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Around 2 years ago I've created this post which is about the unofficial timeline for the world in My Colony.

Since then, our favorite dev @bastecklein had referenced a lot of things in that post when expanding the actual lore of My Colony, eventually My Colony Universe is officially born which connected various My Colony spin-off games together.

Now I've reviewed my long and old post which isn't really something refined (and somehow grammatically terrible), I've decided to create an revised version of it. While refining and altering some context and contents, there will also be few new major events as new additions.
Another major change is about events during the Old Earth era and the time transitioning to United Earth, which I would like to make them slightly more reasonable, though the progress would still be relatively accelerated compared to reality.


This post is very long - it will take some time to read.

Not all details have been officially included canon or actually took place in any games related to My Colony Universe. The actual events may also vary with those mentioned in this post.
Anyways, it's just for reference, I recommend reading it in a relaxing manner. :P
The unit of time measurement is based on Earth calendar.

Time of the Ancients
(Uncertain, estimated to be billions of years before Alpha Draconians)

Once upon a time there was an thriving civilization ruled over the Milky Way Galaxy, which now they are called The Ancients. Even in the Royal Libraries of Alpha Draconians, not much documentations of their unimaginably long history has been recovered, but many of them become legends and folklore among various old and elder civilizations across the Milky Way. The following events are what known to the present-day Milky Way.

👇Just click the text with dotted underline to see the entire section.
Time of the Ancients
The Old Holy Galactic Empire
The oldest trace of The Ancients that can be found in present-day.

Some artifacts from this period reflected worship of pure energy entities, which its sophisticated pantheon have shown distant relationship and influence to cultural and religious beliefs of some races of Milky Way.
Titan War
Perhaps the most well-known conflict in the Ancients' period, it took place around the late Holy Galactic Empire period - A legend of two dominant galactic powers battle for their total domination of Milky Way.
The Titanis was the sole opponent of the Old Galactic Empire at that time, it is a collective of races under the rule of Titans, a race of colossal entities. However, unable to surpass Empire in terms of the ability to manipulate raw energy and matter, the Titans end up defeated and extinct after the war.

Various wartime relics form both Empire and Titanis are discovered. However the reliability of several Titan relics (particularly some Titan remains) are doubted by modern historians and scientists (and even some New Galactic Empire scholars) and the debates still goes on today.
Grand Division of Pharan Empire
Phara was the largest ally of Old Galactic Empire and strongest of the minor powers during the Titan War. However, after a chain of internal political events, the Pharan Empire split into divided Dynasties ruled by their respective Grand Houses.

Most ancient Pharan documentations were permanently lost during the event.
Dark Galactic Empire
The period after the Old Galactic Empire crushed their sole rival of the galaxy and achieved galactic dominance.

For some reason, the Old Galactic Empire abandoned their belief of energy entities, instead, near-fanatical dedication exploring ultimate possibilities of dark matter becomes the major feature of this period.

Despite it is the period after the Holy Empire, unfortunately, information of this period is relatively more scarce - The multidimensional complexity of their relics keeps information in them highly difficult to be discovered and extracted.
Reptilian Exodus to the Milky Way
The first records of Reptilian immigrants into the Milky Way from another galaxy was during the Dark Galactic Empire period. From some documents of Alpha Draconians, Reptilian ancestors started as nomads with only mostly low tech equipment when their "primitive" intergalactic transport landed on the Outer Rim Region.
Empire-Reptilian Conflict
While Reptilians tried to make themselves a new home at Outer Rim Region, Old Galactic Empire was unwelcoming towards the continuous immigration of the Reptilians. As a result several conflicts broke out, but none never end up into a major war.

After several head-on confrontations and negotiations, Reptilians signed permanent truce with the Old Galactic Empire and earned their space of survival, however, the Empire barricaded all the remaining immigrants from entering Milky Way, which the fates of these immigrants remained unknown.
Second Pharan Empire
After millenniums of internal conflicts, Pharans barely reunited themselves, the Second Pharan Empire was established and maintained relative cohesion and peace between Grand Houses for the long period afterwards.
Vanishing of The Ancients
One of the largest mysteries in Milky Way history, which the entire population and objects of the Old Galactic Empire, vanished.
There had been many hypothesizes trying to explain the event, the most popular one being The Ancients successfully achieved certain breakthroughs in science and transcended into higher beings unrestricted by physical plane.

Radioisotopic raw ether are discovered at planets that were once Imperial settlements, which seemed to be remains of physical biomass of Ancients, or a by-product of the process causing the entire vanishing.

Interbellum, Rise of Reptilians and Draconian Era
(4 million years ~ 2 million years before human history)

After the vanishing of the Ancients, over 80% of the Milky Way became unoccupied and abandoned. This is the period many young races rose to reshape the galactic balance of power, but only the Reptilians became the most successful - From the foundations and physical legacies left by the Ancients, Reptilians thrived as the new superpower of the Galaxy, the Alpha Draconians.

Rise of Reptilians
Early Atlanians and Kingdom of Aqua
Atlanians was an aquatic race that managed to civilize themselves during the Interbellum, and evolved into amphibious creatures that has strong adaptive ability to both dry land and aquatic environments.
Kingdom of Aqua was the first period of Atlanian history they begin space exploration and primitive extraterrestrial colonization.
Reptilian Kingdoms
As the scout ships returned bizarre news that the Ancients had ceased to exist, the Reptilians saw their long waited opportunity expanding towards the Central Vortex. Deeply inspired by the Old Galactic Empire, many Reptilians dreamed of building their own powerful interstellar regime. As a result numerous Reptilian Kingdoms with relatively primitive organization were established, completely replacing their original nomadic society within few decades.
Great Reptilian Expedition
After years of preparation, various Kingdoms launched their expedition to the deeper regions of the Galaxy, returning with generous amount of salvaged bounties from ancient ruins and locations of the abandoned Ancient cities.

Later, Reptilians colonized the Ancient cities as their new settlements.
Bowuland Insectoid Hive Tribes
The earliest form of Bowuland Insectoid (Later Zolarg Insectoids) civilization known. Before the period of Zolarg Empire, Bowuland Insectoid breeds were relatively mild and much less invasive, and achieved developing a society with great self sufficiency and sustainability of food, with knowledge of primitive metallurgy.

With no ideas and ambitions beyond their home Gaia World planet, Insectoids of the period had never entered process of industrialization and space exploration.
Unity Movement of the Atlanians
According to an Atlanian legend, conflicts between Atlanian colony Kingdoms were very common, until inspired by the idea of balance and peaceful coexistence started an peaceful unification movement which led to founding of the present-day Confederation of Atlanian Kingdoms.
Age of the Warring Lords
Reptilians had shown great interest upon the relics and artifacts they salvaged form Ancient sites, and discovered the unimaginable potency they hold. Impressed by the power of ancient technology, it gave rise to Reptilian ambitions of interstellar conquest.
Seek to destroy other potential internal rivals, Reptilians entered a long period of most merciless infighting, just to control the Ancient artifacts they have yet to understand how to use them.
Reptilian Unification War and founding of Alpha Draconians
Kingdom of Draconis had long been one of the weakest kingdom among the Reptilians, until the time of the genius leader Lord Alphari - Draconis strength and influence rose to new heights, on par with the strongest Reptilian Lords. Lord Alphari defeated all other Reptilian Lords just in 10 years, successfully achieved true unification of the entire Reptilian race for the first time in Milky Way Reptilian history since the immigration.
As the unification had completed, Alphari crowned himself as the first Overlord, establishing the Reptilian empire of Alpha Draconians which marked the beginning of Reptilian golden age.
National motto of Alpha Draconians, "Rising from the Harshest to be the Strongest", was also given by Alphari himself, as an reflection to his early life struggles and success.
First Successful Decoding of the Ancient Artifacts
The Ancient Alien research was one of another most impactful achievements and legacies of Overlord Alphari during his reign, for he had greater insight over the usage of alien artifacts. Alpha Draconians was also among the first ones establishing an dedicated and successful institute studying Ancient artifacts and relics, which Overlord Alphari also personally participated in it in addition to providing material and political support.
From the further understanding over these ancient gadgets, Alpha Draconians effectively reverse-engineered Ancient advancements for their own purpose. The absolute technological supremacy of Alpha Draconians gained from Ancient knowledge effectively turned the Reptilian empire into the sole and most brutal galactic superpower of the time.
Reptilian Galactic Conquest
The next and the largest conquest of Reptilians took place during the reign of fourth Overlord Ks'khip, the infamous Scourge of the Galaxy who led the Draconian legions spread destruction across half of the Milky Way galaxy.
Many of the territories conquered by Overlord Ks'khip formed the foundations of core Alpha Draconian regions in Milky Way Galaxy. In addition, the subjugation of various alien races including Bowuland Insectoids which provided Alpha Draconians productive slave laborers for millenniums.

The conquest was an important point of history which Reptilian power and influence reached its peaks, the time when Reptilians began call themselves ‘the descendants of the Ancients’.
Mystic Galactic Domination Doctrine
While Overlord Ks'khip ruled by brutally asserting direct Draconian dominance over half of the Milky Way, his successor Ka'kropp had a completely different idea, advocating a complete different doctrine of ruling the Reptilian empire.
In a more secretive and unsuspecting approach, Alpha Draconians maintain control over conquered territories with minimal public personnel and have most of the actual administration and enforcement done covertly. Through asserting the ideas that Alpha Draconians were unreachable and all-powerful deity beyond their intellect, subjugated objects and vassals would never dare to resist and defect.
Disassembly of Second Pharan Empire
While the Second Pharan Empire remained relatively unchanged and peaceful since its establishment, many aspects of the Empire itself declines day by day. Eventually, the Pharan Empire officially dissolved themselves.

Pharans are permanently divided into hundreds of independent tribes and scattered across the stars, rapidly degenerating into theocratic medieval civilization technologically and culturally.
Reptilian-Atlanian Conflicts
Years since the Great Conquest, Reptilians had several attempts throwing invasion on the aquatic homelands of Atlanian Kingdoms, however heavy local resistance of Atlanians turned most of the attempts thwarted and to no anvil.
At the end of this series of conflicts over the millennium, Alpha Draconians withdrawn their forces from Atlanian territory and never mentioned invading Atlanian planets since after.

The Revival of Insectoid Civilization
(Parallel to 19th~20th century of Human timeline)

Ever since the Alpha Draconians subjugated the Bowuland Insectoids, the history of being enslaved for millions of years was the darkest history of Insectoids. However, from countless of torture and survival struggles, Bowland Insectoids had evolved into highly expansive and adaptive breeds of wide variety. Meanwhile, years without significant challenges or greater ambitions had also turned Alpha Draconians internally corrupt and indolent.
Parallel to the 19th to 20th century of mankind, an slave uprising in Alpha Draconains marked another major turning point of Milky Way history.

The Revival of Insectoid Civilization

Draconis-12 Uprising
In the distant slave farm colony of wetland planet Draconis-12, to no Reptilians' expectation, the Alpha Draconian colony was overthrown by a planetary-scale Insectoid slave uprising led by an enlightened Insectoid named Zolarg, all Draconian personnel either purged or missing.

The first group of freed Insectoids renamed the planet to Zolarg Prime after their leader, which became the new home world of the Insectoid civilization. At the same time, the uprising leader Zolarg himself was crowned emperor for life of the people of Zolarg Prime, and Zolarg Empire is established.
Insectoid Uprising Movements
While Alpha Draconians attempted to cover up the incident, words of Draconis-12 uprising spread quickly among the Insectoids of other Draconian slave colonies.
Encouraged and inspired by the Zolarg's success, other Insectoids followed similar path. Though not all had been successful, the series of uprising movements successfully took over large numbers of Alpha Draconian colonies and cities. Most of the Insectoids who earned their freedom joined the Zolarg Empire's cause in the sacred war toppling their ancestral enemy.
Insectoid Revival War
Soon Alpha Draconians took retaliatory actions against the uprising movements, attempting regain control of the slaves by sheer might of regular military forces. In this 27 year long war of attrition, both sides took heavy losses, however, despite technologically superior, Draconian forces never managed to outmatch Zolarg forces in numbers and replenishment rate. Eventually, Draconian forces were forced to withdraw from Zolarg-controlled territory to regroup after local war reserves had been depleted.
The War ended with Zolarg victory. Zolarg Empire earned their needed time and space to redevelop their civilization, while the internal declining of Alpha Draconians were exposed to the galaxy.
‘Groot Opwekkingsplan’
This period was also known as the ‘Great Revival Period’, the period when Emperor Zolarg formulated the policies and plans for early Zolarg Empire focusing on reconstruction, redevelopment and expansion of the Insectoid civilization, with the ultimate goal acquiring capability to confront Alpha Draconians head-on.
Combining sheer workforce volume of Insectoids, rediscovered ancestral knowledge and industrial knowledge acquired form Alpha Draconian machines, Zolarg Empire quickly established their industrial and technological foundations and rose as a supernova of galactic power.
Declaration of Insectoid Liberation
After the ‘Groot Opwekkingsplan closed with stunning success, Emperor Zolarg made a declaration on behalf of Insectoids to Alpha Draconians - the Zolarg Empire, will liberate the remaining brothers and sisters under the unrightful Draconian slavery at all costs.
The Declaration officially established the ultimate objective of the wars against Alpha Draconians.

The Old Earth Era
(Year -2051)

The Old Earth Era is defined as the period before United Earth in human history. The late Old Earth Era is the time when humans begin exploring the deeper space and other stars, as well as beginning extensive colonization beyond Earth.

The Old Earth Era

Jameson Theories (2027)
The quantum physics scientist Professor Lob E. Jameson published a paper about theories associated with space continuum mechanics which provided basis for future development of long range space travel between systems.
First Practical Fusion Propulsion Engine (2031)
As the first commercial-use fusion reactors achieved success in the late 2020s, it provided valuable experience for developing further uses of nuclear fusion power, including the innovative idea to use it for propulsion. First practical fusion propulsion engine for spacecrafts was built in 2031.
First Probe exiting Solar System (2033)
USP Discovery was the first successful probe that traveled beyond boundaries of Solar System and reached another star system (Alpha Centauri). It's launched from Earth at 2033, returning valuable data of planets of Alpha Centauri system starting from 2037.
Space Colonization Race of Solar System (2032-2047)
With long range space travelling became more possible at the time, it kickstarted a space race at larger scale. It was one historical milestone for humanity - first attempts of an extensive space colonization in history.
Both directly and indirectly, at least 65% nations of the world participated in it. Among the governmental bodies and independent organizations in the race, some seek for wealth and influence, some seek for opportunities and a new start, some seek for knowledge and discovery.
At the peak period of the space race, colony activities could be found around and on mainly Moon and Mars, and to certain extent, Venus and Jupiter.
However, the space race came to complete halt around late 2040s, hampered by instability on Earth caused by Earth Resource Crisis.
Earth Resource Crisis (2039-2057)
Catalyzed by political and commercial rivalries on Earth, the space race had escalated to higher levels within a decade. Various parties increased their bets and investments into their colonization projects, leading to resource consumption increasing to unprecedented levels for the following years. Worries regarding depletion of known resource reserves on Earth arises starting from mid 2039, and became actual problems in the 2040s.
In the meantime, uncontrolled industrial activities of the space race had also accelerated climate change which catastrophically turned Earth much less habitable. The climate impacts were strongly associated to occurrence of famine and abnormal morality in major countries starting from 2043.
At 2047, by the severe shortage of various resources, social instability on Earth reached critical levels.
The crisis seen no sign of alleviation until 2057.
The Grand Collapse (2051)
Severely affected by the Earth Resource Crisis, major governmental bodies on Earth lost their economic and political capability to maintain basic functions on an nation, end up either overthrown by displeased mobs of starving people, or disband themselves under pressure. In a chain reaction, similar events happened to nations all across the globe, which all turned into lands of anarchy and chaos.
This event is often referred as the end point of Old Earth era.

The United Earth Era

Right after the Grand Collapse, on Earth was the absolute chaos of no law and order where civilization degenerates and anarchy scourges the world. In the meantime, colonies outside Earth were left stranded without contact and support, struggling survive on their own.
However, the end of an old era is also the beginning of an new greater era - This is the era when United Earth rises to power and reunify humanity, and elevating human civilization to the greater levels, to beyond Solar System, to the distant stars.

The United Earth Era
Dissolution of United Nations and Formation of United Earth Movement (UEM) (2051-2052)
Without any existing members at all, and at the edge of ‘bankruptcy’, the United Nations officially dissolved, with most of the assets sold and transferred to a group of political aristocrats and plutocrats. The group absorbed the functions and assets of United Nations, and ambitiously rebranded it into United Earth Movement (UEM) during early 2052, which aimed to unify the entire humanity, and restore prosperity and order of the Old Earth era.
Earth Reunification War (2054-2055)
During the 2 years of preparation, UEM rallied manpower and resources from around the globe through black markets and government fire sales, while gaining stable bases of operations by assisting reestablishment of government on mainly Western Europe and Eastern half of North America.
At mid 2054, UEM officially initiated their military campaign with superior (but still rather limited) reserve of resources, rapidly brought major cities under control in the early months, then the cities were used as staging grounds to drive resistance of warlord and anarchists out of the region, ultimately encircling and destroying them.
Near the end of the 1.4 year long war, UEM controlled over 74% of the world. With no hope to topple a rising power, remaining resistances surrendered to UEM one by one, and generally accepted annexation in the post-war negotiations.
Official Establishment of United Earth (2056)
Few months after the Earth Reunification War, United Earth and its official governmental structure was established. United Earth took the form of a presidential republic, which the governmental body and the executive body is lead by President of United Earth, General Assembly responsible for legislation and directly responsible to the President.
The General Assembly is the decision-making centre of the United Earth, composed of representatives from different administrative regions to show a certain extent of democracy. However, the President still has absolute power to intervene or even alter the decisions of the General Assembly, in addition to a series of exclusive powers.
Earth Recovery Program (2056-2060)
While Earth became relatively stable in political conditions, as Earth Resource Crisis was still an existent and urgent issue, economic, industrial and environmental recovery became absolute priority of newly-established United Earth. In late 2056, United Earth initiated the Earth Recovery Program which involved habitat reclamation, industrial and economic reforms, prospecting new sources of resources, and reestablishing contact and activities with colonies outside Earth (to integrate external resources to assist recovery of Earth).
Under the effective and efficient coordination of resources of United Earth, only one year later, basic recovery had successfully been achieved, effectively alleviating and roughly neutralizing the impacts of Resource Crisis with no excess burden to space colonies and people on Earth.
At 2060, the economy of Earth had achieved recovery and development to beyond mid-21st century standards, the Program concluded in success.
The successful example of Earth Recovery Program also provided early basis of future terraforming research.
Reinitialization of Space Colonization Programmes (2061)
United Earth reinitialized most of the colonization projects from the Old Earth Era starting from 2061, with changed made to enhance efficiency, facilitate administration from United Earth government, and change of objectives.
The Old Earth Era plans were generally rebranded and integrated into "Earth-Sphere Development Programme (ESDP)", aimed to construct a larger socio-economic body in Solar System centering Earth. Under ESDP, Moon was developed into logistics center composed of shipyards and spaceports, while Mars became the new major industrial center. Large space stations were also built to support distant colonies on Venus and moon colonies around Jupiter.
With breakthroughs in interstellar communications technology, United Earth also set their ambitions to colonize stars beyond Solar System. Newer generation of long range space probes were also sent to other distant stars in search for new unhabited planets for colonization and exploit undiscovered resources
First Reformation of Security Council (2063-2065)
The national security agency of the United Earth, Security Council, went under a series of reformation from 2063 to 2065, improving and fostering the efficiency of peacekeeping missions on Earth and foreign colonies.
The reform included controversial establishment of military police force CLEI (Colonial Law Enforcement Initiative, nicknamed "clay") and associated high pressure security regulations over colonies.
Colonization of Alpha Centauri (2064)
The long-range colony carrier UES Ark-3 was launched from Moon shipyard at 2062, reaching Alpha Centauri and established colonies at year 2064, it was the first time in history mankind send people beyond Solar System.
Establishment of Space Marines (2068)
In order to protect foreign colonies and Earth from potential Alien threats, United Earth Space Marines (UESM) was established.
Space Marines gradually replaced Peacekeepers of the United Earth as part of the official military and security forces.
Autonomous Movements of Frontier Region (2068)
For years, colonies of frontier regions presented their concern and discontent towards the heavily bureaucratic system and excessively strict security policies of United Earth, but were never taken notice by authorities on Earth.
The situation turned into several prolonged region-wide protests demanding exclusion from the oppressive policies, after the 7th time Secretary of General Assembly refused to include the issue into agenda of next General Assembly meeting.
Refused to give up interests, United Earth attempted to pacify the discontent colonies by simple tax exemption and reassigning new colony governors, and never tried to lift the policies the colonies asked to remove.
Further angered by the "disrespectful" attitude of United Earth authorities, protests turned into anti-UE movements advocating decentralization of power form Earth. Eventually, United Earth was forced to grant few colonies status of autonomous territory to put the political crisis to end and made promises of reforming administrative and security polices on colonies.
While the movement seemed to achieve the objective to free from oppressive policies, some anti-UE movements foresee United Earth will eventually go back on their policies and unreliable promises, believing only liberation through true independence would free colonies from oppression of Earth supremacists - Which lead to founding of several underground radical anti-UE organizations.
First Official Contacts with Minor Alien Civilization (2069)
An newly established United Earth colony discovered an underdeveloped alien civilization on the planet Haken-35. United Earth officially contacted the Hakenduzians, establishing the first diplomatic relations with an alien race.
Alien Membership System (2071)
Upon discovery of more minor alien civilizations, there were opinions of establishing a proper system to handle alien diplomacy in smooth manner, while United Earth also saw an opportunity of wealth and influence. In order to convince them sharing their resources with United Earth, the Alien Membership System was established, allowing alien member states to enjoy a series of benefits including protection provided by Space Marines and preferential treatment on trades. In return, the alien member states had to pay yearly membership fees to sustain the privilege.
First Shuttlepod MK-I Entered Service (2071)
Martian Industries (MarsCorps) completed the first commercial-use model of the legendary multipurpose line of starships capable of fast long range trips, atmospheric take-off and re-entry - the Shuttlepod, which entered service in 2071.
The various innovative designs of Shuttlepod became standards of next generation starships of the following years.
Deimos Events (2072)
It was a legend of the legendary Space Marines elite squad led by Sarge, a story to save Earth from an evil artificial intelligence - though, with some confidential details which United Earth decided to keep it highly classified, rumored to be time travel to erase history of a parallel timeline.
Discovery of Terra Nova and Terra Nova Colony Rush (2074-2080)
Year 2077, a space probe discovered a planet having more than three times surface area of Earth, which its characteristics are also surprisingly extremely similar to that of Earth. Later the planet was named as Terra Nova to commemorate the remarkable discovery, it was the first earthlike planet discovered in human history.
The value and promising prospects of colonizing this planet were soon taken notice by United Earth authorities and other parties in United Earth. Soon as United Earth had officially begun the preparations for colonizing Terra Nova, largest corporations and major non-governmental entities presented their petition to participate in the project for a of major share of the planet's resources and interests.
As the United Earth authority was unable to balance the interests and requests of various parties, United Earth decided to turn this colonization project into an open competition (which United Earth end up as one of the competitors), which the shares of Terra Nova would only be granted to those who create groundbreaking achievements or shown excellent competitiveness.
Wormhole Navigation Technology (2075)
A set of technological advancements in space navigation technology allowed safe traveling of wormholes, which the wormholes act as a great shortcuts and highways of space travelling.

Human Civil War

Despite most part of the war were centered on conflict of two forces of humanity, United Earth and League of Independent States, the war had seen involvement of other major civilizations of the Milky Way Galaxy, Zolarg Empire and Alpha Draconians. Having great impacts on the history and future political situation of Milky Way Galaxy, it was considered one of the important historical events that contributed to the beginning of New Galactic Era.

Human Civil War

Independent Terra (2068)
Independent Terra is the foundational ideology adopted by League of Independent States (and its predeceasing entities).
In the years since the Autonomous Movements broke out, explicit forms of independentist ideas were given rise in the frontier regions, some branches were eventually developed into radical ideologies adopted by anti-UE entities, including the most well-known ideology of "Independent Terra", which advocates independence revolution against centralists and Earth supremacists, ultimately liberating mankind by overthrowing United Earth and re-establish a new true liberal government on Earth that respects human rights and treat individual colonies as equals.
As colonists were often considered to be the far lower echelons of society than native residents of Earth, the ideas of Independent Terra were even openly welcomed by some colonies beyond frontier regions that were also dissatisfied with authorities on Earth.
Discovery of Terra Nova, the first earthlike planet discovered by humanity in outer space, in 2074 applied an significant impact on the core ideas of Independent Terra ideology, which led to an ideological split within - Pro-revolutionist which continued the original idea of uproot ruling class on Earth, and Second-Terra-ist (SeT-ist) that suggests rivaling Earth influence by establishing liberal government on Terra Nova.
Independence Coalition (2072)
The potential instability associated to the spread of independentist ideologies during the Autonomous Movement were not left unnoticed by United Earth government. Immediately identifying such ideologies as dangers to governmental and political interests, the Security Council increased CLEI presence in frontier regions and colony sectors with high risk of ideological infiltration, to completely outlaw anti-UE entities.
Soon the anti-UE organizations and Independent Terra supporters found operating campaigns became increasingly difficult under the close watch of CLEI secret police.
In 2072, representatives of anti-UE entities of mainly from the frontier region secretly gathered at Terra Nova, forming the Independence Coalition - the predecessor of League of Independent States, establishing cooperation of running campaigns against UE under the nose of United Earth.
First Contact between humanity and Zolarg Empire (2077)
While the first official contact between United Earth and Zolarg Empire took place at 2080, the actual initial contact took place 3 years earlier (2077), during an encounter in uncharted regions between a black market convoy and a Zolarg prospection ship.
The rumors of the encounter spread quickly in black markets, eventually the piece of intel reached the Independence Coalition. Intrigued, the Coalition concluded with an risky decision - sending a secret diplomatic dispatchment to the Zolarg Ship via the black market vessel, in attempt to establish early relations which could help obtaining crucial support for future military campaign against United Earth.
In 2079, the dispatchment returned with cooperation agreements and an unofficial-and-non-disclosed diplomatic and military cooperation pact from Zolarg Empire, which the Coalition offers human technologies to Zolarg scholars in exchange for material and possible military support of Zolarg expeditionary forces.
The Alpha Draconian Conspiracy and Invasion Plan (~2085)
Since the Insectoid uprising events, Alpha Draconians had been in a difficult situation. The economy over-reliant on expansive and expendable insectoid slave labor had been severely hampered, while the reptilians began questioning the faith and pride of their "all-time invincible" empire.
Taking the Insectoid uprising events as the greatest shame to Alpha Draconians, on Alpha Draconis the dissatisfied reptilian lords and nobles urged Overlord Betah'an taking the responsibility to address the crisis.
To the Lords of Inner Circle (who power, ambitions, cunning and brutality were second to only the Overlord), it was a sign of weakened Overlord. Seeing that as an opportunity to seize the Overlord's power rightfully, the Lords of Inner Circle schemed to remove Overlord Betah'an form the throne.
To Overlord Betah'an, the most effective way silencing his political opponents form the Inner Circle and regaining support from nobles while addressing the crisis at the same time, was to start another conquest. The Overloard carefully selected the most suitable target of conquest - United Earth, which was industrially and economically developed but militarily inferior, non-aware of Alpha Draconians' existance, and possible sowing of internal conflict which allows minimal military efforts to eradicate further resistances.
Terra Nova Incident and Battle of Terra Nova (2087)
Burdened by outrageous taxation set by United Earth over the colonies outside Solar-Sphere region since 2079, Terra Nova was the first colony openly boycotting the tax policies of United Earth, refused to deliver tax payments to General Assembly. General Assembly responded the boycotting by enforcing embargo over Terra Nova, followed by immigration interdiction and military blockade, however all failed with little effect on this almost self-efficient colony.
The Independence Coalition, after years of covered military preparation, saw the incident on Terra Nova provided a narrow but the best opportunity to start what they had planned long ago - a revolutionary war to liberate colonies from tyranny of United Earth. Before the military blockade was enforced, the Coalition sneaked additional military personnel to their branch in Terra Nova.
Heat of the debates over follow-up actions against rebellious acts of Terra Nova lasted for months in General Assembly, politicians arguing the effectiveness of measures used to force Terra Nova giving in, while anti-UE organizations on Terra Nova kept provoking United Earth by rallying local people protesting around governmental administrative facilities. Eventually in 2087, with support of politicians who worried Terra Nova incident would evolve into a copy of of Autonomous Movement in 2068, along with manipulation by Alpha Draconian covert agents - By reason of "open revolt against United Earth", President Ronald Tracy issued order to mobilize Space Marines 35th Regiment for military occupation of and martial law enforcement on Terra Nova, marking the outbreak of Human Civil War.
Main forces of Space Marines occupied the capital city of Terra Nova and dispersed protesters with minimal resistance within 2 hours of operation. However, few minutes after the complete occupation, the main forces were ambushed and encircled by local militia forces led by commander Beuford P. Tots in the city. By element of surprise and home turf advantage of militia forces, the well-equipped Space Marines in the capital city took a heavy casualty rate of 63% and were forced to retreat by escaping to troop ship in planetary orbit.
Other militia forces on Terra Nova driven Space Marine and UE garrisons of military facilities into defeat in the subsequent skirmishes over the week. Gaining control over majority of surface-to-orbit defense weapons on the planet, Terra Nova militias forced complete withdrawal of Space Marines 35th Regiment and blockade fleet from Terra Nova at the end of Battle of Terra Nova.
After the battle, the colonial congress replaced the original colonial government. The congress officially sent an formal declaration of independence to Earth, which declared Terra Nova is no longer a chartered colony of United Earth, the once "second earth" was then renamed "Independent State".
Founding of the League of Independent States (2087)
Following the stunning success in Battle of Terra Nova, Terra Nova became the common symbol of freedom and liberty. The rest member organizations and entities of Independence Coalition, along with colonies of neighboring colony sectors inspired by the incident, followed by overthrowing local colonial government and sever ties with United Earth.
The independent colonies and members of Independence Coalition then officially founded the League of Independent States on Terra Nova.
Terra-to-Earth Campaign (2087-2088)
With support of Beaconburg Fleet and arms supplier BSA from Independent State of Beaconburg (previously Autonomous Colony of Beaconburg), mercenaries recruited from black markets and volunteers from liberated colonies, the newly founded League quickly launched the first military campaign against United Earth - the "Terra-to-Earth Campaign" (In United Earth perspective, "The Defense of Solar System"), targeting core territories of United Earth around Solar System.
Despite United Earth ordered nationwide general mobilization against LIS offensive, the mobilization progresses at sluggish pace. This had left LIS gaining most of the strategic initiative and speed advantage in the early to mid stage of the campaign, the scattered and underprepared United Earth forces were being wiped out by LIS with relative ease.
Zolarg Entry into War (2088)
In late 2087, United Earth completed the strategic defense planning, finished preparations of constructing solid defenses by concentrating majority of military assets in sectors near Solar System.
LIS forces launched the Ragnarok Offensive in early 2088 spearheaded by veteran units form the earlier stages of Terra-to-Earth Campaign, in hope to break the defense lines. However, outmatched by United Earth in terms of superior quantity of troops and supplies, the warfare of attrition eventually blunt the LIS offensive, which LIS forces took significant losses.
Knowing crippled forces stood little chance against possible full strategic counterattack of United Earth, LIS urgently needed to delay United Earth from taking initiative. Shortly after the setback, LIS decided to play their trump card - their secret ally, Zolarg Empire.
Using the missile base (deployed with newly built IWSM which its strike range can reach and cover the entire Solar System) established by LIS and (unexpected) assassination of United Earth President Ronald Tracy as distraction, Zolarg Empire responded to LIS call, sent a full battegroup of Expeditionary Force attacking the other side of United Earth territory, forcing United Earth to fight a war of two fronts.
Despite the two-front strategy did divert pressure from LIS, however, as neither side held major advantage over another, the war turned into a stalemate.
Barracuda Blues Event and Preludes to Alpha Draconian Invasion (2088)
In the heat of Human Civil War, Alpha Draconians sneaked groups of pioneer probes into human territory, constructed portal gates in the unnoticed corners where strongholds were set up for preparations of Overlord's surprise invasion plans.
Lords of Inner Circle had been trying to foil the Overlord's plan from the beginning. By a margin of rare opportunity, one covert operative affiliated to Lords of Inner Circle managed to sabotage the cloak device in secret base on planet Barracuda Blues, exposing the dormant portal and droid battlegroup at the site to United Earth and LIS military.
Upon the discovery of the unknown alien facility on Barracuda Blues, both United Earth and LIS dispatched their own task force trying to seize the alien technology that could change the tide of battle. Violent skirmishes broke out between two sides, contesting control of the facility.
As the news on Barracuda Blues were delivered to Zolarg Expeditionary Force. Familiar with Alpha Draconian cunning strategies, the Insectoids immediately identified the alien facility an Alpha Draconian invasion base. The Zolarg Expeditionary Force then sent their urgent message to LIS ally, warned that such discovery was a curse rather than blessing, and presented worries of this war involved orchestrations of Alpha Draconians, the greater evil they were yet to know.
Already at the edge of dishonoring the reptilian ancestors, the sabotage in invasion base on Barracuda Blues and earlier unexpected entry of Zolarg Empire into the war had left Overlord Betah'an with no choice other than launching a premature invasion.
Battle Against Alpha Draconians (2088-2089)
Caught off guard by surprise, near half of the human forces were obliterated by superior war machines of Alpha Draconians during the initial stage of Alpha Draconian invasion.
With a common enemy, military and political representatives of United Earth, LIS and Zolarg Expeditionary Force met on Earth. Shortly, ceasefire agreements were reached, and an temporary alliance against Alpha Draconian invasion was formed.
The alliance organized several joint operations to strategically delay Alpha Draconian invaders with varying outcome, buying time for LIS and United Earth to replenish losses and regroup respective fighting forces.
In mid 2089, United Earth finished reconstruction of the space armadas, later achieved decisive victories in several space battles against Alpha Draconian warfleets, regaining the space superiority and the tables turned to alliance's favor.
With support from United Earth fleets and exploiting the weakness of long replenishment cycle and inferior quantity of Alpha Draconian forces, alliance forces successfully overwhelmed Alpha Draconian forces, storming major invasion bases. The destruction of the largest but last portal gate stronghold during Battle of Barracuda Blues marked the decisive defeat of Alpha Draconian invaders.
Continuation of Human Civil War (2089)
As Alpha Draconians called their fleets back to home territory and aborted control of droid armies following the defeat at Barracuda Blues, the temporary alliance finished its purpose and was then dismissed, both sides returned to status of conflict.
However, exhausted and tired of war, it was impossible to continue the war at the original massive, interstellar scale, both sides came up with conclusion that the war must be ended by an decisive battle as soon as possible.
Zolarg Empire then exited war by signing a white peace with United Earth weeks after the alliance had been dismissed.
At last, remaining main forces of United Earth and LIS coincidentally met near the strategically important wormhole highway node, over the planet of Kaiserground. After a week of fierce back-and-forth battle on the planet and in the orbit, United Earth gained complete control of the planet, setting LIS forces on a full retreat, concluding the final major battle in Human Civil War.

New Galactic Era

Following the end Human Civil War, marked a major shift in geopolitical patterns of the Milky Way Galaxy - Division of human civilization, decline of Alpha Draconian dominance, rise of the mysterious New Galactic Empire, various smaller civilizations began playing important roles in maintaining galactic balance......
Increasing importance of galactic-scale affairs in this era had reshaped the Milky Way Galaxy, which once again after billions of millenniums, the Milky Way Galaxy thrives under the interaction between civilizations.

New Galactic Era

Armistice of Hoxton (2089)
The Armistice of Hoxton officially ended the Human Civil War, despite an armistice in nature.
The armistice defined the United Earth-LIS border in the future, which the border line was known as the Hoxton Line.
To conclude, nobody achieved total victory in the Human Civil War, however, each side had their objectives completed respectively - United Earth won a tactical victory which LIS could no longer threaten United Earth territory, while LIS achieved their primary aim of independence and establishing a liberal, decentralized government.
Official establishment of League of Independent States (2089)
The main body of the League of the Independent States, the League Council, was officially established 3 months after the Armistice of Hoxton was in effect. By the Joint Declaration of Independent States based on the core ideas of Independent Terra, The League promised fairness, respect, autonomy and freedom to member states.
The League of the Independent States had no actual leader in power. Instead, each member state cooperates under the common principles and shared pacts, bearing the common responsibilities protecting the free people of the League.
Though the establishment of LIS was officially recognized by their ally Zolarg Empire, the United Earth General Assembly declared they would never accept any form of human regime other than itself, the League being an unlawful existence that would threaten the unity and prosperity of mankind.
The Midnight Coup (2089)
With the total defeat of invasion campaign, the core Reptilian society of Alpha Draconians lost all confidence in Overlord Betah'an. Shortly after the end of invasion the Overlord was assassinated by Inner Circle covert agents.
Following the death of the Overlord, the seat of supreme power of Alpha Draconians was then empty. Yet as every Lords of the Inner Circle wished to claim the ultimate trophy of power, political crises escalated to uncontrolled levels by the internal conflicts of the Inner Circle, which later spread all across the administrative body of Alpha Draconians, rendering all but basic administrations of the reptilian empire non-functional.
Catalyzed by the the absence of Overlord and internal political instability, order in Alpha Draconian society was barely maintained, leading to high crime rates and decreased domestic productivity in the following decades.
As a result, dominance of Alpha Draconians began to decline.
Emergence of New Galactic Empire (2089)
Several weeks after the Midnight Coup which had thrown Alpha Draconians into the tarpit of neverending political infighting, control and dominance over the foreign territories of Alpha Draconians were loosened which allowed several vassals and colony broke away with no immediate consequence.
However, majority of these territories were then annexed by another power, which emerged from the Central Vortex region of the Milky Way Galaxy - The New Galactic Empire.
Calling themselves the true descendants of the Ancients, they claimed themselves bearing the destiny to bring the entire galaxy under their grace, a mission of revival to bring the once lost glory of Old Galactic Empire back to life.
Despite lacking the dominating power to contest other major civilizations, the New Galactic Empire had actively been expanding their sphere of influence, and rumored to have unprecedented capacity harnessing the powers of the universe beyond the Ancient technologies.
Bradley's Military Reform (2089-2094)
The new head of the United Earth Security Council, Bradley the Grand Marshal (which was the supreme commander throughout the Human Civil War), threw up a massive military reformation aimed to maintain superiority over the military capabilities of LIS, including expansion and reorganization of Space Marines, modernization of United Earth space fleets, introducing newer professionalism elements in military while maintaining the traditional expansive nature of United Earth military, and incorporation of newer doctrines derived from recent experiences in Civil War.
League Guild of Black Markets (2090)
As United Earth denied LIS from formal foreign trade outside the League territory by blockades along LIS border, LIS had to resort to black markets to maintain crucial supplies of high-end materials and economic activities, given different post-war difficulties suffered member states.
In 2090, the League Guild of Black Markets was established under the League Trade Authority to coordinate external trade beyond United Earth blockade, and management of domestic black market networks.
Restoration of Overlord (2110)
Tired of political turmoils and displeased with absence of powerful supreme ruler, traditionalist nobles on Alpha Draconis collectively put pressure on the Inner Circle for restoration of Overlord, or risk denounced and outlawed by defiling the ancestors.
Fearing the wrath of ancestors, the Inner Circle reluctantly brought Delta'an the exiled brother of Betah'an back to Alpha Draconis, crowning Delta'an the next Overlord.
Despite an Overlord, Delta'an was merely a puppet of the Inner Circle, however, did brought relative stability to disorganized Alpha Draconian society at the time.
Zolarg Scholars Journey to United Earth (2113)
A team of scholars from the Zolarg Empire, led by the Imperial High Scholar Abbamber, set off to United Earth for friendly diplomatic and scientific mission.
Scholars and scientists of the United Earth and the Zolarg Empire exchanged each other's technological advances and cultural knowledge. While Zolarg scholars earned precious knowledge which could help the technological development of the Zolarg Empire, the trip had also ceased the tensions since the Human Civil War between Zolarg and United Earth.
Insectoid Mind Network Technology (2116)
A breakthrough in neuroscience research in the Zolarg Empire had led to an innovation - the Insectoid Mind Network, designed to foster understanding of consciousness and thinking mechanisms, and enhancing advanced, direct communication and coordination within Insectoid society.
Cyberonic Transcendence (2119)
A private United Earth research institute Transcendent Technology successfully prototyped Neuro-microchips (NMC), which were compatible with human neuro systems, small in size, but ten times more efficient than average human brains.
Such inventions initiated a new technological revolution in human civilization in artificial augmentations, impacting all aspects of life.

Who knows what the future holds?

Note that these are just my own interpretations over the events, it is not official reference, but hopefully enhance your understanding over the My Colony Universe, and had fun reading it.

Thank you for reading!
Once again it is My Colony update time, and v0.83.0 will be heading out to all platforms within the coming days. This release continues the bug bashing series I have been working on, but also implements a few new features that I hope you find useful. Let's take a look!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

There were other little changes that you might notice here and there, but this about covers the big things. Let me know what you think and what issues you find. The update should be hitting all platforms with the next few days, so be on the lookout, thanks for playing, and stay tuned for more My Colony!
5y ago
So, after playing for some hours, I've decided to make a list on what I'd like to see.

These won't all be directly effecting gameplay but are meant to make the game more user-friendly.

1. Optional Accounts: You would be able to make a My Colony Account in which you can save colonies on. This will allow users to log into the account from multiple browsers/platforms and play their colonies on multiple platforms. Meaning a player playing on the native client could switch to a mobile device.

2. Military/Militia: Creating a colony is not easy, you will meet some resistance.

My idea is you would eventually be able to create Militia. Specifically, Militia Soldiers, Patrol Bots, and Patrol Ships.(Space ships)

Militia bots and soldiers would be able to patrol and try to break up riots/protests, at the risk of accidently killing colonists(Which lowers your approval rating and the overall happiness.)

As a Colony, you won't be able to attack other colonies or capitals directly, but Capitals would be able to.
Capitals get access to Soldiers, Tanks, Transport Ships, Cruisers, and Dreadnaughts. (In addition to militia units.)

A few new buildings, Weapons factory, Training Area, Barracks, Space Depot. Also the Command Center, and Tank Factory for Capitals only.

United Earth, Zolarg Empire, and League of Independent States are all at war with each other, and you would be allowed to send units to them to fight against the other nations. These capitals won't normally attack any colony with a large force unless the "Front" moves far enough away from it. (Only if your charter was not originally from that faction)

All Commonwealths controlled by players would be neutral unless they attack first or the Front goes far enough away from the entire commonwealth.

If your colony is attacked and defeated, you will be annexed to the faction or Commonwealth that attacked you. If it was an AI faction, you will have a 1 day delay before you can request annexation to anyone. It's 3 days delay if it's a player commonwealth. The attacked can demand a maximum of 5% of your total money as tribute. No other resources will be touched. (Besides population loss from the fighting.)

Capitals can send units to help defend a colony or to be used as a staging point for an attack. Also, if you fail to pay taxes to your capital, your capital will be allowed to send a raiding party to your colony to pillage the money. The raid can take up to 30% of your total money, along with damaging infrastructure and possibly killing colonists.

That's really all I can think of for this.

3. Removal of Protesting: This feature seems to be...broken, or not fully thought out. Many times I find colonists protesting for no reason or for a reason they bring on themselves. I tend to see colonists protesting their low health instead of going to a clinic to get healed. I also see colonists protesting absurd commute lengths even though they could've picked a closer one.

4. Quitting Jobs: Colonists should be allowed to quit their jobs and find a new one if they don't feel happy with their current job. This can be commute lengths, salary, etc. Letting them be freely able to quit and get a new job may remedy the issue.

5. Personal Transports: Colonists would be allowed to purchase personal transport vehicles. They would drive from their house to a parking lot, from there they would walk to their job, and the amount they walk would be their commute length.

6. Shops/Stores/Consumer goods: Colonists can spend money they earn buying items from stores you can build. This is mainly to help the colony gain extra income.

7. Entertainment Tweak: If a colonist is unhappy they will seek entertainment to increase their happiness instead of protesting for no reason until their health kills them.

8. Tabbing Out: Your colony will continue to run even if you're not currently tabbed onto it, just as long as the game is still loaded.

9. Payroll Assistance: When payroll is paid, payroll assistance will arrive instantly regardless of whether or not the capital player is online. The capital players will be billed the amount once they log online.

10. Bug Fixing: This is self-explanatory. I'm not going to elaborate on it.

Well, this is a list, feel free to add to my ideas or make your own ideas.
6y ago
Ansom said:uhm, i remember a old bug, about the trash. Most of the waste manager (incinerator, micro and normal) they stop to work after some time, and the only way to "reset" the bug consisted to build a new incinerator, for activate all incinerator.

But was fixed.

I can count at least 24 Regolith Furnace and 8 micro-incinerator. If you don't have Regolith or trash, you don't have power, and with only 60 colonist you don't have much trash. If i see right, in this moment you don't have regolith and low trash.

Once you have enough resource, the game need some seconds for start again the power production.

I played the game again and you are right. I wasn't aware of power outages since it doesn't happen on my other colonies. I have been keeping the regolith supply stable and the problem doesn't occur anymore.

bastecklein said:@Elliptix it could be that the incinerators ran out of fuel (trash) and could not produce? There is a delay in the time between fuel running out and power loss.

The power outage coincidentally happens whenever im building or exiting the game; and the time delay made it look weirder so I thought it was a bug.

Problem is fixed. Thanks for the help everyone.
4y ago
My app is fully updated and it says May 15th, though I think there was a delay in the auto update for me because it didn't update until yesterday (May 19th). That's probably a phone thing, though (the delay).
10mo ago
OK, so my problems with the way it is currently implemented are that on the 3 colonies I have grown to *having* online trade:

1: Almost immediately after being able to trade, each of them have run into a problem where it says " No contracts are available." This message could be improved with saying "the Trade Representative thinks you're trading too quickly" or publishing the number of trades allowed.

1b: The entire game is setup as: Research stuff and achieve new milestones. So when I reach the trade milestones, I'm immediately punished for accomplishing a new milestone. :(

2: I can only trade in MAX 2,500 increments. Yet with the amount of supply I have accrued by the time I CAN trade, I'm bursting at the seams and especially when it comes to sugar, my colonies are literally being overrun with sugar that I cannot harvest, and the bulldozer tool is too small and too finicky to help without my clicking finger cramping up.

2b: A setting for spreading resources (sugar, wood) could be to allow "wasting". When the warehouse is full, the harvesters continue, but don't add to the stockpile.

3: I love that the LIS Bazaar takes 250 at a time, but the Mass Driver and the Export Cannon at 100 are too small, especially on the Android version where you have to start from the top and scroll down to find the thing you're trying to sell OVER and OVER.

3b: I don't have a good basis for this, but it seems like the price drops at the same rate for the 3 types of exporters, even though the Bazaar is selling 2.5 times as much.

3c: I have noticed that the sales in the Bazaar provides more than the Net Price Listed. In fact, the Bazaar seems to provide the Gross Sales Price + Transaction Fee, or (Net + 2x Transaction Fee.)

@ Bastecklein: Thanks for reading the forums, thanks for responding, thanks for being an active developer. As the name suggests, I like to read, but not frequently write. This is my first post, so there's a lot in here. I've only been playing a few weeks, but the frustration level with trade has already gotten me to have 3 colonies that can't do anything else. AND I don't even have research maxed out.

6y ago
I decided to put a few things here in this one post, since I don't want to make a bunch of posts on a site that severely hurts my eyes because of how very white it is on a screen at night.

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

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

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

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

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

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

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

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

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

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

Colony ships could be an aid method too, sending some number of your population over to the other colony. A humanitarian ship full of volunteers who go to the colony you sent it to and work for that person, and either choose to stay, or leave, and they can leave by going to the map edge and appear back in your colony with "name returned to the colony" message instead of "joined colony" messages, either by walking in by map edge or appearing at your landing pads during next arrival.
6y ago
With the latest Podcast Bast has put out, he has brought up that he wants to create multiplayer regions. Personally, I think this is great. It has been suggested to have multiplayer in my colony for as long as I can remember.

I got excited when he finally announced that it would be coming to regions. However, the way it is I am not sure it really changes the gameplay much - and here is why:

1. Embassies and trading is already rather easy as it is. You find someone you want to trade gifts or embassies with and you trade with them through messages or embassies. The current difference Multiplayer regions have is that you can click on another person's city and trade embassies or gifts. While that is useful, it is something that is already easily done.

2. The resource pool is self contained on a per person basis, meaning each person on the multiplayer region will have their own individual resource pool - besides atmosphere which is shared. I do not really know about you guys, but when I think of multiplayer, I think of cooperative play or competitive play. Competitive play is not really the style of my colony, so things should be more cooperative. Yes, players in the region can very easily send resources to each other via gifts and trading, however how is that any different from a normal region? Why is the resource pool not shared?

3. Lastly, and arguably least important, is space. I realise that it is a region, and there is a lot of space on a region, however if there are a lot of people playing on a multiplayer region it will likely run out of space at some point. Both for the players who want many people on the same map and also the large scale players who can fill half a region on their own. Once this space is filled, there is not much else we can do about it.

If I am missing some fundamental piece of information about how these multiplayer regions will work please tell me, I am really interested in how this is going to develop after over a year or two of the idea of multiplayer thrown around.

Given that, here are some possible changes I would personally like to see in the multiplayer features:

A) I believe that shared resources would be a great addition to regions. It would give a better sense of working together instead of sharing resources - which is already possible and done across the community. I think the only reason shared resources was not the original idea is because after a certain point it becomes very easy to mass produce anything and multiple people on the same map doing that might break the game. Honestly, I do not really see that as a bad thing though, I already produce faster than I can consume and the game simply becomes expansion and collection. Multiple people contributing would progress faster and give an active sense of multiplayer.

Alternatively, this could be an opportunity to tie directly into trade routes that have been talked about for a while now. Players on a multiplayer region could set up automatic trade routes with other players. Eg trade x amount of plastic for y amount of antanium at z rates. This would cost a small amount of resources to run, later an upgraded version with increased rates could consume starships. With this method, one person could be a diamond supplier while another be a charcoal supplier and they complement each other with the auto shipments.

B) This multiplayer region applies to commonwealths and/or federations.

For commonwealths, each dependent will start on your multiplayer region map and grow next to your own. The easier method of establishing communication and gifts by clicking on another person's city from the region menu will streamline things a little more for newcomers who do not really understand how to contact people otherwise. Of course the commonwealth leader will need to be able to remove any dependent's cities in the case of a dependent becoming inactive or obnoxiously placing empty cities everywhere.

As for federations, it would work a little differently in the sense that there would be a separate region selection screen in the federation tab where each member is represented by a tile on the region. Here is where you could create trade routes to and from any given member (using the aforementioned trade route idea in the second paragraph of section A). This idea is not as developed as some others, but it is food for thought on how that may work.

C) Being able to annex more space on the region screen would solve the problem of space and allow for even more players to inhabit a single multiplayer region. As stated before, space would become more of a problem the more players are involved. Say, for instance, a federation wants to start a new multiplayer region with as many members as they could (something I actually want to try), they would rapidly run out of space then everyone would be stuck. If memory serves, when regions first came out I think it was said that if regions ever were to run out of space annexing would be made possible although I'm unsure how well it would work with a region saved online. I am not a developer so I can not really comment on if something can be done.

I think that is it for me. Longer than I expected this to be, but I got my first few thoughts of what multiplayer regions were described to be out. Do let me know what you guys think, how it could be modified, if I missed potentially vital information somewhere. I really want to see where this multiplayer feature can go 🙂
4y ago
An episode all about trade. v0.83.0 has been released with new changes to how trade works, so Brandon talks about trade and some ideas for the future!

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

Try Antiquitas, the Roman themed "sister" game to My Colony:

Want epic My Colony merchandise? Check out the new My Colony online store:

Contact Information:

Attn: Brandon Stecklein
Ape Apps
PO Box 382
Spring Hill, KS 66083
United States of America
5y ago
H3110 guys!

Speaking of the trade capacity, something that defines how much stuff you can gift to other colonies or trade amounts at GBT, there’s no problem for human colonies but other races.

Since the trade cap highly depends on level of consulate type buildings, poor Zolarg and Alpha Draconian colonies can only do little trades. It’s an inconvenience to players, and also one of the reasons Zolarg and Alpha Draconian colonies aren’t attractive at all.

So here’s my idea, if we can purchage upgrades of trade cap using civics (and money)? This can make larger trade caps accessable to Zolarg and Alpha Draconain colonies. While super-large trade cap upgrades require starships.

Let me know your minds :p
The upcoming My Colony v1.5.0 is making some fairly substantial changes to the way importing/exporting and auto trade works. These changes are something of a conglomeration of different ideas posted about the system in the suggestions forum.

Beginning with the coming update, once you have unlocked the Galactic Board of Trade (or the equivalent building for the other civs), Importing and Exporting resources can then be conducted centrally from the GBT without going to one of the individual import/export buildings. The GBT also unlocks import/export for all resources available on the GBT. Importing and exporting from the GBT gives you the same trade capacity as you would have for buying/selling contracts on the GBT.

When you conduct an import or an export, whether from the GBT or one of the individual buildings, the quantity you bought or sold is now submitted to the server and applied to a "global resource pool." The global resource pool can never run out, so you will always be able to import. However, the pool levels serve to track global trade demand. So (for example) if the global resource pool for a particular resource has run completely dry, this will place upward pressures on the GBT price for these goods, encouraging increased production and sell contracts. The server will also be able to consume GBT contracts in order to restock the global resource pool (contract owner will get paid), if contracts are available.

In addition to this, auto-trade now uses the Import/Export system instead of creating GBT contracts. This means that the prices you get for goods are worse, but it also means that you wont have tons of unsold contracts. The goods you buy and sell on autotrade go through the same global resource pool as regular imports and exports, and will impact prices accordingly.

Of course this change allows you to do things you couldn't before, such as import Ether and Cobalt. I think this is ok though, since it is only allowed once you have the GBT constructed, at which point you could purchase those goods on the market anyway, although this does let you purchase them when none would have otherwise been available. This will however raise the global price of said goods, which should increase production anyway, so I think it will all work out.

This also allows you to sell resources on auto-trade that normally have no demand, such as Food and Water, etc. Again, the prices you get will not be great, but they will be better than the 0 that you would normally get from a returned contract that expired on the GBT.

Regardless, with this new system most of the changes are being done server-side, so they can be tweaked without the need to release a patch to the game, so I think it will all work out. The main idea is to get the auto-trades off of the GBT, which has become flooded with rubbish. The GBT will now be exclusively used for real trades posted by real people.
3y ago
I'm looking forward to those trade routes, that's something I've wanted for a while now, being able to create a contract and adjust the frequencies of trades and amounts of items traded. I like that it's also putting starships to use.

A couple ideas that may or may not help:

- with any good trade route, administration is required, so maybe regularly charge civics when each trade happens. And of course, the magnitude of the player's ability to trade could be based off of the consulate or capital building level.

- oil could also be required for humans to constantly fuel the trading ships. For zolarg, antaura could be a possible fuel source. For Reptilians, I'm not sure, but one can get pretty creative with all of the resources that they have access to. Maybe crystalline or uranium could be a fuel source for them.

- automated trading routes would need a contract that is stored on the server that tells the server how often to initiate a trade. These contracts could be view-able by moderators, and the moderators could use them to settle disputes and administer penalties if the contract is violated.

-When one or both people are offline, those trades stack up. This poses a challenge, because if one offline player goes on a 7 day trip, they would owe 7 days worth of trades of resources/money to the other colony when they get back online. It's up to both players to make sure that they have enough resources to last during their inactivity, because as soon as they log in, all of the stacked trades will immediately take the needed resources from the player's reserves and give them their payment from those stacked trades. if one player is online while the other is offline, they would continue to receive the traded goods and pay out the resources that the other player needs. This is how I envision the process working, but you might want to do it differently.

- If a player didn't have enough resources, they would be breaking the contract and they would have to provide an explanation to the player that they are trading with. After a certain amount of time, the offended player could use the forum to request help from a moderator, and the moderator could void/edit the contract, fine the player and use it to cover the offended colony's losses, take away a player's privilege of being able to have auto-trade routes, and finally even banish a colony to be an offline game temporarily, depending on the colony's offenses and how repentant they are. As I've said before, since cheating and stealing are an inevitable part of life, I am fairly sure that that some variant of this feature would need to be added in order to maintain fairness among players.
5y ago
H3110 guys!

Space is borderless. There can be infinite possibilities in the space - From aliens to supernatural discoveries. So here I will introduce the idea of mine.
BTW, apart from reading mine, you can read the post also regarding the same stuff by @Ansom - , we both share the same concept.

New Technologies!
  • Advanced Astronomy
    Learn about the outside world around your little planet, as well how to explore it.
    A technology that requires Low Gravity Oil Production, Nuclear Physics and Basic Education.
  • Outer Galaxy Astronomy
    Learn how to build long range starships that will bring you beyond the borders of the galaxy.
    This tech requires Faster Than Light Travel and Superfuels.
  • Superfuels
    Learn how to produce fuels that is sustainable and super strong that allows starships hyperjump to the borders of galaxy in just a few seconds!

Advanced Astronomy is necessary for accessing to the space exploration, which unlocks the Agency of Extraterrestrial Exploration (AEE) (human), Space Command (insectnoids), or Expandition Department (Alpha Dracos). They are highest command centres for all kinds of space missions, and only this kind of buildings can launch a space mission - and unlock the space mission interface.

This is the comnon sense - In outer space the surroundings can be dangerous. You might need very skillful and smart mission crews in order to accompaish the missions safely - so here I’ll introduce two buildings - Astronaut Barracks and Astronaut Academy.
The Astronaut Academy will train your colonists to qualify the requirements to be an astronaut.
Qualified colonists can be hired in this special building - Astronaut Barracks. When they are hired here, their status will show Astronaut (idle), which means they are available for space mission.
One Astronaut Barracks hires at most 20 astronauts.

Because I planned it is available at the early mid stage, there is a need for a spacecraft construction facility other than the late-to-endgame stuff starships - Space Dock.
This is simply a shipyard that does not produce high tech starships, but it can build various early-to-mid-stage cheapy spacecrafts such as Shuttles and Space Probes.
Of course, I have some samples for the spacecrafts.
  • Small Classic Shuttle
    A small shuttle capable of performing small scale space missions near the planet.
    Durability : 10
    Crew : 5
    Storage Cap. : 100k
    Fuel : Oil, 500 per 100 km
    Fuel Tank Cap. : 2500
    Mining Power : 1
    Velocity : 3 mins/grid
  • Short range scout probe
    A small space probe specialized for scouting the surrounding regions.
    Durability : 6
    Crew : 0
    Fuel : Oil, 50 per 100 km
    Fuel Tank Cap. : 200
    Velocity : 0.5 min/grid
    Exploration time is shortened by 50%.
So what does the stats mean?
Durability means how long it can be used, counted by missions (i.e, single two way trips). Once the usage life has ended, those spacecrafts will require repairs that costs around 30~50% of their building price.
Crews means number of astronauts required to operate the spacecraft.
Storage Cap means how many booties, at most, can the spacecraft bring back.
Fuel shows the fuel type and consumption rate of it over distance.
Fuel tank cap determines how far the spacecraft can travel at most.
Velocity shows how fast the spacecraft can travel over a grid.
Mining power determines the type of resources that the spacecraft can extract.
Creating spacecrafts costs a-lot, so you are suggested to have high production rate of resources, especially microchips, steel and oil in order to launch more space missions.

Once you have idle team, idle spacecrafts, here you can start the missions!
Missions takes time. During missions using manned spacecrafts, you have to pre-supply the food and water just enough for the entire mission. Astronauts' status also shows Astronaut (on mission), at this status, they will not appear in the colony and consumes nothing. Their happiness and energy remains unchanged until they come back.
After a successful mission or combat retreat, they requires some rest and are not available for missions until they are 100%-prepared (100% energy, >80% health, >40% happiness).
Also, here are types of missions you can perform:
  • Exploration
    Always the first mission you perform. This reveals new regions in starmap.
  • Harvesting
    Some spacemap grids have asteroid belts, space scrap, planets, e.t.c, that allows you to harvest resources from them. May yield different resources.
  • Outpost construction
    If you wish to establish external supply lines for your colony, building outposts on resourceful locations can be a choice. Once a outpost is established the outpost will begin supply your colony with resources, with very minor resource consumption (depends on how far away the outpost is) than sending spacecrafts for one-time harvest, however the astronaut team that establishes the outpost will be gone forever and station at the outpost permanently.
    Outpost don't require any management, but you can upgrade them through the mission just below this.
  • Outpost Expansion
    This mission upgrades your outpost to output more resources, but will not have your team gone.
  • Combat
    Sometimes you may encounter pirate camps or spacebeast hives on the starmap and your spacecraft may get robbed or even taken down by these hostile things if your route is close to them, giving disturbance on exploration; and outpost supply and trade routes is also debuffed when these routes are too close too. In this case you may send astronauts or combat probes or even a fleet to clean them up. May cause death, death reports will be reported when the team/fleet returned.
  • Diplomatic
    Sometimes there are city state planets or space stations in the starmap. You can make friends with them, or bring them under your rule, or destroy it for tons of booties. Improve relations with them can help, because they can offer cheaper trades and they may even supply resources to your colony when they are asked to, everything depends on your prestige and reputation. Diplomatic missions helps you to increase your regional reputation.

Though they aren't part of the missions but missions helps build them up. Supply lines are established by outposts and runs all the time. Trade routes are established by city state planets and space stations (if they accepts your trade, they can cancel your trade route if you are hostile towards them). Spacecrafts also travels faster on these routes by 50%.
If you have a GBT built you'll have a International Trade Route on the starmap. Outposts near it will be benefited and they will generate more money to your colony.
All routes except the international trade lines has to be maintained transport vessels such as unmanned cargo conveys (very cheap and basic one) and galactic freight carriers.
Today I am putting the final touches on My Colony v1.5.0 which should be going out to all platforms soon. This release is more of a quality of life and engine improvement update, which are generally my least favorite to work on because they take forever to get done and at the end it doesn't look like you've really accomplished anything. This is as opposed to a content update where I just spend a day drawing 10 new buildings and then everybody thinks I made a huge update!

Still though, there was important work needing to be done to the My Colony engine, and it received quite a bit. I have been promising Mass Transit for a while now, and I started working on it for this release, although it ended up being just a little more complicated than it was when I was mapping it out in my head. I have implemented a small part of it in this update to see how it works in the wild, and if it doesn't screw everything up it will be greatly expanded in the updates ahead. Don't worry, if it does screw something up, from my testing, the screw up will be in the favor of the player, but I will talk about Mass Transit more a bit later. First let's take a look at what's been added since the last release!

First of all, @Sobeirannovaocc a while ago had provided me with an initial batch of Chinese language translations for the game that I have finally added in, which I believe were worked on by @GeneralWadaling and perhaps others (maybe one of them will elaborate in the comments who all provided the work), and I know a lot of people are going to be grateful to have these new translations in the game. So a big thank you to everybody who worked on the Chinese translations for this release!

If you play on a desktop class device using a mouse, the Display Mode popup has been replaced by a smaller context menu, which I felt was more appropriate on a desktop device.

Likewise, right-clicking on an option in the build sidebar now gives you a new "Bookmark" option, which allows you to add your favorite buildings to a new Bookmarks list, which will appear as an option in your build categories dropdown. This way you can create your own custom list of buildings that you like best. Bookmarks are saved on a per-city basis.

I know there is an issue , recently reiterated to me by @Electrogamer1943 , where iPhones can not bring up the long-press context menus in the game, due to their 3D Force Touch gesture. I put in a little code that might mitigate the issue, but at the time of this writing I did not have an iPhone on hand to test it out yet, so I give it a 50/50 chance of being fixed. If it's not, I will just have to switch to a double-tap style gesture for iPhones.

Moving right along. Ever since Regions were created, there has been an issue where people can not back up Region save files, since behind the scenes a Region is broken out into multiple save files, and the existing backup utility would only export the regional overview map, making it impossible to backup a region on most devices. This issue has now been addressed, and I have now added two new ways to backup your game files in this update.

The first new method is in the Game Statistics screen, down in the Game Data tab. You will see a new "Backup Copy" option at the bottom which will export a backup of your save file to your computer or device. If you are in a region, you must do this from the Region Overview map. Once you have your backup, you can re-import it into the game from the Game Data menu on the title screen.

Now if you are playing on a tablet or desktop, there is another new interface for managing your game data. When you click on Load Colony at the title screen, you will be presented with the new Load Colony window.

From this window, you can manage all of your saved files, see detailed information about each, conduct backups and delete old games. You also have hyperlink access to your colony's websites on both and on Coloniae. Keep in mind that the extended information for your save files will not show up until you have opened them at least once using v1.5.0 or newer.

Next up, the Auto Trade feature has been completely reworked in this release, and is no longer directly tied to the Galactic Board of Trade. Auto Trade now conducts resource Imports and Exports, at the prices you would normally get from buildings like the Galactic Freight or the Star Gate. While on the surface this does make it a worse deal as the Import/Export features come with massive fees and penalties, for many resources it will actually be better for the player, as a large percentage of the Auto Trade contracts on the GBT had previously gone unsold.

This will also go a long way towards cleaning up the GBT, since it has become so loaded with Auto Trade contracts set in unusual quantities, that it was difficult to find anything real.

Switching Auto Trade to the Import/Export facility did bring another change though, in the form of Global Resource Pools on the My Colony server. This facility is largely invisible to the player, but does have an impact on the overall resource price. Whenever a resource is exported in the game, the quantity is added to the Global Resource Pool on the server. Likewise, an import reduces the quantity of the global pool. The server watches the levels of these new global pools and uses that information to calculate the demand of various resources, and can make pricing adjustments accordingly. The server also has the ability to purchase contracts on the GBT if a resource pool is empty, although to prevent gaming of the system it will not purchase any contracts that are not priced in a range that the server sees as reasonable.

The new trading system might potentially have a large impact on the GBT and on pricing in general (hopefully a positive impact) so I will be monitoring it over the coming days/weeks to see what tweaks are needed. This new system can largely be tweaked from the server, so any fix should be able to be implemented without requiring a game update.

To go along with this change, the Import/Export feature has been added directly to the GBT, and as long as you have a GBT building you can now import and export resources at maximum quantity from one centralized location.

Now let's talk a bit more about Mass Transit. The ultimate goal is to have transit capabilities within a city and across a region. For this update, I have started with the Regional transit first, as it has the larger implication to the game engine and requires the most work.

For this first release of the feature, Human colonies get a new structure called the Regional Busing Authority, which is unlocked with the new Public Transportation technology. As of this update, you can build this structure on a non-region game, but it won't really do anything. On a region game though, each bus stop adds to your city's regional transit capacity (in this case, each stop adds 250). This capacity allows your citizens to travel between neighboring cities on the regional map for work. So if you have a transit capacity of 250 in your city, it means that 250 citizens can work in a different city, and also 250 citizens can work in your city from a neighboring city. Note that it is 250 both ways in separate pools, so the total citizens moving back and forth can be 500.

When the game decided what jobs are going to be filled, they all go to local residents first, the same as it has always worked. However, when jobs are left unfilled, for whatever reason, the game looks at which neighboring cities have unemployed workers available. If unemployed workers are available, the jobs will fill up from those available workers, up to the point that your transit capacity is used up, provided there are bus stops in range of your worksites. Likewise, if you have unemployed workers, they will look at the jobs available in neighboring cities and fill them up to the point that your outgoing transit capacity is used up, provided there are bus stops in range of their houses.

Right now the bus stop range is super high, so I think one bus stop pretty much covers any small or medium sized map, which is all you have in a region. I don't expect it to stay like that though, so bus stops should ideally be placed throughout the city.

The Economy tab on the Game Statistics window will give you some idea of what is going on with your mass transit. Under the number of total unemployed, you will now see a Remote Workers stat, which tells you how many of your people are working in neighboring cities. Likewise, in the pie graph below, the number of filled jobs is now broken down into Local Workers and Foreign Commuters, telling you how many of your jobs are being filled by workers from neighboring cities.

There is still a lot of work to be done on the Mass Transit, but it actually has pretty big implications for the way Region games are played, as it is now possible to separate out your housing from your industry. It still needs to be refined, and I need to add the ability for colonists to actually migrate from one city to the next, and that is coming soon.

To go along with Mass Transit, I have added the capability for buildings to add non-player Decorative Units to the game. You can see this when you build a bus stop, you will now see small bus rovers driving around your town.

These units do not actually do anything, they just serve to make your city look more alive. I plan on adding other kinds of decorative units soon, such as police cars and ambulances.

So that about wraps it up for this release. The next update will continue to build out the Mass Transit, bringing it to other races and making it work within a city itself. Beyond that, I also need to do a complete overhaul of Multiplayer Regions, which are barely functional at the moment. This is the next item on the list after I finish Mass Transit.

Thank you all for playing the game, keep the suggestions coming, and let me know what issues you find in this release!
3y ago
I know I'm a bit late to the party ... :P

We talk a lot about the modding aspect that might disappear, of course it's to consider but I think only a small portion of players would have used them. To me the most important issue is game performance. Decentralizing servers had the advantage of taking away much stress out of the client and gave the ability to redistribute some of the computations to the servers, making the client overall more fluid. If we revert to the centralized server, how is performance going to be impacted ?

I also agree with Vince here :
Invincible said:just being able to see everything you made as whole and not through the regional view gives a huge sense of accomplishment and satisfaction

Regions is a workaround to bad performance for huge maps and a workaround shouldn't be a start-off solution for a new game (MC2).

Going decentralized does not necessarily screw trading and cooperation up, from the start I was thinking that server admins who trust each other could mod the game in order to setup unofficial trade routes between servers. Same for the chat (it could even be implemented in the official game, then you input the IP of the server you allow trade with), the two servers then acting as one, and we can setup a large network like that. I'm sure discord servers like NOZ and T1P would be able to do that and create a network of say 5 servers allowing 50 simultaneous players which is a good start considering the MC1 playerbase.

Going centralized does not necessarily mean needing regions otherwise bad performance, as stated by bast here, huge computations are not necessarily needed:
bastecklein said:You know DKMK100 I do like the idea of going back to the "colonizing" roots and feel, and not so much the city management feel as in MC1. I think MC2 will have a slower pace, in some respects, as far as progression goes. And maybe a more realistic feel to it, like what first settling a new world will really be like.

Get rid of the 100+ armies of rovers, 100+ same-type buildings, dozen of stargates "importing" tens of thousands of people a minute and you're left with a game just as enjoyable while being less resource-consuming (right?)

My conclusion is that (feel free to contest that) unless it's possible to guarantee performance changes to the point where the whole game from start to end can be played on an "infinite" map (and not regions) we stick to decentralized, otherwise let's centralize. To me that's what it comes down to, and building on the same map could be done just like multiplayer was (supposed) to happen either way (centr. or decentr.)

Something I must agree to, regardless of the game turning centralized or decentralized:

bastecklein said:trading resources over the GBT instantly really isn't realistic [...]. actually using Star Ships to build trade networks between colonies.[...] Maybe in MC2, Star Ships are the only real way to export/import/trade resources off of your planet. It makes logical sense. You build Star Ships and you can either then trade with Earth for rip-off prices bases on your starship cargo capacity, or you can set up networks with other players.

I like this idea. I don't know if that is what you are referring to but I remember this topic (2.5 years ago wow). Back then I wasn't expecting these changes to go live but they can be relevant now (summed up) :

Sobeirannovaocc said:the [space] station should actually be the starting point of a player. [...] after that you send space ships for every colony you start [...] travel times could be introduced [given the distance on the galactic map] [...] some techs to accelerate the travel time like researching better engines for the ships [...] When you buy on the GBT it can take time to get the resource, depending on the location of the other person's station. When you post a trade on the GBT the ressources are sent to your station. All the resources you buy on the GBT have to transit by your station. This will make players rely more on the commonwealth and the mother colony (bc closer) and rare resources that would only be produced by the zolarg for example will take time to come. [It will also add the need for greater anticipation. Maybe the space staion can be the company's HQ].

I also like the embassies where the other player has a dedicated space to build what they want.
I have started on v0.54.0 on the Web client, and I have implemented a pretty large change to the way graphics assets are loaded, so let me know what bugs you find. There will be several while I get it ironed out.

Previous to now, the game always loaded all assets at the beginning so that everything was ready to go when you loaded a map. However there are now so many different structures in the game, that this was taking up a ton of memory, especially on mobile where memory is limited.

Now the game will only load assets on demand. This makes startup time for My Colony much faster and (at least on smaller colonies) greatly reduces the memory overhead, leading to better performance. The drawback is that there will be a slight delay when placing a structure before it's graphics are first drawn, due to the on-demand loading.

I think it is a reasonable trade off though, but let me know what you guys think, and what issues you have. I will be working on bug fixes and more Reptilian content over the next few days and will hopefully have 0.54.0 pushed to all platforms by this weekend or Monday at the latest.
6y ago
Hello, is the BGT having a standard delay to carry out new transactions? I cannot make more than one transaction without waiting for a long period of time
2y ago
Since v0.43.0 it seems I can neither sell nor request anything on the GBT. I'm able to post offers or request and the resource/money is taken out of my inventory, but the trade does not show up. I remember being able to see my own trades on the GBT in the past, although not being able to trade with myself. The trades are not there now.
I posted some really good trades and nobody seems to buy/sell, or I'm simply not receiving the resource/money after someone made the trade - I don't know. Before realizing something was wrong I had already posted trades worth of billions. It was mildy infuriating.
I have to add that I'm not quite sure if it's a bug or not because I can't check myself - I have only one colony. So I submitted a trade selling 100 gold for $ 123456789 per 100. I'd be grateful if anyone could check if the trade is there or not.
6y ago
GBT remake

How I would make a trade system:

1.You can only request items/resources. This is to force the player to create trades with good prices.
2.There is a trade AI. This AI always requests as much as you have. The price of the AI is orientated at the price player pay. To make it hard to manipulate and to stabilize prices, it would increase by one of a trade sells that costs more then it, and it would decrease by one if a trade sells this is below it. All AI prices will start at 10% of what a good price is.
3. whenever you request, your maximum price for that you request is limited by the highest priced deal that is on the market at the moment. You can only increase the price of the offer by 10-20%, but you can always request for lower prices.

Edit: When you have the max prices offer, you can't make a new one.
4. A limited amount of offers open/cancel offer button. To prevent ppl from spamming, you shouldn't be allowed to have more then 25 request open. But when you request, you have to pay 10% of the money you give for transport costs. Not civic anymore.
5. Only the 10 best priced offers are displayed, but there should be a button to show them all
6. You should see a graph that shows how the price behaved in the last 7 days or so.
7. another AI suggestion: if ppl are selling much stuff to the AI, the price will drop too.

6y ago
Hi All,

I have noticed a bug that very occasionally happens.

For context i basically only trade using the default trade price per 100 (ie whatever is there when i open the window) i just vary the amount to sell.

So occasionally the trade will be rejected as price gouging because the emperor wont accept a price per unit above x and my price was >x. (and this apparently marks me as being bad).

The issue i see is that as i used the default supplied values this should never occur, as the default should never be higher/lower than whats been accepted.

I realise the limits need to exist (and im ok with that) but you shouldn't be punished by using the default trade price.


PS Love the game!
6y ago
First off, agreed that this website is eye piercing at night, there really needs to be a darker colour scheme that you can possibly choose in settings.

Sending messages is pretty bad I have to agree. 120 characters is not much and usually ends with splitting up your message into several mails where it could have been said in just the one. However I don't believe the solution is lengthening the character limit. I would like to see a building added to the game where you can open chatrooms with people you know the charter code of, similar to your commonwealth chat option. That would made communicating much easier if you just have a building with a bunch of names of colonies you know the charter code to and when you click it there's your conversation. Extending the character limit to 200 wouldn't hurt either, but could just be used for smaller messages. If the chatroom building isn't added (which I don't think it would be, at least for a while) the character limit does need to be changed and its not terribly difficult to change the value.
Also, while having your mail come directly to your account instead of your colonies could be a good idea if done correctly. For instance the mail would have to say which colony it was meant for or you wouldn't know the context of the mail. But the main problem I see with this is that you only go online when you enter your colony, if you are just on the main screen you aren't really online.
Just FYI premium users have no additional benefits regarding the messages, Vac.

About your trade section, you gain access to larger trading sizes later. The largest comes from the hall of congress which gives you the ability to trade 500 million of anything (but the hall of congress is the most expensive building in the game). Your trading resources directly with other places is already a feature, it is called the Galactic Board of Trade (GBT). However the GBT only trades resources for money, it could be interesting to trade any resource for another amount of resource. But that sounds very hard to actually set up because everything would be in different units. It's just easier to convert everything to the same units, aka money. You can sell something, get the money for it and use that money to buy other resources on the market. Not that hard to do.

With your aid idea, you can already do that. If some base is starving and they tell you about it you can send food to them. It's not going to kill you to help out, although most of the time you only see colonies with problems in your own commonwealth. Sending population would speed up the game, the game is already a good speed if you know what you are doing. I feel like being able to send people would kind of break the game. The first thing I would do is make a new base, send a bunch of resources from my main base and then have another base filled with landing pads so it can effectively send infinite people and your new base would never need to wait for anything. Breaks the pace of the game. The colonists you would send have no reason to leave that colony off the edge of their map, there's nothing but that base on that planet.

What I, personally, would like to see is multiple people inhabiting the same planet, which could be either cooperation in building the same colony or two individual colonies in separate places but can interact. You can open trade routes between you and the other colonies, grow your colony large enough to eventually meet with them. I know bast doesn't want any sort of war, so we will only get peaceful options with our fellow planet colonists. Anyways, just a thought.

6y ago

Join the Trade Federation Commonwealth

bastecklein said:The trade commission prices are very high when you play in Online mode to prevent people from buying low on the Galactic Freight and selling high on the GBT. If you play in offline mode, the commissions are something like 2% - 5%.

The Mass Driver/Galactic Freight/Space Elevator/Star Gate buildings are really meant for the offline players. GBT is preferred trade method for online games.

That means admitting the trade funcion is basically broken in this game. In certain worlds like Ice World you need to trade from early on to survive.
5y ago
This idea would change the method of colony organization by maps for region colonies. Default style colonies with just one map would continue to be shown on the map as normal. Note that this idea is solely for premium features and would not impact the free to play aspect of mc.

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


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

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

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

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

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

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


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

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

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

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

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

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

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

I hope that this idea is understandable and helpful to the developing of my colony.
5y ago
I have heard a lot lately about the GBT and auto trade, so here are a few ideas.
1. The GBT is filled up with huge 100mil or 500 contracts, making it impossible to get what you want
What you could do is make a filter for contracts so you can see certain sized contracts. Also, with auto trade, I would maybe like a way to edit how much I trade and when I trade it, so I am not losing productivity to it only trading 1/10 of my storage, very slowly. Also, when you buy through auto-trade, I would like to adjust that too to where you can set it to what you want.

2. Another thing is that I feel that the insectoids' new structure (Unholy hall of Ancients) is a bit overpowered. Like the other civilizations, I feel that maybe the insectoids should have multiple structures, so maybe the Hall of Ancients only produces money, civics, and research, while there is another building that maybe consumes something like money and research to produce relics, instructions, and artifacts. Also, maybe the insectoids get a structure like the Draconians' Center for Ancient Extraction. To add on, possibly that structure and the Center for Ancient Extraction could both store starships, as they would use them and the Draconians one costs starships to build. It would help them be on the same level as the human civs when it comes to producing, consuming, and storing starships.
4y ago
Hello Bast!

Yet another set of suggestions for My Empire! :D

  • Happiness
    This will put actual challenge to manage cities.
    Each city will have their own happiness rating, the rating will affect the production and development efficiency of the city.
    If overall happiness rating in the city is a surplus, the city will function at full capacity. If that is a negative value, your city production and growth is nerfed by 50%. At -10 value, the city will break away from your Empire, becoming a Rogue State.
    Happiness is affected by the following factors:
    • Luxury resource access in the city
      If the city territory covers a tile with a luxury resource, that tile will provide +3 happiness to that city. Some resources requires specific tile improvement for the city to access to.
    • Distance from imperial capital
      The capital city of your empire is indicated by a palace. For every 5-tile radius the influence from palace reduces by 1. Maximum value from palace is +5. Minimum value is 0.
      Some ideologies will affect how this works.
    • Ideology
      The ideology will affect how much happiness are produced in a city. Ideology will be explained later.
    • Population
      Every 2 population reduces 1 happiness.
    • City
      At normal conditions, every city starts with 5 happiness.
    • Buildings
      Some buildings can add extra happiness to the city.
      • Arena is available after Construction research. +2 happiness.
      • Amphitheatre is available after Literature research. +2 happiness.
      • Stadium is available after Electricity (?) research. +3 happiness.
    • Occupied status
      Occupied city has reduced happiness value, happiness production reduced by 20%. A courthouse can neutralise this status, but will always get destroyed if another empire occupies the city.
  • Ideology
    The ideology do make some changes to your empire, each comes with its own advantage and disadvantage.
    • Despotism
      Default ideology, available from the beginning. The ruler is called Emperor/Empress.
      • Happiness production 50%.
      • Garrisoned cities +2 happiness.
    • Anarchy
      This is a status when you are changing your ideology. It will last a couple of turns. The ruler is called Leader.
      • Happiness production 60%.
      • Garrisoned cities +2 happiness.
      • All cities will produce nothing.
    • Theocracy (?)
      That's my original idea, which is largely affected by culture buildings. Available after mysticism. The ruler is called Pope.
      • Happiness production 50%.
      • Each temple and cathedral +10% happiness production of the city.
      • 1 gold maintenance per military unit.
      • Halfed science production.
    • Monarchy
      The ruler is called the King/Queen.
      • Happiness production 75%.
      • Garrisoned cities +2 happiness.
      • 1 gold maintenance per military unit.
    • Republicanism
      The ruler is called the President.
      • Happiness production 90%.
      • Trade production +1 from roads.
      • 1 gold maintenance per military unit.
      • -20% combat penality outside friendly territory.
    • Democracy
      The ruler is called the President.
      • Happiness production 100%.
      • +20% Science production.
      • 1 gold maintenance per military unit.
      • -20% combat penality outside friendly territory.
    • Communism
      The ruler is called the Premier.
      • Happiness production 75%.
      • Influence of palace will not decline over distance but the happiness influence is reduced to +3.
      • +1 productivity per city.
      • 1 gold maintenance per military unit.
    • Militarism (?)
      Another original idea. Available after Conscription. The ruler is called the General.
      • Happiness production 60%.
      • Garrisoned cities +2 happiness.
      • +20% combat bonus in enemy territory.
      • 1 gold maintenance per military unit.
  • Resources
    Resources can add extra value to tiles.
    • Grains
      +1 food. Available on grassland and desert.
    • Stone
      +1 productivity. Available on mountains.
    • Iron
      +2 productivity. Available on mountains. Strategic resource. Requires mine to access.
    • Deer
      +1 food. Available in forests and on tundra.
    • Gold
      +2 trade. Available on mountains. Luxury resource. Requires mine to access.
    • Fur
      +1 trade. Available in forests. Luxury resource.
    • Oil
      +2 productivity. Available on tundra and in waters. Strategic resource.
    • Fish
      +1 food. Available on waters.
    • Whale
      +2 trade. Available on waters. Luxury resource.
    • Coal
      +2 productivity. Available on mountains and tundra. Strategic resource. Requires mine to access.
    • Horses
      +1 productivity. Available on grassland, desert and tundra.
    • Uranium
      +2 productivity. Available on mountains. Strategic resource. Requires mine to be accessed.
    • Rare Plants
      +1 trade. Available on grassland and tundra. Luxury resource.
    Horseman requires horses.
    Legion requires iron.
    Knight requires horses.
    Frigate requires iron.
    Ironclad requires coal.
    Tank requires oil.
    (Artillery requires oil?)
    Battleship requires oil.
    Nuke requires uranium.

Hopefully these will make good addition for the game!
Ok going off of some of the above thoughts, consider this. What if MC2 does not need to have all of the planned customization and everybody is playing the same game on the same server? The modding does sound awesome of course, but it does somewhat break the ability to have a global server. Additionally, all of the customization may just turn this game into something it's not, if that makes sense.

@Invincible said he is still in favor of the infinite map sizes, and so am I. Now an infinite map size does not necessarily have to be a multiplayer server. For instance, MC2 could simply do away with the Region concept and make all maps (planets) infinite in size (or at least, super large), and you would never run out of building space, and your entire civilization is still right there on one screen.

Now obviously with an infinite map, it would be easy to get "lost." I think there will need to be a way to "bookmark" locations on the map that you can easily snap back to.

@Luker124 hints at ways to change up trade, possibly requiring embassies or other ideas, and as @Ansom correctly points out, the economy in MC1 is a bit out of whack. That all said, I have been considering that the game is still fun to have a global connection, and I think the in-game chat does add a lot to it. However, some things need to change.

For example, if MC2 goes global instead of decentralized, I am not sure that chat-based resource gifting should even be a part of the game. It's not realistic at all. However, trading resources over the GBT instantly really isn't realistic either. Here are some possible solutions I have.
  • A year or so ago, I brought up the idea of actually using Star Ships to build trade networks between colonies. I never implemented this, because with gifting and GBT it would be largely pointless. Maybe in MC2, Star Ships are the only real way to export/import/trade resources off of your planet. It makes logical sense. You build Star Ships and you can either then trade with Earth for rip-off prices bases on your starship cargo capacity, or you can set up networks with other players.
  • I do not think that the GBT as it is really makes sense, however the concept is enjoyed by a lot of players who like the trading aspect of the game. Maybe this could be a compromise. Remember a few months ago when I was thinking that, instead of being a part of a government (UE/LIS/etc) you are a corporation trying to profit with a space colony? Perhaps that is the concept, and there is a global stock exchange in the game, where you can issue shares in your "company" to raise revenues, people can trade your stock, and you can issue cash dividends to your "shareholders" when your colony if profitable? There would need to be an in-game way to pull up all of the stats on a colony so traders know if they are a good buy or not, but it could serve as both a way to make money, and a side game that still has the trading aspects of the GBT. And it doesn't jack with resource prices. Of course, I could see the need for a resource based commodities market, but perhaps it would have a requirement that you need to load all of the goods onto a starship first, but I would also be fine with no resource based trading market.
  • I had a thought for Embassies that still sort of keeps the "multiple players in one server" thing, but in a much reduced role. For Embassies in MC2, what if you grant another player a "patch" of land, like a 10x10 square or something, and they can build whatever they want there as their embassy, or maybe out of a certain sub-selection of decorative structures. So each embassy area would be unique, and when you establish an embassy in a new city, you get to design it how you want, make it look pretty, and depending on what buildings you put on it would decide what kind of capabilities the embassy had? This is just an initial thought, something to flesh out more later.
  • Buildings that just generate resources out of nothing probably shouldn't exist in MC2.
  • The modding is fancy, but it might really not be that necessary and might be more of a hassle than it is worth. Realistically I do not know how many people would actually take advantage of it, and it would eliminate that colony's ability to play online. Well I could go either way on this really.

Anyway, think about what I wrote and let me know your thoughts. MC2 is still in it's infancy so we can still throw ideas around and see what sticks. Possibly if you take MC1, tweak it with the ideas above, make it 3d, etc, that would be a pretty good new game too. On the other hand, I do like the idea of the decentralized servers and complete customization, but perhaps that is an idea for another game that isn't called My Colony 2?
3y ago
Here are some of my ideas for in game settlements.

Tariffs: if you sell your resources to another settlement, you will have to pay a tax to the settlement.

Trade deals: if 2 settlements want to trade freely, establish a pipeline, or work together on anything related to economics they have to sign trade deals. Trade deals can only be signed between settlements that have embassies.

Federations: settlements can also join together to create a federation (like the us), which will make laws/set trade policies that apply to all settlements. Federations will be lead by a president, who is elected by the settlements. The president is supposed to work for the settlements that elected him, but he can choose to be corrupt. In game this would probably be a setting that the player chooses from a pop up menu. There would be 3 leadership options, democratic, slightly corrupt, and rich moneybag. If the president chooses an option you dont like, you can impeach him with a majority vote.

3y ago
Today I am putting the finishing touches on My Colony v1.23.0, the Dark Matter Update (Part 1), and it should be hitting all platforms throughout the weekend. This update also adds a new Challenges mode, so let's take a look at what is new!

This update adds the first components of the new Dark Matter tech tree which was designed by @Electrogamer1943 and introduces the new Dark Matter resource and the Dark Matter Infrastructure technology.

Along with the new tech and resource we have four new structures in this update, the Dark Base Alpha, Dark Base Beta, Dark Dimensional Portal and the Dark Matter Reactor Arc. Please note that Dark Matter is not currently live on the Galactic Board of Trade, for technical reasons that will have to come during the next update.

There are several more structures coming in the Dark Matter line, which I simply did not get to in time for the update, so there will be a Dark Matter Update Part 2 update coming in the not-too-distant future. Please give feedback and comments to @Electrogamer1943 and be sure to thank her for providing all of us with some fresh new content for My Colony 1!

The next big addition in this release is the new Challenges feature, available to Online games, which you can find in the Statistics window.

Challenges are a new late-game way for big colonies and federations to compete against each other for glory (and trophies), and there can (and will) be multiple challenges running simultaneously. Challenges also provide a purpose and a use for the millions and millions in resources that people have just sitting there in storage doing nothing. The idea is to give players something else to do after they have already unlocked everything and reached end-game.

The system is fairly simple. A challenge will be posted which will run for X number of days and be worth X number of trophies as a reward. Players can contribute resources to a challenge on behalf of either their Colony or their Federation (if they are in a Federation). When the time is up, trophies will be awarded to both the Colony and the Federation who contributed the most to the challenge. You will be able to see a listing in-game of both colonies and federations ranked by the number of trophies they have earned.

I will be posting new challenges on a regular basis, and they will range from only a few days to several months, so check the Challenges screen often to make sure you don't miss out. Challenges give a good opportunity to use up some of the mass amounts of resources people have, and should also help people's GDP, as resources sitting in storage do not contribute to GDP, and having full storage shuts down your GDP production. There is one challenge up right now, but I will be adding several more after the update goes live to all platforms, so keep watching the challenges screen, and try to win some trophies!

Now for some changes to gameplay. I have raised the Import and Export (non-GBT) fees to 99.9% each, and in the next update I will probably remove the Import and Export resource features entirely from online games. Importing and Exporting makes it too easy to exploit the Galactic Board of Trade, and so it will be going away. Keep in mind this is for online games only. My inbox will be open for all incoming hate mail related to this change...

Speaking of trade, I have revamped the code for the Auto Trade feature, which was basically disabled up until now. Feel free to test the Auto Trade for different resources and let me know how the changes work and if they need tweaked some more.

Finally, there were a lot of bug fixed in this update, regarding both building rendering and performance while building with a lot of drones. If you are still having issues in those areas, please let me know!

So that is all for this update. The next update will be Dark Matter Part 2 as I mentioned before. In the meantime, I will be adding more Challenges and also more Collectable Structures on a weekly basis, so be sure to check both of those screens in-game so you don't miss anything, and stay tuned for more!

1y ago
Today My Colony v0.43.0 has been submitted to all platforms and should be arriving on your respective device shortly. I am still working on getting the bugs from the big engine overhaul worked out, and they are getting better for the most part, but the primary focus in this release was on new content. It had been quite a while since a new content release was made, and this is one of the largest ones ever. So without further delay, here are the release notes!

My Colony v0.43.0 Changelog

New Stuff
  • New Map Type: Ice World (LIS and Zolarg)
  • New Resource: Crystalline
  • New Structures: Fantasy Land Arcology, Ore Synthesis Lab, Big Playhouse, Micromine, Regolith Furnace, Compacted Snow Path, Diamond Crystal Reactor, Alien Enrichment Facility, Crystalmound, Ore Tunnel, Synthetic Crystalline, Independence Hall Level 2
  • New Vehicles: Tundra Rover, Tundrabug
  • New Techs: Next Gen Power Production, Crystalline Synthesis
  • New Premium Content: Monument of Heroes, Blue Residential Complex
  • A new Center Map option has been added for buildings, allowing you to select the new "center" location of the map.
  • There is a new build options screen on road tiles, with a slightly revamped upgrade flow. A similar experience might be coming for Structures too, if people like how the new one looks.
The biggest change revolves around the addition of the new Ice World map and the new Crystalline resource that was added along side it. This was my first test of having a map type work across multiple civilizations, and I think it works alright for the most part.

The Ice Maps are very micro-managy (especially on the Zolarg side), and much is yet to be added. They are fully playable right now though, just don't expect an easy ride. You particularly need to be careful to conserve Gold so that it does not run out before you have the means to produce it artificially. I expect Ice World maps to be profitable export colonies in the future.

In addition, some other much needed (in my opinion) items have been added to the game, including a Level 2 LIS capitol building, allowing the annexation of new lands. Also, a better Uranium facility, and an upgraded method for producing Ore on base-regolith type maps. A new Arcology type was added, and the old Arcology now provides education to its inhabitants. The Internet Relay Booth now also provides a small IQ boost. Oh yeah, the forum has moved too, so if you have not yet done so, you will need to create a new account.

Moving forward, the next update (besides working on more bug fixes) will probably focus on the Zolarg some more. I want to get the Zolarg race more fleshed out before adding in the next civilization, which will probably be the evil Reptilians.

One more thing, some of you might remember the My Colony Podcast I was doing a while ago. I plan on trying to merge the podcasting server here with the new forum and maybe doing another episode just to see how it goes. Then again, maybe I wont. We'll see.

So that's all for this update. There were probably more additions and changes that I didn't remember, but you get the point. Thank you to everybody for playing and stay tuned, much more to come!
6y ago
Sorry for the delay! 64 bit, and it's still going on. Thanks!
6y ago
1) If the new colony was created using the charter code of your main, and they are both running at the same time, then it may just be a time delay.
2) If the new colony is not running at the same time as your main, then they may not get it at all. It seems to require both running for many gifts/messages to be sent.
3) If your new one is not a sub colony, then you probably need the communication hub that you get after unlocking some of the government tech.
6y ago
I use windows 7 with mc 48. I seem to be having an issue where having lot's of rovers will cause them to freeze up and delay on following orders. Another weird thing is that I deleted every single one of them and then made ten new adv builder bots and they still wouldn't go where I told them to go. I checked my task manager and cpu and RAM are fine, so this must be a software glitch or something. Either way, it's hindering my game progress greatly, and now the rovers won't move at all.

When I have multiple differen't types of rovers harvesting and building in the game, they seem to move to a resource node, stay there for five minutes, and then move back and stay at the drop off site for a time. I read where bast said that he put rovers on a differen't thread, but that only means that the only thing that that thread has to manage is rover pathing, which for less that 100 rovers, should work just fine. I probably had a max of 50 rovers on the map before I destroyed them all as a test.

6y ago
in fact, I understand why the settlers suddenly stop working because when their energy reaches the 50% they leave their jobs and they do not have the initiative to go to have fun or rest in order to recover their strength and so this causes an increasingly heavy delay in the colony
6y ago
how much is a slight delay?
6y ago
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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