that could be used for basic things like dyes and potions(see my post in the agriculture page). Caves should still occur in this biome, but not too often. mushrooms would have to go for this biome though, but would be implemented in forests.

Forest: This biomes is densely populated with trees. Forests tend to have the most variety of animals and planets. On the forest floor, there are usually wild bushes and other small plants that dot the landscape. This biome should be the easiest to make since trees are already a part of the game, and you can create the forest biome with dense trees, and then go back and add the other features later.

real life features:
-dense trees
-smaller ground plants
-fallen logs
- high variety of animals
-caves are somewhat common
- common fauna: squirrel, deer, bear, fox, chicken, bobcat, etc.

My idea: The easiest way to make this biome is to take the original biome and crank up tree population. everything else is good for now. In a later phase, you might want to come back and add more variety of smaller plants, like maybe some berry bushes for food, briars which damage entities and could be broken and replaced for defensive purposes, and poison ivy, which could be used as a low level poison in limited ways.


Phase 1: The dessert update

dessert: everyone knows what a desert is, should be self explanatory.

real life features:
-sandy ground
-boulders
-cacti
-small shrubbery
-caves somewhat common.
-common fauna: poisonous snakes, rabbits, camels, etc.

My idea: This biome needs to be built from scratch, which is why it's in it's own phase.
cacti can be another farm. It should produce fruit once before it has to be re-planted, but the fruit can turn into multiple seeds. the slow growing cacti must be planted in the dessert. The small shrubbery can be harvested for sticks, and the boulders provide stone for building.

Sandstone cave: Self explanatory, the walls can be mined for sandstone, which would be another building material. gravel and sand could be mixed into the sandstone to give sand for glass and gravel for paths.

real life features:
-sandstone walls
-lose sand and gravel debris
-eventually leads to stone caves further down.

My idea: I don't really have much to say about this one. Other than enemy mobs, nothing can survive in these caves, so they are just there for aesthetics and resources, as you can't obtain sand or gravel from the surface.

Phase 2: The water update

surface lakes: small randomly shaped bodies of water that the player can swim through. Slows movement, but should provide a supply of water, and the player should be able to fish in surface lakes. The bigger the lake, the less likely you are to wait a long time to catch fish. The player should have a way to build these as decoration, food supply, and as a defensive mechanism. surface lakes can also occur in caves.

swamp lakes: same function as surface lakes, but the water is stagnate. Has a more potent slow effect yet yeilds more fish than a regular surface lake. The player shouldn't be able to build swamp lakes.

Swamp: this one is self explanatory, swamp lakes surrounded by muddy ground, brownish-green land. large willow trees. Cotton-tails and reeds growing at the edge of the water. Crocodiles swimming in the water, waiting to kill unsuspecting prey.

Real life features:
-large trees
-swamp lakes
-muddy ground surrounds swamp lakes
-dull green-brown ground
-cotton tails and reeds grow in the mud around swamp lakes.
-common fauna: mosquito, crocodile, frog, etc.
-caves are common, but come in the moist variety

my ideas: This one would require surface lakes to be implemented, which is why I've put it off a little. The reeds could be used for paper and the cotton-tails could be used to make cotton.

stagnate caves: caves that are periodically filled with water and silt. Muddy walls yeild mud when broken, which can be cooked to make mud bricks, but there should be some clay veins mixed in with the mud, yielding clay, which can be cooked into clay bricks. Both have the same texture but different colors, and clay bricks are much stronger than mud bricks. There should be a way later in the game to filter clay from mud to get additional clay.

I'll just summarize the phases from now on, since it's not really beneficial to plan that far ahead.

Phase 3: the winter phase

this will be the tiaga and tundra update. This update comes later because it's the least necessary compared to the other 3.

for 0, grasslands provide easy room to build while forests provide lots of building materials, allowing the player to have an easier time building. in 1, desserts provide sand for glass and a new structural material called sandstone, along with cacti that can be farmed. 2 introduces water bodies in the map for a rather important aesthetic and food source, mud and clay for new building materials, and a source of cotton for clothes and armor, and paper for things like maps and books.

3 will only provide a few minute resources, such a snow, ice, ...and not much else. This update is purely for aesthetics and to provide a harder biome to survive in. The cold should make players go hungry faster, and there should be more powerful enemies that come out at night. It's harder to farm or fish because water always freezes, so the player has to resort to hunting to survive.

phase 4: the ocean phase

this phase will feature a beech biome and an ocean biome. The ocean will have multiple underwater "floors" where the player can fight dangerous sea monsters, gather fish for food, and gather up exotic plants from the sea floor. The beech will have no caves, but it itself should be an interesting place to visit with it's own resources. More info to come on this if bast implements anything in the other phases.

phase 5: the elevation phase

The phase would focus on the ability to have upper levels and climbable objects like mountains. I think it would also be cool to enable multi-level building construction and the ability to place stairs that transport you between the upper levels. These updates would allow bast to create other more complicated biomes like the mesa and climbable jungle tree maps.

phase 6: the jungle update

this phase implements jungle biomes with climbable jungle trees. This would allow players to build tree-houses. It may or may not be possible to implement this, but I'm putting it in here just in case.


Anyway, that's what I think the order should be, assuming bast will be adding other biomes. Let me know what your ideas are and which biomes you think should go first or last
4y ago
Hi bast wile i do have this junk chrome book i alos have two phones both nndroid one bran new the other less then a year .
Anyway the same issues i posted about under bugs are still accuring so ill tell you how Using android to see the issue .
OK so First the colony in question is 6 hours 46 mints old this will let you see it IS not caused by how the colony is set up .
so I have just two citys the first only has two colonists the second once i got over 700 colonists now just over 800 colonists Every time payroll comes around the colonists just disapire .
now first Housing stats show every thing green value around 90 % structural 100 % accessability 100 %
entertainment 100 % education 100 % medical access 100 % daily commute 80 % or so --safty 100 %
food 47 k water 280 k so as you can see every thing is covered.
now every time payroll hits the number of colonists goes back to 0 just like was happing in my other colonys what starts it or why it just stopped in my other colonys i cant say I can say ITS not because they are leaving or Just because some die .
But let goto stats now as the colony refills each time rating goes to 100 % its at 96% now total deaths 530 total births 111 GRAPH shows population go from 0 to 800 the 7 or 8 times its happened now
BUT very first thing that happens is health clincs fill up so they come in sick have every thing AT 100 n% makes
no difference .
anyway Use a android phone make a colony gte the population Over 800 be sure all things are covered and you will see your self .
this is not because of set up as at Only 800 colonist every thing is right next to housing .
again as to why it starts or what makes it stop i dont know but its a reacuring issue .
And any larger colony it hits then you will defintly hear about it from other people lol
ps colonists dieing so fats that i have over 500 deaths in 6 hours yet every thing is 100 % i checked and recheck the 8 or 9 times this has happened But even STILL the whole even takes 5 mints each payroll no way colonist should be able to all up and die in 5 mints even if i had no food or water or services at all that can take hours having done it intentaly i know lol .
4y ago
Hello guys.

Corruption of the insitutions and governance systems is always a challenge in real life.
This would bring us a new gameplay for My Colony - Corruption and Reform.

It won’t get very complicated in terms of concept.

Corruption generation depends on how many politicians/arbiters in your colony. The more politicians/arbiters in your colony, the faster corruption rises.
Arbiters generates more corruption than politcians.
Corruption Threshold Value is the ‘amount’ of Corruption you can ‘hold’, it prevents corruption causing major troubles to your colony. Once exceeding the value, your colony will begin losing resources, especially money that losses at a higher rate.
Most government buildings provides additional Corruption Threshold Value.

To bring down Corruption value, you can use some anti-corruption acts, available at capitol and consulates (and equivalents from other civilizations).
The first way is launching Structural Refrom. This way consumes civics. Reduces all corruption at once, but civic cost is multiplied in the next use.
Another act, available earlier, is the Position Replacement. It requies more civics than the first one, but it does not have a multiplier, the cost only depends on how corrupt the colony is.
If you have a sufficient number of security staffs in the colony, there’s one more action you can do - Wipeout Operation. Costs much less civics to take down corruption, but with a consequence, a random number of colonists will be deported away.

Hopefully you’ll like this idea!
Hello!

I'm pretty interested on how the plot of the game will be going. The first episode looks fine :)
Besides describing the current plot, I'll also make presumption on chapter 3 of the game.

As far as I know, base on information provided by @bastecklein 's messages and posts, as well from the game itself, that is the current plot.

Chapter 1: Lunar-3 Prison Facility
Frank Munson (player) is mercenary hired by LIS for conducting covert operations against United Earth military. However, 4 years ago, due to an unsuccessful mission and betrayal of his squadmate (bribed by United Earth intelligence authority), Frank ended up imprisoned in the top security block of Lunar-3 prison facility, under command of a legendary member of Space Marines, the most ruthless chief warden of this prison in history, the "Dogface Boy".
Yet Frank had not yet gave up his life and free will while his stay in the prison. Eventually he had his extremely rare chance of escape at the time when Human Civil War was at the peak. While a lonely security guard was on a regular routine checking Frank's prison cell, the guard was killed by Frank, at the blind spot.
With the pistol looted from the killed guard, Frank began his breakout from his prison cell. The top security block was surprisingly underdefended, he managed to breach the containment in no time, escaping to the other blocks of the prison. His next stop? The maintenance block where he could obtain a detailed structural map of the facility.
He got what he wanted in the maintenance block, quickly he planned his escape route, which he could maximize his chance of survival by bypassing major security checkpoints, obtain supplies he needed for breaching the security, and paralyze the critical functions of the prison facility. Just like the way he used to be in the old days when he infiltrate military facilities.
Frank's escape plan progressed successfully and did stir up large chaos in this heavily guarded facility. While most security officers were confused by the strange traces of Frank, Frank's escape had caught special attention of the chief warden of the prison facility. Dogface Boy knew the exact place Frank was heading to - The supply dock of the facility.
Eventually Frank was intercepted by the ruthless chief warden. However, after a lengthy battle, which left the corridor in front of the transporter room in complete disarray, Dogface Boy was mortally wounded when he caught a class 3 rocket square in the face.
At last, Frank escaped using the teleporter of the transporter room, sneaked into the Galactic Freight cargo ship The Pegasus - which was heading to Earth.


Chapter 2: Cargo Ship Pegasus
(detailed info not known, hence much less info is here)
Frank infiltrated into the ship and made his way to the bridge of the vessel. The captain of the ship, Wurm (ex-member of United Earth Space Marines) was shot and the ship was destroyed by Frank upon emergency landing on Washington D.C., the political capital of United Earth.





How would Chapter 3 go like? (presumption)
Here is my presumption on the plot of chapter 3. Since this is presumption, please don't take that serious.

Chapter 3: Washington D.C.
As the emergency report from Lunar-3 and the distress message from Pegasus before its destruction were received by Earth capital security agency, the military police on Earth were already prepared for recapturing the dangerous convict Frack Munson at the landing spot. However the self-destruction of Pegasus was not expected, which had distracted the military police. Frank managed to break through the first layer of containment and headed deep into the center of the city, preparing for his bold plan came up with while he was on Pegasus - assassinate the President.
Shortly the officials of the city announced a emergency situation in Washington D.C., kicking up the alert level of the city. At the same time, the capital security agency deployed a Space Marines team led by Arms McGee to guard the White House.
Every streets and alleys of the city was soon stationed with military police and heavy vehicles, nevertheless, Frank destroyed the defense lines one by one. Eventually he reached the White House, which was guarded by the Space Marines.
A tough battle was fought between the veteran mercenary and the well-equipped Space Marines. After an hour of battles that had almost torn the white house apart, Frank pushed forward to front of the bunker under the White House, however the last line of defense was guarded by Arms McGee, one of the most experienced officer of Space Marines.
A battle between two real man, as described by McGee before his last heartbeat. McGee eventually lost in the duel, he had both of his mechanical arms crumpled and his chest pierced by countless bullets.
At last, Frank broke into the bunker where the President was hiding (and livestreaming his presidential campaign), shot the President to death right at the scene.


Postlogue?
After the assassination, using the roughly intact communication device in the bunker, Frank sent his last message to LIS and his ex-squadmates. Afterwards, he once again picked up his weapon, attempted to fight his way out of the city. At last, he was surrounded by helicopter gunships in the suburbans, reduced to ashes under intensive rocket fire and bullet showers.
United Earth, despite able to stop the rampage of Frank Munson, however what they had lost was far more than that. The tragedy of President's death demoralized the United Earth military at the battlefronts for a while. The massive casualties caused by Frank was not easily compensatable, especially the loss of 3 legendary members of Space Marines, disruption of the Lunar Run supply line due to destruction of Pegasus, and an almost nonfunctional prison facility.
I have compiled a list of QOL and Structural improvements to the game that (I believe) would be amazing to have. List is alternately colored for easier reading. Here we go:
When creating a structure, rovers will automatically prioritize building the structure over collecting resources.
Path finding for rovers will prioritize taking pavement over no pavement to their destination.
Optional flashing effects for rovers on their voxels(Could be used to signal authority, or to move colonists out of the way in the future) OPTIONAL
A realistic animation for the lander pad, such as a small space ship landing then departing after colonists are offloaded. Changing the "generation" speed of the building would also be essential to this. This would also open the door for custom building animations!
Why is water a utility but food is not? I suggest either changing water back into a resource or making food a utility too, for organizational sake.
Pavement places between two buildings sometimes doesn't build, and even when it does, it sometimes just vanishes into thin air. Would make an amazing party trick, but not a good game mechanic.
Individual selection for drop-off points for resource collecting rovers(Preferably some sort of selection on the map, maybe highlight possible places in green)
Voxels can be made into the -y axis, allowing for holes in the voxel models, and realistic depth.
Some sort of better construction animation, instead of the building emerging from the ground like the undead.
That about wraps it up! I made this while extremely sleep deprived and after a long day at work, so I'm sorry if i come off a bit demanding/dry, but these are only suggestions! Anyways, thanks for reading!

1y ago
I'm sorta not a good person to ask that, but It depends on your faction.

LIS on the Ice World is the hardest experience you're likely to have in the game so far. Crystalline needs to be processed for power, your only source of it for a LONG time. Crystalline will later run out, when you also need a decent Rum production line to plant more crystalline to keep the lights on.

Zolarg on the Ice World, on the other hand, is a bit tougher, since Crystalline is used to make sugar, which will eventually run out also if you also don't make more rum production to plant more crystalline so you don't starve all your people to death by accident.
Granted, this can easily be circumvented by sending 3 million food via a capitol or consulate equal to level 5.
This can make Zolarg easier than the LIS hands down as at the end of the day, if you do it right, you shouldn't need to import food for a long while, unless you started with anything less than a Small+ or Abundant resource world and wasted time in not rushing the tech tree as quickly as possible.

It DOES however make it very hard to get overzealous with expansion compared to the easier worlds where over-expanding isn't as heavily punished.

In Ice Worlds, if you run out of Crystalline at any point and can't mine anymore, you are completely done for. That planet will never progress further. Ever.

If there was a loss condition, that'd be it for Ice Worlds, since you can't buy Crystalline in any capacity, and I'm actually unsure if you can gift it to others.

In short: No other planet-type even holds a candle to Ice Worlds for difficulty and it's all due to the lack of being able to trade Crystalline.
6y ago
Something that would be helpful is a "sort by size/shape" function, so i don't have to remember, say, which building is 3x4 and which is 2x3 and i can quickly find something to put in the weird shape I just created.

I'd love to see more consistent coloration in the building-free zone map. pubs and distilleries are orange which is great but other entertainments are red like production and residential buildings, which makes it difficult to see at a glance if you've got your block set up right.

a "newly available" building sort feature would be great if it could pop right after you buy a tech or hit a necessary milestone. even just a "you have new things available to build," because sometimes you buy the tech but don't have xyz other condition met so you wouldn't look for something that's not available yet.
I'm using Native Client on Windows with Build v0.46.0.

There's no real steps to replicate this as it just happens.

Bug 1:
Many times I click on a building's worker list and find less people working there then listed.

Example: A building listed as 40/40 workers when clicked will only show 3/40 workers and the listed number is updated.

This is quite annoying and hurts production. I can't find a real fix as I have enough unemployed people to fill in all the jobs. Sometimes the employee list will have some people listed as "Unemployed" even though they're on an employee list.

Bug 2:
At random almost all of the production buildings stopped working properly even though they had workers and 100% condition. The buildings produce much slower then they're supposed to or not producing at all. Clicking on the employee list will fix it temporarily, but they can still glitch again. This only fixes individual buildings and this a massive issue for larger colonies who have a lot of these buildings.

This bug can also be combined with Bug 1 above, meaning a building not working could have you click on the worker list and find the building not having the amount of workers as listed.

Edit: Apparently this has been happening to at least a few people. I would like to point out that this can be considered game breaking as these can top production of vital colony resources(Food and water) and can lead to a colony failing.
6y ago
Wardog said:I'm using Native Client on Windows with Build v0.46.0.

There's no real steps to replicate this as it just happens.

Bug 1:
Many times I click on a building's worker list and find less people working there then listed.

Example: A building listed as 40/40 workers when clicked will only show 3/40 workers and the listed number is updated.

This is quite annoying and hurts production. I can't find a real fix as I have enough unemployed people to fill in all the jobs. Sometimes the employee list will have some people listed as "Unemployed" even though they're on an employee list.

Bug 2:
At random almost all of the production buildings stopped working properly even though they had workers and 100% condition. The buildings produce much slower then they're supposed to or not producing at all. Clicking on the employee list will fix it temporarily, but they can still glitch again. This only fixes individual buildings and this a massive issue for larger colonies who have a lot of these buildings.

This bug can also be combined with Bug 1 above, meaning a building not working could have you click on the worker list and find the building not having the amount of workers as listed.

Edit: Apparently this has been happening to at least a few people. I would like to point out that this can be considered game breaking as these can top production of vital colony resources(Food and water) and can lead to a colony failing.


I am having the same problem with my note 8. I love this game but these issues make it unplayable. Please fix!
6y ago
yes i believe it's in some kind of loop.. the cpu core just stay in 100% (1 core) so in my case i have quad core so total cpu would be throttled at 25%.
os 32 bit, usable ram 3gb
under normal condition the cpu never stays at 100% (1 core)..

when saving, the memory usage suddenly spikes then chrome goes aw, snap screen, thats when i guess the memory give up.
but this case, i just load the game, and then seconds later it just hangs, cpu at 100% 1 core.

any ideas?
6y ago
I've logged in to my colony for the first time since last update. I've red that as a new feature, some storage buildings are needed for certain materials which previously weren't, among the other changes. So, next thing I've found out in the materials list is a yellow '!' symbol in the aluminum slot showing '0/0' where before the update, it showed '10.000/25.000'. I had my aluminum refinery Deactivated because I had already mined all the aluminum on the planet, so it seems to be related to the new storage condition?

The platform: Android
Version of My Colony: v0.50.0
On a Xiaomi mi5
6y ago
Same issues as described above. (Windows 7 64bit, Locally installed client, Build 0.50.0)

1. Unemployment and total jobs in Stats does not match actual unemployment and population of colony.



2. However, if I click "U" it lists a bunch of unemployed workers, most of which are hired to buildings.

3. If I look at a resource building and it says 6/18 workers, when I click to see the list of workers there will be duplicate names that say unemployed...but they work there? Can't move or hire anyone to this building while in this state.


4. Due to #3 the buildings will sometimes stop production as well. I did verify 100% condition and active.
**Not same building as previous screenshots, but it still had the same issue as #3**



6y ago
After updating ver.0.52, it was fatal to surround the area with "wall" of the "decorative" tab.
If there is a "connected wall" on the movement route, if there is a mass which becomes a gap of the wall, it goes to the destination through that mass.
When the bot moved, if there was "a mass without a wall" functioning as an entrance or exit, it could move inside and out of that area.

Was the condition for executing the detour operation more stringent by updating?
Regardless of the working point or return point, if there are long walls, the bots collide and stop moving.
If you click on it and look it up, the status will be shown as idle.
Some bots are working, but the green line indicating the destination is moving quickly. (I believe this is re-searching the destination)

"Wall" says to organize colonies and guide the traffic of the bot, as explained, but this does not help anything.
However, other buildings are avoided and moved.

Because the destination is in the screen, is it not it?
Is it impossible to use walls?
6y ago
I have 2 ancient temple on my map, and each time they go to 99% condition, they ask me a bill of aprox $600.000 to be repaired!!! It's just crazy. So I'm thinking about destroying them...

Any thoughts on this? Anyway, I have very few tourists around. I don't get more than 30 with room for 2796 of them (a hotel and a large resort) and a population of 5143 people.
6y ago
I would keep them as long as you have the room, 600 isnt much as you get later into the game and you don't need to repair them all the time. I personally just like the looks of them, don't really worry about their condition.
6y ago
bull5150 said:I would keep them as long as you have the room, 600 isnt much as you get later into the game and you don't need to repair them all the time. I personally just like the looks of them, don't really worry about their condition.


How do you skip repairing them? I repair all my buildings at once in the colonial assembly. Anyway, if I let them without care is to finally let them fall down, otherwise the repairing bill at, let's say, 50% damage must be unaffordable.
6y ago
You need to build a consulate (tier 2 version I think.) That will give you access to an option fully repair all your buildings at once. When you do build a consulate I would put it on the same screen as the center of the colony so you can access its many useful commands quickly. Same with the Galactic board of trade, import/export buildings like the rail gun, and the capitol if you ever d3cide to declare independance.
5y ago
The planet terraforming atm don't have much sense. Few hundred of heavy industries (like adv robot) should don't have the power to increase the atmosphere like a open faucet in a bathtub.

Is to easy to increase atmosphere, is far to ease to decrease atmosphere (but.. in region map balance the atm is a mess).

All concept below born for the necessity to decrease the atmosphere production, in order to require weeks if not months for increase the atmosphere in the hardest map, and be very very hard to decrease it artificial way, in order to require work "before" the situation become unmanageable.

Suggestion:

Gravity-dependent atmosphere

Maps with low gravity, should have a decrease atmosphere coefficient every min, map with high gravity should be very hard to decrease atmosphere.

Asteroid: no way someone cold build air in this condition.. at least without a big overlying shield.
Decrease coefficient 100% (all air produced disappears)

Lunar: very very hard to increase air, but.. in some moon (not earth moon), is possible with huge effort.
Decrease coefficient 50%

Red Planet: Mars don't have earth gravity (and other stuff, like a magnetic poll.. and other UV shields, even with air we will fry without suit), but with some effort is possible.
Decrease coefficient 20%

Earthlike planet (eartlike, forest world, sugarland, ice world, desert world, water world), all planet similar to the earth, should be just fine.
No coefficient, all the air remain on the planet


Abandoned world: i don't know why, but i am imagine this planet, like a huge planet
In this case, when the planet have more earth gravity, the decrease atmosphere building should have a penalty.

Lava World:
The worse planet, in this situation should be impossible to decrease atmosphere, since will be the planet in self to produce it.

Update for terraforming building:

All building with the ability to increase / decrease atmosphere should be decreased by at least 20/30 time (es: the Ancient Alien Condenser shouldn't be able to remove large quantitative of atmosphere , since should be able to remove just the water from the air..)

Insane. Atmosphere Gen
The easy way to increase a planet atmosphere, in theory, is to detonate nuclear weapons in the poles. I just suggest to change or adding a new building, with the ability to increase the atmosphere by nuclear detonation. Easy graphics, just a silos, consume uranium / steel / microchips and some rum for the propulsion.

Should be able to operate only until the atmosphere reaches 10/15 millions, not over

Large Atmosphere scrubber
For clean the air, we will need insane large / tall structure, not fans able to change the air in a pub.
Building like the Space Elevator, maybe 4 elevator group together, black or golden varnish, able to produce large quantitative of helium (the only gas in game), of course will consume insane power, like 500k.

Should be able to operate only until the atmosphere reaches 5 millions. not below


Atmosphere effect

For now.. something simple:

If the atmosphere is below 500k, colonists will not have enough air for breathe properly, move will become more difficult (increasing the fatigue), and they will consume more food.

If the atmosphere is over 15M, colonists will not have enough clean air for breathe properly, move will become more difficult (increasing the fatigue), and they will consume more food.

4y ago
Ansom said:

Maps with low gravity, should have a decrease atmosphere coefficient every min, map with high gravity should be very hard to decrease atmosphere.

Asteroid: no way someone cold build air in this condition.. at least without a big overlying shield.
Decrease coefficient 100% (all air produced disappears)

Lunar: very very hard to increase air, but.. in some moon (not earth moon), is possible with huge effort.
Decrease coefficient 50%

Red Planet: Mars don't have earth gravity (and other stuff, like a magnetic poll.. and other UV shields, even with air we will fry without suit), but with some effort is possible.
Decrease coefficient 20%

Earthlike planet (eartlike, forest world, sugarland, ice world, desert world, water world), all planet similar to the earth, should be just fine.
No coefficient, all the air remain on the planet


Abandoned world: i don't know why, but i am imagine this planet, like a huge planet
In this case, when the planet have more earth gravity, the decrease atmosphere building should have a penalty.

Lava World:
The worse planet, in this situation should be impossible to decrease atmosphere, since will be the planet in self to produce it.


Hi @Ansom!
Really like your idea about it!
BUT very sure you’ll need something to resist the atmosphere penality in order to protect your colony...
So here I would suggest something here:
Electromagnetic AtmoDome Generator
Decreases the atmosphere loss penality by 20%.
Eliminates the self-atmosphere generation effect of the planet on the colony.
For Alpha Dracos and Insectnoids...
Atmo-Magnet
Atmosphere Trap Projector Node
They also do similar things.

Also, with something like a planetary gravity adjuster to 100% eliminate all sorts of atmosphere penality.
After several weeks of work and dealing with a suspension from Google Play, My Colony is back with patch v0.98.0, the Zolarg Update! The Zolarg have long lagged behind the Human races in terms of content, and they are still behind with this patch, but the gap is closing, and will continue to close in the months ahead. But this is a good step in the right direction, as this update adds 20 new structures to the Zolarg lineup, as well as a couple of new techs and units, and access to the Abandoned World map. There are a couple of other goodies thrown into the mix as well, so let's take a look at what is new!

Firstly, My Colony is now available to players on the Kongregate platform, which you can find by clicking here. So if you get a new commonwealth member who plays on Kongregate, be sure to welcome them to the My Colony family!


Next up, there has been a long-standing bug related to Entertainment, Medical, and Education stats on certain buildings. This was only reported by certain players, but after finally isolating the bug, I believe more people were probably experiencing the issue, even if they did not realize it. Essentially, a certain condition would lead to a routine in the code that was supposed to check if a building had more guests/students/patients than the building allows, and instead of a greater than symbol in the code, I had accidentally typed an equals sign, which was altering the in-memory game definition for the building class in question, changing the number of guests/students/patients that the game thought the building allowed. This would actually have far reaching effects throughout the entire colony, making entertainment buildings think they did not accept guests, and so on. The game would be fine again once the game definitions were reloaded from memory, but would get messed up again during gameplay.

So anyway, that bug is now fixed. Things like that are easy to miss when there are tens of thousands of lines of code to deal with! Really though, the impact should have been pretty deep on most colonies, so do not be surprised if there are changes to the way the simulation runs now going forward.

I have made a tweak to the existing Zolarg Customs Processing structure, increasing the rate that it receives tourists by about 2.5x. It was just taking forever for new Tourists to arrive on Zolarg maps, and there was no real reason why the building needed to be so slow to begin with.

So now we move on to the new Zolarg content. Since there is so much, I am just going to list everything out and then offer an overview in the following commentary.

New Techs
  • Mega Construction
  • Insectoid Dominion

New Units
  • Regobug
  • Etherbug

New Structures
  • Polished Water Vats
  • House of Running Rum
  • Labor Camp
  • Megamound
  • Potterbug's Mound
  • Deluxe Command
  • Unholy Tower of Stuff
  • Glazed Mound
  • Smart Power Spire
  • Quantum Slab of Processing
  • Quantum Wet Cone
  • Quantum Circuit Foundry
  • Unholy Gold Grower
  • Crystalline Growth Chamber
  • Tower of Truth
  • Antanium Blast Furnace
  • Ether Powertube
  • Designated Swim Area
  • Regolith Incinerator
  • Pot of Ether
To start with, I wanted to address some of the long-standing complaints with Zolarg maps. One of the big ones was the super low giftcap as compared to other civs. With that in mind, Zolargs have gained another upgrade to their Capitol structure, the Deluxe Command.


This brings the Zolarg gift capacity up to 500,000,000, which I believe is reasonably sufficient for any colony. Likewise with storage, Zolarg get another large boost with the upgraded Unholy Tower of Stuff, which has a capacity of 3,500,000 for most goods.

For power generation, Zolarg gain two new power plants, the upgraded Smart Power Spire and the new Ether Powertube. The Ether Powertube is the most powerful, offering 12,000 power generation, but it requires Ether to operate. This is no problem on the Abandoned World map which the Zolarg can now populate, but the structure will otherwise require receiving a gift of Ether or purchasing it from the GBT. There will be more Ether specific structures coming to the other civs as well, and I plan on adding other map-specific resources to other planets too, as I have previously outlined a few months ago.

For those who can't get Ether though, the also-new Smart Power Spire still offers 3,500 power generation, making it no slouch either. Realistically, it would only take a handful of Smart Power Spires to run a full medium sized map.

Zolarg can now be played on the Abandoned World map, which required the addition of the new Regobug and Etherbug, as well as the ability to convert Regolith into Ore using the new Regolith Incinerator.


Now I would rate a Zolarg Abandoned World as "not for beginners," as without proper management, you will quickly run into shortages of Food, Water, and Sugar right off the bat. Ore production is also expensive in terms of Sugar and Regolith, at least until you unlock other Ore generation methods. It is the only map though where Ether can be obtained (for any civ), and it should be fully playable once you get past the initial stages.

Zolarg Alien Tech gets a boost in this update, with much needed "quantum" upgrades for several existing structures. Zolarg also gain Pottery production, automated Wood harvesting (through the new Labor Camp), and automated Crystalline generation (through the Crystalline Growth Chamber). All of these changes make running a Zolarg resource farm a lot less of a chore than it was before.

Obviously there is still a lot more to do with Zolarg, but this update does make it a lot better. Once Zolarg are up to speed on most of the resource generating buildings, they will also need to be filled out with regular diversity type buildings. Things Humans have that make a colony not look so uniform and bland, multiple ways to create and use resources in different combinations. This will all come, it just takes a bit of time!

So there is still a lot more coming for Zolarg in the future, but not in the next update. v0.99.0 will be focusing on the Reptilians, and they will be getting a similar "shot in the arm" that the Zolarg just got in this release. Following that, My Colony will finally be hitting v1.0.0, and I am going to finally stop calling it Beta. I figure after 100 feature updates and countless platform-specific bug updates (152 on Android alone), the game can finally be referred to as 1.0, lol.

To celebrate the 100th feature release of My Colony, I plan on doing a special public edition of the My Colony podcast, where anybody in the community will be free to join me for the recording session, as we discuss the past 3 1/2 years of My Colony and talk about the future! I am either going to use Discord for the recording, or embed recording and group voice capabilities into the My Colony streaming mechanism and record the Podcast while I stream gameplay. I haven't decided yet, but after research, I think adding the capabilities to the site would be trivial. It's just a matter of whether or not I want to take the time to implement them :-/

So anyway, that is all for today's update. It should be rolling out to all platforms over the coming days, so be on the lookout! As always, leave your feedback and suggestions, and stay tuned, because there is a whole lot more My Colony to come!
4y ago
H3110 guys! :3

When looking at your planet, no matter on what planets, you might feel your colony is somehow, lifeless.
I do mean, even with trees, something is missing on your plot of land...
Meanwhile some developed colonies - While the colonists suffering from the factory smokes and dust, inside their heart, do they want something green and lively?
Or, colony commanders. Do you want new challenges fighting between the nature and your brave conquest?

Here, I have come over with something new inside my mind -
WILDLIFE & ECOLOGY!

  • NEW ECOLOGY SYSTEM
    Ecology would be the new challenge to be introduced to the players, you have to manage your balance between natural environment and your colony development. Ecology is activated once you have reached terraforming stage 3 (vegetation stage, which you unlocks trees), and this will gradually becoming the concerns of your colonists.
    Ecology is evaluated as the follows:
    • Carbon Emission
      This is a very classic evaluation factor. Once you have unlocked ecology, industries and colonists begins generating carbon emissions. Mind that carbon emissions accumulates over time. Once you have reached a certain extent of accumulation, here comes Mr. Global Warming, and you know the rest of these...
      You can lower the net carbon emission through atmosphere scrubbers and plantations such as sugarcanes and trees.
    • Nature Reservations
      Nature reservations means how much greening or nature objects you have kept inside the colony. This includes (non- hostile) alien lives, trees, lawns, greened buildings, e.t.c. The more you reserved, the more your colonists satisfied with the environment.
      Zoos also counts into nature reservations.
      Green dome doesn't count.
    • Pollution
      Everybody knows what's pollution, right?
      Pollution is counted by trashes.
    The ecology rating can be counted by:
    Nature Reservation Points (NRP) - Carbon Emission Points (CEP) - Trash amount
  • REWORK TERRAFORMING
    Let's say, the terraforming system needs re-design.
    The 'atmosphere' in the game is not specific enough, it can actually also referring to alien unbreathable atmosphere.
    Adding earth atmosphere onto the existing atmosphere seems not a wise concept too. It may cause atmosphere overpressure.
    This time, I'll show you my ideas that will bring a more logical terraforming system.
    • First, the atmosphere is removed from a member of resources.
    • Terraforming will be determined by Planet Type. Each planet will require different extent of terraforming to unlock new items.
    • Terraforming is divided into different parts and are counted by various Terraforming Points (TP).
      • Temperature (degree Celsius). Increased by colony activities, volcanoes, geysers and AtmoHeaters. Decreased by AtmoChillers and ice. Heat production is multiplied by carbon footprints but can be reduced by natural water bodies or artificial one.
      • Atmosphere Pressure (kg). Increased by AtmoGenerators. Decreased by AtmoPumps and Atmosphere Condensers.
      • Atmosphere gas (%). Alien gas can be removed using AtmoPumps or converted into Breathable Gas using Atmoconvertors. AtmoScrubbers and AtmoFilters removes pollutants. Atmosphere Condensers removes any type of gas slowly.
      • Soil condition (%). Once the atmosphere can support microbe activities, you can begin improve soil using Bacteria Farms.
Here is a basic/quick rundown of the new approval rating system coming in v1.0.0 of My Colony. More will be explained in the eventual patch notes.

Overall approval rating is basically a sum of all of the land value ratings of all buildings in the game, +/- global approval impacting factors that come from policy settings or (eventually) atmosphere/trash levels.

There are several impacts that approval rating has on the game. Firstly, when colonists are choosing houses, the game sorts all houses in order of land value from best to worst, and the best houses fill up first. So colonists will only live in the lower-values areas if nothing else is available.

Secondly, once overall approval gets below 30%, a certain percentage of the population will be rioting, with that percentage going up, the further down approval goes. The % of people who are rioting will not be working, so that will impact your production. So basically, if your overall approval is above 30%, there will not be a direct impact on production, other than the fact that houses with low land value may not be occupied, and so nearby factories may not have enough workers.

Individual structure value is determined different for residential vs commercial type buildings, and by a combination of both for buildings that serve as both.

All buildings value is dependent on building condition, accessibility (whether or not it can be accessed by the pathfinder), and safety (crime level, which will be coming in a future update).

On top of those factors, a residential building is rated by average distance to worksite (commute), medical coverage, education coverage, and entertainment coverage, average salary of the workers vs global average.

Commercial buildings are also rated by availability of customers.

So all of the above factors combine to give the building an overall land value, and all of those values combine for the overall colony approval rating.
4y ago
Today the finishing touches are going into My Colony v1.2.0 and the patch should be hitting all platforms and app stores over the coming days. Although this is v1.2.0, it's really more like v1.0.0 Part 3, as it mainly features more cleanup from the fallout of the major engine changes introduced in the v1.0.0 patch. It is my hope that, with this patch, the engine changes are mostly stabilized and I can finally move on to some more interesting updates. That said, there are also some new structures and features coming along for the ride in this patch, so let's take a look at what is new!

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

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

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


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

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

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

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

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

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

So anyway, that's all for today's update. Hope you enjoyed it, hope you all had a Happy New Year, and stay tuned for more!
4y ago
Nano Nerve Clinic
Come and try the latest mind-comditioning therapy in this high tech Nano Nerve Clinic - When nanites diffuses into your brain to condition the nerve flow, any unhappiness and depression are washed away like magic.

That’s for entertainment, for sure.

Alter of One Mind
‘We are one, we are many.’ The pursuit of ultimate unity for ages will soon be achievable with this Alter of One Mind, where nanites carrying Antaura infuses into the bodies of little insectoids. They may lose some memories, but what’s better than having a super-smart brain competitable to a quantum computer?

Another idea for education, much smaller as 1×1.
Hello guys.

Behind the strength of each civilization and nation, they have their own secrets.
UE have been looking very ordinary in the galaxy, no technology stand out from others at all in the world where technology is in fience competition.
But actually, they have been hiding their secret for long, since the early days of the United Earth. Even the Galactic Empire and sneaky Alpha Draconians don’t know they are secretly extracting a new resource unknown to the galaxy...

Here goes the story.
When the archaeologists first discovered the ancient alien remains on Mars, they had discovered one piece of secret artifact of the Ancients - “Black Sphere”.
However that piece of artifact was sealed very well, it was protected by multiple unknown ancient codes, leaving the mystery not revealed.
About four years before the establishment of United Earth, the archaeologist Gaia Jane discovered the sequence of the ancient code on the seals of “Black Sphere”.
What the “Black Sphere” hides is a data bank. The data bank tells the secret of extracting an unnamed mysterious substance.
The substance was later named as Gaiarium.
Soon this mysterious substance became the secret weapon of United Earth’s conquest of Earth. It was made into highly durable armours (but not hard as triantanium, at that time even antanium was not discovered) by mixing a tiny mass of Gaiarium into alloys - It had confused many warlords at that time, why UE liberation forces are such highly resistant to solid bullets and even grenades.
Later the Gaiarium was used in all security infranstructures, and equippments of Space Marines, giving them incredible strength - that’s the origin of the iron fists of United Earth. However, the construction crews and Space Marines don’t know the existance of Gaiarium.
The secret was well protected, beginning from the discovery of this substance. The scientists discovering them were assassinated under the secret agenda of the United Earth General Assembly, and assign the secret to their own military engineers and high officiers, under the extreme supervision of intelligence departments, to prevent their secret of iron fist strength, discovered by their enemy - League of Independent States, and even the most supreme nation in the galaxy - Galactic Empire.
Indeed, even the Galactic Empire don’t know the existance of Gaiarium, because nothing similar to the “Black Sphere” were found since then, and because of the flawless intelligence protection of United Earth.
Some years past away. United Earth Secret Lab Authority submitted a proposal to the United Earth General Assembly.
“Our only secret extraction base in United Earth cannot meet the vast demand for Gaiaium by such many departments in our nation. Shall we allow our colonies to produce Gaiarium, to increase the production rate, in order to sustain our neccessary consumption to maintain our strength. As well allowing us, the Secret Lab Authority, to research more purpose of Gaiarium, using our foreign colonies for experiment.”

After several monthes of debates, the General Assembly accepted the Authority’s propsal. Trusted colony governors shall have right to access to Gigarium, but the condition is, they shall face more supervision from United Earth to keep the secret highly confidential. Further usage of Gaiarium must be approved by the Authority in order to implement them.



The Gaiarium Technology will be the centre of the series, about the usage and utilization of the mysterious substance, which, it has much higher potential than the crystalline.

In the next post, I’ll introduce the actual in-game implemention ideas of Gaiaium.

[Archieve Closed]
[Commentries enabled]

ACC 7-7: Changes

What a sitting was yesterday in Colonial Assembly! Chair tried to calm down right honourable members of the Assembly, rather in vain, and one could even hear shouts like “treason”, “off with him”, and so on in the debating chamber.

And why all this?

During the yesterday morning session a motion has been proposed to sever ties with Restoria’s metropolis, Commonwealth of homey and changing it to the Commonwealth of Bait. As was stated in the motion paper, there was a risk of lack of effective communication with Commonwealth of homey. Restoria’s Administration was afraid that this state of affairs was dangerous for such a young, small colony like ours.

However not all honourable members of Colonial Assembly shared that view. Those not in an Administration majority accused the rest of – to say it simple – treason. Opposition leader The Hon. Eustace Cary MCA argued that a big part in putting such motion on the table was that there where other High Powers willing to accept colonies under their leadership in exchange for some gifts.

Majority leader The Rt Hon. Elias Coffyn MCA stated that indeed there were gifts involved but not for ruling officers, as was implied by the Opposition, but for the good of the whole Colony. It was – stated Mr Coffyn – a matter of utmost importance to seize such opportunity in the interest of Restoria.

The Opposition, however, seemed to remain extremely critical. Administration asked Chair for a short adjournment. As The Chronicle understands, during this pause, majority leader and Administration’s whip made concerted efforts to ensure unanimity, albeit to no avail.

Finally there was a division in the afternoon which Administration won by 9 votes to 3. No one abstained. Without further a-do the Restoria Allegiance Bill was sent to the Lander for assent and almost at once Chair of the Colonial Assembly received a formal note from the Lander stating that assent was given. Bill became Restoria Allegiance Act.

The events developed onward astonishingly quickly. Formal diplomatic note was sent to the Commonwealth of Bait right after the Lander note was received and it was immediately responded to with acceptance by the Commonwealth of Bait's government. So Restoria became a colony of Commonwealth of Bait. And all that in a matter of fewer than 24 hours!

The Chronicle can disclose now that right after establishing fully-fledged Transmission Hub, a message has been sent to the Commonwealth of homey but there was no answer. This information has been told us by a source close to the Administration on the condition of anonymity.
4y ago
Draconian Automatic Market
Where the Draconains can bring their things to exchange something else they need in this automatic market. But of course, the exchange ratio is always unfair. Never underesyimate the trickness of business runs under reptilians!

Randomly consumes a little amount of a resource, it’ll produce another random resource and money.

Draconian Construction Yard
The construction yard is the basic structure for managing and planning any larger construction in any Reptilian colonies - It is the only place you can build Floating Constructor, the bigger brother of construction probe.


Floating Constructor (Unit)
The Floating Constructor has larger construction capability than any average construction probe, which they are able to create massive, amazing structures for Alpha Draconain colonies.


Larger Automated Hydroponics Lab
A larger, multi-deck hydroponoics lab for growing more food for larger populations.

Serves as the modest upgrade for the Automated hydroponics lab.

Draconain Crystalline Refinery
An all-in one automatic facility, combinding gold grower, aluminium grower, crystalline enrichment, e.t.c, which will harness the power of crystals to bring you a wide range of minerals! Requires robot to operate and tinker the machines.

This is a real industrial class refinery, for larger development scales. Before you have this thing, most importantly you should have a stable source of crystalline.

Global Raw Material Extractor
Known to be the most powerful experimental class mining drill in the world, nothing in underground will escape the awesome power of thr Global Drill. This thing can hollow any minerals inside a large asteroid within weeks. However because it’s too powerful that it may destroy the entire planet, it still requires some control measures, so it hires robots inside it.

Serve as the upgrade of Raw Materials Extractor.
Trivia: Alpha Draconians might have used that as a weapon...

Ether Crystal Farm
Ether can help crystalline grow even faster under extreme radiation. With this machine you’ll be difficult to use up the amount crystalline it produces. However because ether is unstable with unknown reactions under the condition which the Farm works, it needs 24 hour control under the frequently-updated softwares and robots.

Better crystal farm - Which the automations makes it possible to yield more than before!

Interstellar Starship Relay Station
The logistic network is always the important lifeline of any large commonwealths, because you’ll always need to transport important materials and human resources around. Where the important colony is, where this facility lies to resupply the transport vessels. Robots are hired to ensure high task efficiency.

Literally a spaceport for Alpha Draconians, but without entertainment purpose.
The one with entertainment purpose will be introduced in another post.

Greater Shipworks
Here, harness the power of automations, everything in this shipworks are totally automated. Enjoy the high efficiency it brings.
Hello guys.

It may be a good idea to bring your colony some more challenges, as well as opportunities with random events, though it is not the first time this idea has been suggested.

So here I would like to share my ideas.

In the game you'll encounter a random event periodically, like 4-in-game-monthes interval you'll receive a pop-up.
Usually the event will bring you immediate effects, or a long term effect that lasts no longer than 4-in-game-monthes.
To secure development of the early colonies some events requires specific building(s) or atmosphere level, trash, planet type to trigger. And some events can be prevented by specific buildings.
Some of the events will require your decision, in this case you can choose the outcome of the event.

Here are some of my ideas.
  • Food spoilage
    Some problem occurred in our food storages, causing [loss] units of our food are spoiled.

    The loss is equal to 20% of food you have.

    Prevented by:
    • Quantum Food Storage
    • Subterranean Food Storage
    • Gravitational Compression Warehouse
    • Quantum Supply Pile
    • Unholy Pit of Stuff
    • Unholy Tower of Stuff
    • Advanced Materials Silo
    • Near-Infinite Materials Silo
  • Storm
    A storm have just struck our colony. Our buildings are damaged.

    All buildings' condition -10%.

    Triggered by:
    • Planet atmosphere ≥ 1000000
  • Plague Outbreak
    A massive outbreak in our colony has caused [deaths] colonists died and [sicks] colonists gravely ill. Expect a increase of workloads on medical facilities.

    Death rate is 1% of all colonists you have and sick rate is the rest of 15% colonists you have. Rounded down.
    Medical demands increases by 30% for 2-in-game-monthes.

    Prevented by:
    • Advanced Medical Research Center
    • Ant Paste Rejuvenation Clinic
    • Bloodletting Station
  • Enlightment
    A enlightment movement has boosted our science output!

    Science output doubled for 2-in-game-monthes.
  • Innovation
    A smart engineer in our colony have created innovations which the concepts can inspire our own scientists or we can sell the patent for profit.
    Which way you would like to make use of the patent?

    Instantly provides a sum of money (based on number of techs you have) or a sum of research (that worthes 50% cost of the most expensive tech researchable at the moment.)

More event ideas might be added soon!
Realizing there is a need to figure out the size of a colonist for MC2, I have created a few mockups of potential colonists.


First is obviously a guy in a space suit. Here is a character in an atmosphere condition:


This is kind of the model I started out with before adding hair


Anyway, suggestions are welcome, nothing is final (as always). The colonist voxel is 7 blocks tall and his "feet" make up a 4x2 base.


Let me know what you think. Obviously not every building necessarily has to be to scale with the colonist. Consider MC1 the colonists are basically giant compared to the buildings. Otherwise a colonist in MC2 would probably be 2 blocks tall and not look like anything.
3y ago
Welcome
Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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