Search - ultra deep
Heya! Dylan Again with a new idea: Silver. Silver will be a key idea in my next few posts, so please follow along.
Description: Silver is the rarest and most valuable of all natural resources in the game. Worth more than gold.
Found In: Silver Mines, Ultra Deep Mining Operation, Silver Synthesis Lab
Mined By: Silver Miner
- The silver miner requires deep excavation. The miner is 1 by 2, and can only be built by the Large Vehicle Factory (see below).
The miner requires
- 500 ore
250 steel
150 gold
150 aluminum
50 uranium
150 microchips
5 robots
The mines are 3 by 3 and require:
- 5000 or
2500 st
1500 g
500 al
100 cl
Used For: Adv. Mint, Automated Microchip Factory, Galactic Bronze Production
-The adv. mint uses silver instead of gold to produce money. Upgrade from Gold Mint.
-The Automated Microchip Factory is a 2 by 2, space saving, zero emission microchip factory. Consumes gold, silver, and robots during production.
-Galactic Bronze is an Antanium derivative that is made from gold, ore, and silver. Possible upgrade with crystalline.
-The Ultra Deep Mining Operation is a huge hole in the ground that produces ore, gold, aluminum, uranium, and silver.
-The silver synthesis lab produces silver from aluminum
Thanks and Comment!
Description: Silver is the rarest and most valuable of all natural resources in the game. Worth more than gold.
Found In: Silver Mines, Ultra Deep Mining Operation, Silver Synthesis Lab
Mined By: Silver Miner
- The silver miner requires deep excavation. The miner is 1 by 2, and can only be built by the Large Vehicle Factory (see below).
The miner requires
- 500 ore
250 steel
150 gold
150 aluminum
50 uranium
150 microchips
5 robots
The mines are 3 by 3 and require:
- 5000 or
2500 st
1500 g
500 al
100 cl
Used For: Adv. Mint, Automated Microchip Factory, Galactic Bronze Production
-The adv. mint uses silver instead of gold to produce money. Upgrade from Gold Mint.
-The Automated Microchip Factory is a 2 by 2, space saving, zero emission microchip factory. Consumes gold, silver, and robots during production.
-Galactic Bronze is an Antanium derivative that is made from gold, ore, and silver. Possible upgrade with crystalline.
-The Ultra Deep Mining Operation is a huge hole in the ground that produces ore, gold, aluminum, uranium, and silver.
-The silver synthesis lab produces silver from aluminum
Thanks and Comment!
Right now, excavation is pretty much limited to a single tile of depth and the good ol’ excavator. I get the feeling that this is likely in part due to technical limitations, but if overcome, excavation could become a much fuller and more engaging part of MC2, possibly even introducing room for lore. In my visions for a new system of excavation, settlements could eventually dig holes a hundred tiles deep with the help of a new branch of excavation-related techs, structures, and vehicles. Scarce or “delicate” resources such as clay would be found in abundance at specific depths and many new structures would be specialized to tap into underground phenomena, for example, magma-powered electrical plants or supercharged water pumps. Terrain editing would also become available with vehicles called Landmovers, allowing you to form artificial mountains or reclaim islands on ocean worlds.
The major gist of this new excavation system would be the separation of the ground into many roughly-defined layers, each containing distinct resources and geological features, though different world types would have disparate layer compositions as well as their own unique features. Rich deposits of Crystalline could occur in heavily saturated caves on Frozen or Desert Worlds, rare heavy metals could be scattered beneath the surfaces of Lunar Worlds as a result of ancient meteorites, and naturally, oil deposits could be found beneath the ocean floors on Ocean Worlds. Alien ruins would also become more and more common at greater depths, eventually culminating in an ancient layer of all planet types housing the remnants of a staggeringly advanced Alien civilization.
The Alien layer would contain hundreds of unbuildable Ancient Alien buildings clustered into small outposts and larger cities in various states of disrepair, spaced relatively far apart from each other. These Alien buildings, operating beyond the knowledge of the current corpus of Ancient Instructions, could produce valuable resources such as artifacts to any settlement which harnessed them, but all Alien settlements would be guarded by extremely powerful automatic turrets, capable of vaporizing a Main Battle Tank from three chunks off. In fact, they'd deal extremely high, unmitigated area damage, so that low-level settlements would not be able to immediately tap into them. Many of the “true” alien buildings found in a conquered alien settlement would provide powerful and unique benefits to its conqueror, such as specialized Artifact production or efficiency boosts for certain utility providing buildings in other settlements. A new intermediate class of "inspired" alien buildings would also be exclusively unlocked by controlling alien settlements.
Possible research branches and associated mechanics
Possible significant excavation depths
Overall, this system might end up significantly changing the progression to Alien and subsequent tech, but I believe it will be a good thing for preventing Alien Artifacts from becoming just another individually nondescript resource as it did in My Colony. Bast took steps towards making Artifacts special with the initial introduction of the excavation system, and similarly with Spice and Spice Veins. MC2 was designed in 3D, so I think it may as well play into that topographically as well. Thanks for reading, and let me know what you think of this idea in the comments!
The major gist of this new excavation system would be the separation of the ground into many roughly-defined layers, each containing distinct resources and geological features, though different world types would have disparate layer compositions as well as their own unique features. Rich deposits of Crystalline could occur in heavily saturated caves on Frozen or Desert Worlds, rare heavy metals could be scattered beneath the surfaces of Lunar Worlds as a result of ancient meteorites, and naturally, oil deposits could be found beneath the ocean floors on Ocean Worlds. Alien ruins would also become more and more common at greater depths, eventually culminating in an ancient layer of all planet types housing the remnants of a staggeringly advanced Alien civilization.
The Alien layer would contain hundreds of unbuildable Ancient Alien buildings clustered into small outposts and larger cities in various states of disrepair, spaced relatively far apart from each other. These Alien buildings, operating beyond the knowledge of the current corpus of Ancient Instructions, could produce valuable resources such as artifacts to any settlement which harnessed them, but all Alien settlements would be guarded by extremely powerful automatic turrets, capable of vaporizing a Main Battle Tank from three chunks off. In fact, they'd deal extremely high, unmitigated area damage, so that low-level settlements would not be able to immediately tap into them. Many of the “true” alien buildings found in a conquered alien settlement would provide powerful and unique benefits to its conqueror, such as specialized Artifact production or efficiency boosts for certain utility providing buildings in other settlements. A new intermediate class of "inspired" alien buildings would also be exclusively unlocked by controlling alien settlements.
Possible research branches and associated mechanics
- Deep Excavation (existing tech, unlocks Excavators with 5-tile excavation range)
- Advanced Geochemistry (requires Deep Excavation, unlocks entry-level elevation-specific structures and Survey Probes, gateway tech to other excavation-related techs)
- Earthmoving Techniques (requires Advanced Geochemistry with a level 3 settlement, unlocks Landformers for filling in holes/creating mountains and Borers with 10-tile excavation range)
- Underground Infrastructure (requires Advanced Geochemistry and Ancient Alien Manufacturing with a level 4 settlement, unlocks more permanent elevation-specific structures and large Mobile Excavation Platforms with 20-tile excavation range)
- Ultra Deep Exploration (requires Underground Infrastructure and Artificial Intelligence with a level 4 settlement, unlocks expensive Quantum Boring Platforms with 50-tile excavation range)
Possible significant excavation depths
- 3 tiles: Alien structures begin to appear occasionally
- 6-10 tiles: Planet-specific underground phenomena begin to appear
- 15-17 tiles: “Intrinsic” underground phenomena such as saturated rock begin to appear
- 20-23 tiles: Isolated alien structures begin to appear very rarely
- 37-40 tiles: Alien layer begins
Overall, this system might end up significantly changing the progression to Alien and subsequent tech, but I believe it will be a good thing for preventing Alien Artifacts from becoming just another individually nondescript resource as it did in My Colony. Bast took steps towards making Artifacts special with the initial introduction of the excavation system, and similarly with Spice and Spice Veins. MC2 was designed in 3D, so I think it may as well play into that topographically as well. Thanks for reading, and let me know what you think of this idea in the comments!
Clay is a fairly common resource on worlds that have atmospheres like earth's atmosphere, so like you said, I would imagine a point where every civilization could mass-produce it. Think about it, all you need to do to make a certain type of clay is find the right type of soil and add water. We could potentially have a structure like the ore fracking operation that can pump water into the earth and pull out moist clay. Either that or we could just have the deep dig sites produce clay in much higher rates than before.
I mean, you are digging out massive amounts of earth when you dig deep into the ground. Where does all of that earth go? You can't tell me that you've only dug up a few units of clay in order to find an alien artifact. In archeological digging sites in real life, huge amounts of earth are moved to uncover long-buried secrets of the past. The same should be applied here. maybe having the deep dig site produce 20 clay per worker round instead of just 1 or 2(i forget the rate) would be a reasonable number, at least to me. That way you don't get too much clay at once(since it's a mid-to-late game resource and is used in a variety of structures that are supposed to be more difficult to build, whether in the form of pottery or bricks) but it gives you enough to not have such a bottleneck that you have to devote a quarter of your map just to deep dig sites. You could also have the original archaeological dig sites produce the same amount of clay that the deep dig sites produce now, which is not much but would give a small supply of constant clay a bit earlier in the game so you can build up your textile factories, consulates, and tall warehouses a bit earlier on.
I mean, you are digging out massive amounts of earth when you dig deep into the ground. Where does all of that earth go? You can't tell me that you've only dug up a few units of clay in order to find an alien artifact. In archeological digging sites in real life, huge amounts of earth are moved to uncover long-buried secrets of the past. The same should be applied here. maybe having the deep dig site produce 20 clay per worker round instead of just 1 or 2(i forget the rate) would be a reasonable number, at least to me. That way you don't get too much clay at once(since it's a mid-to-late game resource and is used in a variety of structures that are supposed to be more difficult to build, whether in the form of pottery or bricks) but it gives you enough to not have such a bottleneck that you have to devote a quarter of your map just to deep dig sites. You could also have the original archaeological dig sites produce the same amount of clay that the deep dig sites produce now, which is not much but would give a small supply of constant clay a bit earlier in the game so you can build up your textile factories, consulates, and tall warehouses a bit earlier on.
Hello guys!
Some times ago I was thinking about minor civilizations and other races in the galaxy. One of the things in my mind is an aquatic civilization. Taking a bit reference from the legendary Atlantis, this gave me an idea - The Atlanians.

<Origins>
The Atlanians have a very long history, longer than that of Humans, but not old as Alpha Draconians. Their civilization was born some millenniums after the disappearance of the Ancients, on a planet in the Blue Clusters lying just at the rim of the central Galaxy.
Originally, the Atlanians were just fishes in the deep ocean, only dwells in the deep abysses of this oceanic planet. There's a myth telling how Atlanians touched the lands and the air of their planet for the first time:
Still, in human perspectives, it is a result of evolution. There are fossil records found that resembles intermediate of primitive aquatic creatures and Atlanians.
<History>
In a very long time of Atlanian history, Atlanians organizes themselves as kingdoms since their civilization begin to form.
Atlanians are relatively peaceful when compared to other mainstream civilizations in the galaxy. Some said peace is their nature, but more (non-Atlanian) people believe their peace is a result of culture and history. Rarely they have conflicts within or with other civilizations in their history, but still, one of the wars has taken a big part forming their ideology of peace, balance and coexistence. This legend is recorded in their ancient literature:
Their peaceful ideologies impacted their history a lot which has promoted the prosperity and stability of their civilization. Several generations later, they begin marching into the space and established many colonies, and eventually new kingdoms, in the Blue Clusters. All these kingdoms collectively formed a confederate to maintain their common vision of their harmonious civilization - the Confederate of Atlanian Kingdoms.
Due to their neutrality, and their relative powerful strength as a minor civilization in the Galaxy, they seldom have problems facing diplomatic or military pressure from any other nations, their civilization remained very peaceful for many years while remained cooperation with many other nations and civilizations. However, the recent invasion by the New Galactic Empire is the turning point in their history which their peaceful stance is not being respected. Fearing it would become the demise of their civilization, they accepted the offers of Alpha Draconians for a cooperation against the aggression of the New Galactic Empire, first time breaking their neutrality.
<Territories>
Since the birth of their civilization, the Blue Clusters is the home for these Atlanians. Besides the Blue Clusters, they also have many colonies across the Galaxy, mainly on aquatic planets.
<Political Structure>
As a confederate, Atlanian Kingdoms are composed of many member kingdoms of Atlanian origins, which includes those in Blue Clusters and their exclaves.
The Assembly of Kings is the legislation and executive institution of the Atlanian Kingdoms, each meeting hold at regular intervals of 10 years and usually lasts around a month. A meeting begins with every kingdom reporting their overall situation and welcome new kings and queens if there is any. And then the kingdoms will discuss any submitted issues of Atlanian importance (such as external trade and diplomacy), making decisions on collective principle, by those kingdoms who are considered involved into.
If not considering the collective policies, each kingdoms are governed on their own without common restrictions. The constitutional structure might varies from kingdom to kingdom as each might has their own roles, however in every kingdom, the King or the Queen is the representative and the highest leader of his or her kingdom.
<Culture>
Culturally, Atlanians are well known not only because of their pacifism, but they are well mannered, they have pursuit of sophistication and perfection, and especially their unique artistic values. When you look into their architecture, you won't feel a large contrast, but they combine pretty well into the atmosphere and the surrounding environment, in the same time they are amazing with fine details. When you look into their outfits, they might look simple, but actually created with many fine details, while it is comfortable to wear and durable. That's the art of Atlanians: Extraordinary, but in a harmonious, non-aggressive way that makes you feel comfortable.
<Technology>
Many technologies used in Atlanian Kingdoms are directly or derived from those of United Earth and Alpha Draconian origins, acquired from trading agreements. Yet Atlanians are not without their unique wisdom, especially they are the largest aquatic civilization in the galaxy - a master of aquatic technologies. Their technologies are not limited by oceans, they can be used on land and space and are highly adaptable to many environments, except those extreme. Most importantly, they are environmentally friendly. :)
<Economy>
A large proportion of Atlanian economy is driven by external trades, mainly between United Earth and Alpha Draconians.
Domestically, they have some unique industries.
One of their famous industries is fish herding, they breed fishes in a natural way but still supported by their technologies to achieve high yield. The fish meat produced are in high quality, and you can get the most original taste of it compared to the GM fishes which is common in United Earth. The silk produced by a deep sea dwelling Silk-cod is a good material for making fine sheets of fabric.
Another of their unique industries is the deep sea quarrying, one of the major supplier of the beautiful but rare Atlanian Yellow Marble in the Galaxy. These marbles are primarily for constructions in Atlanian cities.
<Military>
Atlanian military was never used for invading others, purely for self-defense. The majority of their military are garrisons on the planets, while the remaining are mobile response forces operating in Blue Clusters or in the exclaves of Atlanian Kingdoms.
Their military focuses on quality over quantity. This is reflected by their strict military standards - to be enlisted as a soldier, first you'll need to spend 5 years in military academy learning combat skills, martial arts, military doctrines and basic tactics. And then you'll face your first test. Once you've passed the test, you'll have to spend another 10 years mastering your techniques and all relevant knowledge as a soldier in practical scenarios. And then comes the last test. Failing any one of the tests, you'll start over. Despite the low pass rate of the tests, every successfully enlisted soldier are the finest who can take on many enemies with ease. These soldiers are highly respected in the society.
Their combat vehicles does not require many people to operate, sometimes one pilot is enough to run a tank. Often Atlanian combat vehicles are tailor-made for the pilot, which the pilot can optimally make use of their strengths. However this also means it totally depends on the skills of the pilot.
Moreover, Atlanians is an amphibious race. Their adaptability in both dry land and water makes them even more versatile in battles, they are indeed a formidable force to be reckoned with.
<Other facts about Atlanians>
Hopefully you like this idea!
Some times ago I was thinking about minor civilizations and other races in the galaxy. One of the things in my mind is an aquatic civilization. Taking a bit reference from the legendary Atlantis, this gave me an idea - The Atlanians.

National Emblem: The Moon Aqua and the Trident of Balance
<Origins>
The Atlanians have a very long history, longer than that of Humans, but not old as Alpha Draconians. Their civilization was born some millenniums after the disappearance of the Ancients, on a planet in the Blue Clusters lying just at the rim of the central Galaxy.
Originally, the Atlanians were just fishes in the deep ocean, only dwells in the deep abysses of this oceanic planet. There's a myth telling how Atlanians touched the lands and the air of their planet for the first time:
A fish look at "The Walls", wondered how would the world above the ocean would look like. He swim upper and upper, trying to reach the top of "The Walls". As he reached the borderline between the skies and the ocean, he jumped out from the water with his all efforts. He passed over.
When he wake up, he saw the world above the ocean. He saw the land above "The Walls", he saw a new world, he saw a rising sun on the horizons. When he tried to move, he found out his body was not the same as before - fins becomes limbs, tail becomes legs. In the air, he hears a wisper from the god - A gift for the curious fish.
Still, in human perspectives, it is a result of evolution. There are fossil records found that resembles intermediate of primitive aquatic creatures and Atlanians.
<History>
In a very long time of Atlanian history, Atlanians organizes themselves as kingdoms since their civilization begin to form.
Atlanians are relatively peaceful when compared to other mainstream civilizations in the galaxy. Some said peace is their nature, but more (non-Atlanian) people believe their peace is a result of culture and history. Rarely they have conflicts within or with other civilizations in their history, but still, one of the wars has taken a big part forming their ideology of peace, balance and coexistence. This legend is recorded in their ancient literature:
The war between the Kings spread across the world, the seas are no longer clear as Aquamarine, it is corrupted in bloodbath. A young man, hoped to stop the Kings' rampage, set on his journey to the Moon Aqua, wish to know the way to restore harmony between the Kingdoms......
......After the Trials of the Ocean Gods, he finally reaches the answer he looks for - The Balance. His vision for a harmonious world is clear. The Trident of Balance responds to his will, granting him the power to restore his world, to save his world from chaos.
He spread the words of peace across the world, he shared his vision to the Kings. The Kings, figuring out the destruction have done to the world, eventually withdraw their weapons. They kneeled to the young man, asked the young man to show the path to redeem their sins.
The young man showed them the way of harmony, peace and mercy instead of punishments. He said, Balance is the key for a better world.
Their peaceful ideologies impacted their history a lot which has promoted the prosperity and stability of their civilization. Several generations later, they begin marching into the space and established many colonies, and eventually new kingdoms, in the Blue Clusters. All these kingdoms collectively formed a confederate to maintain their common vision of their harmonious civilization - the Confederate of Atlanian Kingdoms.
Due to their neutrality, and their relative powerful strength as a minor civilization in the Galaxy, they seldom have problems facing diplomatic or military pressure from any other nations, their civilization remained very peaceful for many years while remained cooperation with many other nations and civilizations. However, the recent invasion by the New Galactic Empire is the turning point in their history which their peaceful stance is not being respected. Fearing it would become the demise of their civilization, they accepted the offers of Alpha Draconians for a cooperation against the aggression of the New Galactic Empire, first time breaking their neutrality.
<Territories>
Since the birth of their civilization, the Blue Clusters is the home for these Atlanians. Besides the Blue Clusters, they also have many colonies across the Galaxy, mainly on aquatic planets.
- <Blue Clusters>
The homeworld of Atlanians, the cradle of Atlanian Kingdoms. This region contains numerous oceanic and aquatic planets which makes comfortable homes for these ocean-dwelling people. It is the political capital and cultural center of this civilization. Has the name of Blue Clusters as the stars in this region emit distinctive blue lights. - <Selene System>
This is the economic center of Atlanian Kingdoms. This place has been an important trading port due to its location, it borders United Earth, Alpha Draconians and Blue Clusters. Many colonies of Atlanian Kingdoms are located here. - <Anthea System>
One of the major exclaves of Atlanian Kingdoms, an encalve located inside United Earth. Regarded as one of the best locations for tropical vacations - there are some beautiful tropical planets in this system. - <Larisa Enclaves>
A cluster of Atlanian exclaves are located in the neutral Larisa Stars region.
<Political Structure>
As a confederate, Atlanian Kingdoms are composed of many member kingdoms of Atlanian origins, which includes those in Blue Clusters and their exclaves.
The Assembly of Kings is the legislation and executive institution of the Atlanian Kingdoms, each meeting hold at regular intervals of 10 years and usually lasts around a month. A meeting begins with every kingdom reporting their overall situation and welcome new kings and queens if there is any. And then the kingdoms will discuss any submitted issues of Atlanian importance (such as external trade and diplomacy), making decisions on collective principle, by those kingdoms who are considered involved into.
If not considering the collective policies, each kingdoms are governed on their own without common restrictions. The constitutional structure might varies from kingdom to kingdom as each might has their own roles, however in every kingdom, the King or the Queen is the representative and the highest leader of his or her kingdom.
<Culture>
Culturally, Atlanians are well known not only because of their pacifism, but they are well mannered, they have pursuit of sophistication and perfection, and especially their unique artistic values. When you look into their architecture, you won't feel a large contrast, but they combine pretty well into the atmosphere and the surrounding environment, in the same time they are amazing with fine details. When you look into their outfits, they might look simple, but actually created with many fine details, while it is comfortable to wear and durable. That's the art of Atlanians: Extraordinary, but in a harmonious, non-aggressive way that makes you feel comfortable.
<Technology>
Many technologies used in Atlanian Kingdoms are directly or derived from those of United Earth and Alpha Draconian origins, acquired from trading agreements. Yet Atlanians are not without their unique wisdom, especially they are the largest aquatic civilization in the galaxy - a master of aquatic technologies. Their technologies are not limited by oceans, they can be used on land and space and are highly adaptable to many environments, except those extreme. Most importantly, they are environmentally friendly. :)
<Economy>
A large proportion of Atlanian economy is driven by external trades, mainly between United Earth and Alpha Draconians.
Domestically, they have some unique industries.
One of their famous industries is fish herding, they breed fishes in a natural way but still supported by their technologies to achieve high yield. The fish meat produced are in high quality, and you can get the most original taste of it compared to the GM fishes which is common in United Earth. The silk produced by a deep sea dwelling Silk-cod is a good material for making fine sheets of fabric.
Another of their unique industries is the deep sea quarrying, one of the major supplier of the beautiful but rare Atlanian Yellow Marble in the Galaxy. These marbles are primarily for constructions in Atlanian cities.
<Military>
Atlanian military was never used for invading others, purely for self-defense. The majority of their military are garrisons on the planets, while the remaining are mobile response forces operating in Blue Clusters or in the exclaves of Atlanian Kingdoms.
Their military focuses on quality over quantity. This is reflected by their strict military standards - to be enlisted as a soldier, first you'll need to spend 5 years in military academy learning combat skills, martial arts, military doctrines and basic tactics. And then you'll face your first test. Once you've passed the test, you'll have to spend another 10 years mastering your techniques and all relevant knowledge as a soldier in practical scenarios. And then comes the last test. Failing any one of the tests, you'll start over. Despite the low pass rate of the tests, every successfully enlisted soldier are the finest who can take on many enemies with ease. These soldiers are highly respected in the society.
Their combat vehicles does not require many people to operate, sometimes one pilot is enough to run a tank. Often Atlanian combat vehicles are tailor-made for the pilot, which the pilot can optimally make use of their strengths. However this also means it totally depends on the skills of the pilot.
Moreover, Atlanians is an amphibious race. Their adaptability in both dry land and water makes them even more versatile in battles, they are indeed a formidable force to be reckoned with.
<Other facts about Atlanians>
- Atlanians has one special biological feature is their large variance in size, possibly due to environmental factors. While average Atlanians are at the size close to average humans, some of the Atlanians, especially those dwells in the deep ocean, can grow larger than a whale when mature. These large Atlanians are called Leviathans.
- Atlanians has 2 respiratory systems, one being gills, another being lungs.
- Atlanian Kingdoms remains politically independent even is in "temporary affiliation" with Alpha Draconians.
Hopefully you like this idea!
i am not in the same situation i have 30 ultra deep and some 100 alu gen and i have a lot of place
MaroutoutMars1 said:i am not in the same situation i have 30 ultra deep and some 100 alu gen and i have a lot of place
dont really know what ur producing with that xD
My Ultra Deep Dig site produces just clay. I don't get any alien artifact from there. Am I doing something wrong?
I have an idea: Ultra Deep Excavation. This will allow the player to produce more Alien Artifacts via the Ultra Deep Dig Site (as in MC1).
If it ever becomes technically feasible to visually excavate multiple layers of a world, a lot of potential for new features lies in the ground. Firstly, to avoid the issue of players trying to dig infinitely deep into the ground and crashing their game, perhaps a maximum excavation depth could be enforced for settlements. It would start at 0 by default and increase by unlocking special techs such as the starting Deep Excavation or something along the lines of "Ultra Deep Excavation" or "Core Drilling". Different distributions of resources could be found or even restricted to different depths, such as Alien Artifacts becoming more common at deeper elevations but disappearing entirely after a certain level. The placement of certain structures could also be limited to specific depths, such as a more efficient water pump, an artifact extraction lab, or an oil rig (limited to specific world types). Buried alien/Abandoned World settlements could even start appearing rarely, featuring a randomized cluster of unique buildings still protected by extremely powerful automated turrets. Once a colony disabled the turrets with military units, it could start to occupy the settlement's buildings and take advantage of building-specific benefits such as massive education boosts or unique alien vehicle production. Buried settlements might also become hot points on multiplayer worlds, adding a new aspect to military campaigns. Though the engine mechanics necessary for this type of terrain manipulation would likely be impractical to work out for quite some time, I hope these ideas might serve as an inspiration for exploration-type features once the game matures farther.
Colbya has a bit of a point, but there's something you're missing. Yes it's true that the biggest issue (besides breathing!) with deep diving is not the pressure overall, but the potential for *difference* in pressure. If you have sea level atmosphere in your lungs and you went 200 metres underwater, you're going to have a bad time. I don't know how deep the freediving record is, but most people would be very dead before they got that deep. So if you have gas in your lungs that is specially formulated to avoid high pressure solubility issues and is the same pressure as the water around you, you'll be ok.... to a point.
You see, the proteins in our cells actually are sensitive to pressure. One of the reasons it is so exciting to find really deep-sea creatures is because they use different chemistry to us, out bodies wouldn't be able to survive, even if we had SCUBA gear that could handle it.
The pressure at the Venusian surface though would be survivable. Great for flying kites, but really annoying for transportation.
Ottoich: there is one pretty easy way of cooling Venus that we do actually have the technology for: an umbrella. Seriously, though it would have to be ridiculously huge and in orbit. We would utilise radiative cooling, where Venus radiates its heat away into space and we reduce the amount of fresh energy it gets from the sun. In this case the other thing you are heating is space, so we don't mind too much. Plus there's loads of it :)
To actually do something useful with Venus would take quite a bit more effort. I'm looking forward to genetically engineered bacteria that will be able to survive the Venusian atmosphere and eat sulphuric acid. In my opinion that's the most plausible first step in terraforming Venus.
You see, the proteins in our cells actually are sensitive to pressure. One of the reasons it is so exciting to find really deep-sea creatures is because they use different chemistry to us, out bodies wouldn't be able to survive, even if we had SCUBA gear that could handle it.
The pressure at the Venusian surface though would be survivable. Great for flying kites, but really annoying for transportation.
Ottoich: there is one pretty easy way of cooling Venus that we do actually have the technology for: an umbrella. Seriously, though it would have to be ridiculously huge and in orbit. We would utilise radiative cooling, where Venus radiates its heat away into space and we reduce the amount of fresh energy it gets from the sun. In this case the other thing you are heating is space, so we don't mind too much. Plus there's loads of it :)
To actually do something useful with Venus would take quite a bit more effort. I'm looking forward to genetically engineered bacteria that will be able to survive the Venusian atmosphere and eat sulphuric acid. In my opinion that's the most plausible first step in terraforming Venus.
Hello guys!
Some old players like @Ansom would like to see very compact service facilities, saving places for factories while fitting into the gaps easier and helps better management, or something that can serve lots of colonists in a limited place.
You know, when lands are scarce, and you cannot expand your colony productions, while facing enormous service demands.
So this time, my big batch of idea will feature ultra compact service facilities.
Technologies!
New Resource!
Quantum Battery (QB) is the new end-game resource for developing even compact buildings.
These quantum batteries contains pure quantum matters that requires extra care when dealing woth them, especially they are volatile under exposure to strong solar radiation.
Buildings!
Some old players like @Ansom would like to see very compact service facilities, saving places for factories while fitting into the gaps easier and helps better management, or something that can serve lots of colonists in a limited place.
You know, when lands are scarce, and you cannot expand your colony productions, while facing enormous service demands.
So this time, my big batch of idea will feature ultra compact service facilities.
Technologies!
- Pure Quantum Matter Extraction
Learn how to extract pure quantum matters, a mysterious matter tha has infinite possibility, from the long lost methods from lost civilizations. - Modular Engineering
Using pure quantum and ancient alien knowledge to find out the most space-saving designs of facilities using micro-modules. - Quantum Dimensional Engineering
Harness the power of quantum technology and knowledge of the dimensions, find out ways to ‘expand spaces’ inside limited space.
New Resource!
Quantum Battery (QB) is the new end-game resource for developing even compact buildings.
These quantum batteries contains pure quantum matters that requires extra care when dealing woth them, especially they are volatile under exposure to strong solar radiation.
Buildings!
- Pure Quantum Extraction Lab
Where the smartest scientists collects pure quantum matters, and seal them inside batteries. - Transcendent Modular Colonimulation Centre
Harness the power of quantum technology and modular engineering, Colonimulation now introduces a even higher entertainment experience for colonists, and super-large service capacity. - Transcendent Modular Quantum Health Centre
Not just it is runed using quantum matters, this facility also make use of the quantum matter for therapies, serving numerous sicks and ills quickly. - Transcendent Modular Education Pod Cluster
With quantum modular education pods, more transcendent quality education can be carried out at the same time - Just hop into one of the pods, and the pods will bring you knowledge by quantum influence. - Transcendent Alien Power Tower
Beyond what ancient aliens had done so far, now with the quantum modular technology, more reactors can be installed. Most importantly, easy replacement of modules makes easy maintenance. - Transcendent Arcology
Imagine when we can pack even more people into a limited space using quantum-powered modular furniture, windows and walls. Everything are quantum powered. - Transcendent Quantum Forge
Infinite possibilities with quantum technology. With this Transcendent Quantum Forge, Anything can be created with pure knowledge.
An upgrade of research convertor. - Transcendent Modular Server
Modular quantum processors are able to process quadzillions of terrabytes at 0.000000273 second. So why not use it for servers? - Gate of Utopia
The recent advance of quantum-dimensional technology allowed us to create space. Imagine you can create a space large as a city just using the space of a room, enjoying endless entertainment and leisure, and living in ultimately relaxing homes you ever seen. - Gate of Heavens
Don’t worry, you’re not dying. It’s just an artifical dimension, where the best medical technology integrates, and no disease are cureless. - Gate of the Endless Libraries
Every trace of knowledge we have discovered can be found here. I’m very sure that everybody can find their clues here, and eventually become ultra-smart beings. - Gate of Hell
The most realistic Hell world you have ever seen, the most terrible space for criminals.
H3110 guys! (^ω^)
What’s the first step for marching into the outer space? Besides begin building starships, you might need astronauts for missions, as well to develop much stronger and longer-life starship fuels.
As well, more things that will keep you connected to the entire galaxy!
New Technologies!
New Resources!
New Jobs!
New Buildings!
More ideas are coming!
Further ideas and suggestions?
Comments please! (^ω^)
What’s the first step for marching into the outer space? Besides begin building starships, you might need astronauts for missions, as well to develop much stronger and longer-life starship fuels.
As well, more things that will keep you connected to the entire galaxy!
New Technologies!
- Intergalactic Astronomy
Learn the secrets for ultra-long range intergalactic travels, which will bring you further outside world from the galaxy! - Neo Nuclear Physics
One of the study goal of nuclear physics is to find how to maintain the nuclear fusion-fission cycle. Learn how to achieve it. - High Density Manufacturing
Learn how to manufacture very complexed components that they are as fine as in molecular size. - Intergalactic Communications
Learn how to perform communication in a intergalactic range! - Modular Construction
Learn how to construct machines and buildings, in modules.
New Resources!
- Hyperfuel
The ultimate starship nuclear-type fuel designed for intergalactic travels using I.G.H.J.T. (Intergalactic Hyperjump Thrusters). Neccessary for launching outer space missions. - High Density Components (SHDG)
These intergrated components are very fine that they are using molecules as the unit of manufacturing standards, and contains numorous tiny components. They are required for modular buildings, space industries and building better starships.
New Jobs!
- Astronaut
Important for performing space missions yet these jobs are very demanding. For a colonist wished to participate in astronaut occupations for space industries, not just a high IQ is required, they must obtain a Astronomy Diploma from Astronaut Academy.
If you wish to know what a Diploma is, this is a idea from mine, visit this post for more.
New Buildings!
- Hyperfuel Refinery
Begin manufacturing the awesome hyperfuel from this refinery! It turns helium-3, uranium, crystalline, and plenty of oil into hyperfuel. - Modular Housing
While the furniture and facilities now taking less space with the modular designs, these buildings can now housing more people than usual! - Modular Microchip Factory
With modular technogy, the Ancient Alien Microchip Factory is reduced into a smaller size yet the production rate is maintained high! - Modular Triantanium Refinery
Using closely-packed modular machines and appliences, using the same space it can now produce triple amounts of triantanium. - High Density Component Foundry
Manufacture the finest high density components from microchips, crystalline, ant paste and triantanium. - Starport Exteded Landing Zone
This is the way you can expand your starport without much cost and taking less space. - Starship Hangers
A very basic way to store more starships, installed with a evelator to carry the starships into the underground hangers. - Ultra-Deep Hangers
A better version of starship hangers. - Astronaut Academy
Start training your astronauts here for the space industries!
More ideas are coming!
Further ideas and suggestions?
Comments please! (^ω^)
some idea have be say but for
"This is a bit crazy but a hole in the grownd (like the underground housing module)"?
we have already this no 1 but 2 the deep dig side and the ultra deep dig side
for the moment in the night and the day it could be 'biautiful'
and for the last it could be a good idea but it is complicate to do night panel (for the transition)because it will take place and ressource
"This is a bit crazy but a hole in the grownd (like the underground housing module)"?
we have already this no 1 but 2 the deep dig side and the ultra deep dig side
for the moment in the night and the day it could be 'biautiful'
and for the last it could be a good idea but it is complicate to do night panel (for the transition)because it will take place and ressource
This would be a good time to produce a building that specifically brings in one type of race, like maybe an upgrade to the slave gate that allows immigration from the Zolarg Empire. Then there could be jobs that could be specific to one race...arbiters and brewmasters could be draconian only, or jobs could be set to only allow certain races as workers, that way it makes more sense for insectoid housing to exist, and for insectoid specific jobs to exist. It's just an idea, something I've thought should be in place for a while.
Regardless of if bast does that or not, what about:
Insect Fattener- It turns out if you overfeed your insects, they will start to vomit up sugar and ant paste as they get sick from overeating. Collect both these resources from the poor bugs! Consumes Food to keep those insects fed, and water to clean up the gross insectoid germs!
Slave Labor Camp- Using state-of-the-art insectoid technology, create your own Labor Camps for those insects to work! Creates many valuable resources for your colony! (This is the draconian version of the labor camp like they have their own version of the mining pit too). Requires a couple of Reptillian supervisors to make sure those insects don't slack off!
Drunken Market- It's a well-known fact that tourists and citizens alike act much dumber when they're drunk. Here you can get people drunk and sell them terrible knockoffs for high prices while their inhibitions aren't in the way! Transforms 2 rum, 1 pottery, 1 painting into $3000, and creates unhappy people! Can entertain 30 tourists (I'm not sure how many it should entertain, 30 seemed reasonable).
Plastic Polymerizer- I'm sorry, I couldn't come up with something clever for this one. Uses bandwidth, power, 1 oil and 1 water to make 80 plastic.
Hacker's Den- Tired of how all that coding work nets you so little software? How about having that code be used to steal other people's programs instead! That coder will bring in much more software now! Uses much more bandwidth and a bit more power to net you much more software.
Triantanium Impactor- Using antanium, uranium, and helium, you can create a decent amount of triantanium to use to usher in the newest age of technology. Uses 1 u, 1 an, 1 he to make 40 triantanium. Requires bandwidth, power, and software as utilities.
Robomaker's Den- Provides housing and job(s). Uses aluminum, software, microchips, and crystalline to make robots.
Cell Phone Factory- Tired of hearing your younger citizens complain about the slow postal system? Want to make the elderly colonists feel stuck in the past? Well, start making and selling cheap cell phones that will stop working as soon as the warranty ends! (Warning: small chance phones may explode!) Produces civics as a byproduct of people feeling the illusion of being able to contact customer service (even if they are always on hold). Transforms 1 microchip, 1 plastic, 1 software into $200. Uses power, robots, and bandwidth as well.
New Tech- Next-Gen Technology: Costs 30 million research, 3 million civics, $8 million, 5k plastic, robots, and triantanium. (Can modify costs, just what I thought of based on other draconian techs) Needed for everything after this point:
Next-Gen Chip Transporter- Tired of how slow the normal transporter is? Using plastic and other state-of-the-art materials you can upgrade those last-gen transporters into the future! Now requires bandwidth, but produces 30 microchips per round in return. (or alternatively, produces chips at the same conversion ratio, but at a drastically increases speed).
Ultra-High Frequency Node- Are your people complaining about not having enough internet access? Does it feel too slow for you? Well never fear! Using next-gen fiber optic technology, you can make superior nodes to provide all your people with bandwidth!
Deep Space Hacker- Using next-gen data-stealing technologies, upgrade your deep space interceptors to hack even the most secure transactions and communications! (not sure how much of an upgrade it should be, but should definitely give you more money and research, but should now also get you civics from hacking into secure government databases halfway across the universe).
Next-Gen Triantanium Impactor- Using next-gen technology you can create massive amounts of triantanium! Creates 140 triantanium from 1 an, 1 u, 1 he. Utilities: robots, bandwidth, and power
Next-Gen Polymerizer- you know the words by now, using next-gen technology, blah blah blah :P. Produces 160 plastic per round using same components as original polymerizer.
Next-Gen Microreactor (upgrade from hybrid microreactor, because I thought of this idea but don't want to step on wadaling's toes)- Using the power of next-gen technology, create absurd amounts of electricity! Uses bandwidth, triantanium, and helium to make power. Also requires water to stop from overheating.
Next-Gen Materials Extractor- Uses crystalline and helium to make 50 of each of the raw materials instead of 15.
Actual Reality Gaming Station- Using next-gen "virtual reality", make video games so realistic they are actually happening! You can drop blocks on insectoids in Antetris, crush them with candy in Sugar Crush, stomp Sectoombas like your favorite video game characters Drario and Druigi, and best of all, play first-person shooters like Crush of Insects: Drac Ops as yourself! Requires sugar to keep those "virtual" insects fed, as well as software and robots to add that extra realism to the game! Produces money that draconians have mooched from their parents, as well as civics for helping the draconian military crush any insectoid rebels. Provides entertainment for citizens and tourists.
I'll add more ideas if I think of them, just had a couple of immediate ones and I wanted to post them.
Regardless of if bast does that or not, what about:
Insect Fattener- It turns out if you overfeed your insects, they will start to vomit up sugar and ant paste as they get sick from overeating. Collect both these resources from the poor bugs! Consumes Food to keep those insects fed, and water to clean up the gross insectoid germs!
Slave Labor Camp- Using state-of-the-art insectoid technology, create your own Labor Camps for those insects to work! Creates many valuable resources for your colony! (This is the draconian version of the labor camp like they have their own version of the mining pit too). Requires a couple of Reptillian supervisors to make sure those insects don't slack off!
Drunken Market- It's a well-known fact that tourists and citizens alike act much dumber when they're drunk. Here you can get people drunk and sell them terrible knockoffs for high prices while their inhibitions aren't in the way! Transforms 2 rum, 1 pottery, 1 painting into $3000, and creates unhappy people! Can entertain 30 tourists (I'm not sure how many it should entertain, 30 seemed reasonable).
Plastic Polymerizer- I'm sorry, I couldn't come up with something clever for this one. Uses bandwidth, power, 1 oil and 1 water to make 80 plastic.
Hacker's Den- Tired of how all that coding work nets you so little software? How about having that code be used to steal other people's programs instead! That coder will bring in much more software now! Uses much more bandwidth and a bit more power to net you much more software.
Triantanium Impactor- Using antanium, uranium, and helium, you can create a decent amount of triantanium to use to usher in the newest age of technology. Uses 1 u, 1 an, 1 he to make 40 triantanium. Requires bandwidth, power, and software as utilities.
Robomaker's Den- Provides housing and job(s). Uses aluminum, software, microchips, and crystalline to make robots.
Cell Phone Factory- Tired of hearing your younger citizens complain about the slow postal system? Want to make the elderly colonists feel stuck in the past? Well, start making and selling cheap cell phones that will stop working as soon as the warranty ends! (Warning: small chance phones may explode!) Produces civics as a byproduct of people feeling the illusion of being able to contact customer service (even if they are always on hold). Transforms 1 microchip, 1 plastic, 1 software into $200. Uses power, robots, and bandwidth as well.
New Tech- Next-Gen Technology: Costs 30 million research, 3 million civics, $8 million, 5k plastic, robots, and triantanium. (Can modify costs, just what I thought of based on other draconian techs) Needed for everything after this point:
Next-Gen Chip Transporter- Tired of how slow the normal transporter is? Using plastic and other state-of-the-art materials you can upgrade those last-gen transporters into the future! Now requires bandwidth, but produces 30 microchips per round in return. (or alternatively, produces chips at the same conversion ratio, but at a drastically increases speed).
Ultra-High Frequency Node- Are your people complaining about not having enough internet access? Does it feel too slow for you? Well never fear! Using next-gen fiber optic technology, you can make superior nodes to provide all your people with bandwidth!
Deep Space Hacker- Using next-gen data-stealing technologies, upgrade your deep space interceptors to hack even the most secure transactions and communications! (not sure how much of an upgrade it should be, but should definitely give you more money and research, but should now also get you civics from hacking into secure government databases halfway across the universe).
Next-Gen Triantanium Impactor- Using next-gen technology you can create massive amounts of triantanium! Creates 140 triantanium from 1 an, 1 u, 1 he. Utilities: robots, bandwidth, and power
Next-Gen Polymerizer- you know the words by now, using next-gen technology, blah blah blah :P. Produces 160 plastic per round using same components as original polymerizer.
Next-Gen Microreactor (upgrade from hybrid microreactor, because I thought of this idea but don't want to step on wadaling's toes)- Using the power of next-gen technology, create absurd amounts of electricity! Uses bandwidth, triantanium, and helium to make power. Also requires water to stop from overheating.
Next-Gen Materials Extractor- Uses crystalline and helium to make 50 of each of the raw materials instead of 15.
Actual Reality Gaming Station- Using next-gen "virtual reality", make video games so realistic they are actually happening! You can drop blocks on insectoids in Antetris, crush them with candy in Sugar Crush, stomp Sectoombas like your favorite video game characters Drario and Druigi, and best of all, play first-person shooters like Crush of Insects: Drac Ops as yourself! Requires sugar to keep those "virtual" insects fed, as well as software and robots to add that extra realism to the game! Produces money that draconians have mooched from their parents, as well as civics for helping the draconian military crush any insectoid rebels. Provides entertainment for citizens and tourists.
I'll add more ideas if I think of them, just had a couple of immediate ones and I wanted to post them.
I hope everyone is having a good week! Today I am releasing My Colony 2 v0.36.0 and the update should be hitting all platforms within the coming days. This update cleans up a couple of things, adds a couple of things, and fixed some things. So let's take a look at all of the things...
The My Colony 2 engine now supports a second level of user color customization on buildings, besides the random splashes of settlement color found in some places. Voxel models can now specify a second replace color, allowing the user to fully customize the color of their structures. This is currently enabled on the Bunkbed Shelter, Large Living Quarters and Extra Large Living Quarters, and also the brand new Decorative Tile. The "paint job" can be done by clicking on a structure, and you will see a new color wheel option if the structure supports user defined coloring.
Custom colored structures could be a great way to give your settlement character, define districts, or just liven things up a bit. This release is sort of a test of the feature, and it will be certainly expanded to more buildings in the future. If you are a voxel model creator, you can specify areas of a building that can be custom-colored by using the cyan hex code #00ffff.
More statistics have been added to the building mini-stats popup window, which now shows capacity and utilization graphs for medical, education, entertainment and security, similar to what was available in MC1.
Moving along, the My Colony 2 Online stats window has been updated with a new listing for Settlement rankings, now showing the top 30 online settlements listed by population. I plan on adding more to this soon. You will also (at some point) be able to click on both worlds and settlements to get a detailed breakdown screen of each, and I may end up using this screen for future diplomacy related options.
Ok, now for the potentially controversial update, I have added the ability to instant-purchase any structure using Ape Coins instead of paying with resources. I realize that this is somewhat of a pay-to-win, but the truth is that since MC2 lacks the advertising found in most games, I need a way to generate more revenue for the game, that is just the sad truth of it. Let me explain more about it though.
I think I have set the Ape Coin prices high enough that it should deter just rushing through the game, unless someone really wants to pay a lot. I suspect it only to be used in one-off scenarios when someone really does not want to wait to build something, or at the very beginning of the game when prices are low anyway.
The way it works is that the Ape Coin price is calculated at run time based on the GBT value of all of the resources needed to construct the building, with a minimum price of 10 Ape Coins. Since resource prices scale up a lot on the higher end, a player would have to pay serious money in order to build the later game structures, which is why I do not think this system will be abused much later game, which I believe cuts down on the "pay-to-win" aspect of it.
The reality is that nobody is going to pay $15 to purchase an investment bank, or if they do, they sure aren't going to be using this function to spam a bunch of investment banks. So this price calculation being what it is, I think it will safely protect online stats from pay to win abuse. It also cannot be used to purchase buildings that are above your settlement level.
To build a structure using Ape Coins, you just click on the Ape Coin button instead of the green checkmark button on the new construction bottom bar. There is a confirmation dialog, so you are not going to accidentally spend coins.
One more thing to note, if you purchase a building with Ape Coins and then accidentally place it somewhere where it cannot built, like a blocked space, the building goes into a queue on the server, and you can then build it again without clicking on the Ape Coins option. There is no UI to tell you this yet, but the game will actually let you place the building, even though it says you do not have enough resources.
Finally before moving on to new content, I added structure defensive stats to the Encyclopedia window, which now shows Attack Power, Range and Rate of Fire.
I have not forgotten about the poor encyclopedia, it just has not been on the top of the priorities list.
Ok, let's go to new content now. There are three new techs added this time, Mass Data Management, Colonial Bureaucracy and Extremely Deep Excavation!
Mass Data Management is used for the new Alien Uplink Station upgrade (model by @SPARKY0303 ), while Colonial Bureaucracy gives us the new Department of Advanced Fish Mating Studies (model by @spamdude ), which is basically just a big worthless (but pretty) government jobs farm. The new Museum ( @spamdude ) is a nice entertainment/education combo structure, and the new Decorative Tile is basically a blank slate that you can choose your own color for. Could be used to do pixel art on the grounds of your settlement.
Next up, @therealchromedino provides us with the new Bunker of Last Resort. This is a good structure to place somewhere in the center of your settlement, as it can be used to rebuild in the event that you are on a sever and your settlement gets raided by an enemy army.
The Bunker provides storage for basic building materials, minor housing, utility generation, can construct Builder Bots, has an attack rating slightly better than a pillbox, and an extreme amount of hit points. It is not indestructible, and a tank army would still be able to take it down, but it is a good insurance policy, and every major settlement should have at least one or two of these in the event of an emergency.
The big new structure in this update is the Ultra Deep Drilling Facility by @spamdude and to be honest, I could not afford to build it on the colony I was doing my game testing with, so it is possible that it will need to be tweaked a bit in the next update, just let me know in the comments what you all thing. It is an across the board stat improvement over the current Advanced Drilling Platform, and also provides Crystalline which the original one did not.
Ok so I think that is all of the major stuff in this update. For the next update (v0.37.0) I plan on adding Diamonds as a Lunar World exclusive resource, that will be obtained by excavating. There will also be new units/structures associated with the diamond trade. I think I am also going to have the "Online" version of the Player Mode at least somewhat functional for next update, possibly including the star gate travel between worlds (right now there are only 9 active Star Gates in the MC2 universe). So let me know what issues you find or suggestions you have, thank you to all who contributed artwork for this update, and stay tuned for more to come!
https://www.apewebapps.com/my-colony-2/
#mycolony2
The My Colony 2 engine now supports a second level of user color customization on buildings, besides the random splashes of settlement color found in some places. Voxel models can now specify a second replace color, allowing the user to fully customize the color of their structures. This is currently enabled on the Bunkbed Shelter, Large Living Quarters and Extra Large Living Quarters, and also the brand new Decorative Tile. The "paint job" can be done by clicking on a structure, and you will see a new color wheel option if the structure supports user defined coloring.
Custom colored structures could be a great way to give your settlement character, define districts, or just liven things up a bit. This release is sort of a test of the feature, and it will be certainly expanded to more buildings in the future. If you are a voxel model creator, you can specify areas of a building that can be custom-colored by using the cyan hex code #00ffff.
More statistics have been added to the building mini-stats popup window, which now shows capacity and utilization graphs for medical, education, entertainment and security, similar to what was available in MC1.
Moving along, the My Colony 2 Online stats window has been updated with a new listing for Settlement rankings, now showing the top 30 online settlements listed by population. I plan on adding more to this soon. You will also (at some point) be able to click on both worlds and settlements to get a detailed breakdown screen of each, and I may end up using this screen for future diplomacy related options.
Ok, now for the potentially controversial update, I have added the ability to instant-purchase any structure using Ape Coins instead of paying with resources. I realize that this is somewhat of a pay-to-win, but the truth is that since MC2 lacks the advertising found in most games, I need a way to generate more revenue for the game, that is just the sad truth of it. Let me explain more about it though.
I think I have set the Ape Coin prices high enough that it should deter just rushing through the game, unless someone really wants to pay a lot. I suspect it only to be used in one-off scenarios when someone really does not want to wait to build something, or at the very beginning of the game when prices are low anyway.
The way it works is that the Ape Coin price is calculated at run time based on the GBT value of all of the resources needed to construct the building, with a minimum price of 10 Ape Coins. Since resource prices scale up a lot on the higher end, a player would have to pay serious money in order to build the later game structures, which is why I do not think this system will be abused much later game, which I believe cuts down on the "pay-to-win" aspect of it.
The reality is that nobody is going to pay $15 to purchase an investment bank, or if they do, they sure aren't going to be using this function to spam a bunch of investment banks. So this price calculation being what it is, I think it will safely protect online stats from pay to win abuse. It also cannot be used to purchase buildings that are above your settlement level.
To build a structure using Ape Coins, you just click on the Ape Coin button instead of the green checkmark button on the new construction bottom bar. There is a confirmation dialog, so you are not going to accidentally spend coins.
One more thing to note, if you purchase a building with Ape Coins and then accidentally place it somewhere where it cannot built, like a blocked space, the building goes into a queue on the server, and you can then build it again without clicking on the Ape Coins option. There is no UI to tell you this yet, but the game will actually let you place the building, even though it says you do not have enough resources.
Finally before moving on to new content, I added structure defensive stats to the Encyclopedia window, which now shows Attack Power, Range and Rate of Fire.
I have not forgotten about the poor encyclopedia, it just has not been on the top of the priorities list.
Ok, let's go to new content now. There are three new techs added this time, Mass Data Management, Colonial Bureaucracy and Extremely Deep Excavation!
Mass Data Management is used for the new Alien Uplink Station upgrade (model by @SPARKY0303 ), while Colonial Bureaucracy gives us the new Department of Advanced Fish Mating Studies (model by @spamdude ), which is basically just a big worthless (but pretty) government jobs farm. The new Museum ( @spamdude ) is a nice entertainment/education combo structure, and the new Decorative Tile is basically a blank slate that you can choose your own color for. Could be used to do pixel art on the grounds of your settlement.
Next up, @therealchromedino provides us with the new Bunker of Last Resort. This is a good structure to place somewhere in the center of your settlement, as it can be used to rebuild in the event that you are on a sever and your settlement gets raided by an enemy army.
The Bunker provides storage for basic building materials, minor housing, utility generation, can construct Builder Bots, has an attack rating slightly better than a pillbox, and an extreme amount of hit points. It is not indestructible, and a tank army would still be able to take it down, but it is a good insurance policy, and every major settlement should have at least one or two of these in the event of an emergency.
The big new structure in this update is the Ultra Deep Drilling Facility by @spamdude and to be honest, I could not afford to build it on the colony I was doing my game testing with, so it is possible that it will need to be tweaked a bit in the next update, just let me know in the comments what you all thing. It is an across the board stat improvement over the current Advanced Drilling Platform, and also provides Crystalline which the original one did not.
Ok so I think that is all of the major stuff in this update. For the next update (v0.37.0) I plan on adding Diamonds as a Lunar World exclusive resource, that will be obtained by excavating. There will also be new units/structures associated with the diamond trade. I think I am also going to have the "Online" version of the Player Mode at least somewhat functional for next update, possibly including the star gate travel between worlds (right now there are only 9 active Star Gates in the MC2 universe). So let me know what issues you find or suggestions you have, thank you to all who contributed artwork for this update, and stay tuned for more to come!
https://www.apewebapps.com/my-colony-2/
#mycolony2
lord Venus is mostly co 2 and 800 % temp lol long dead before pressure becomes a problem lol
If the out side temperature is LIVABLE and the air mix correct a million pounds of pressure will not kill you wont even feal a thing wrong ( except the air is so dense it would be like walking under water you can breath .
As long as the pressure is the same inside your lungs - body and out side you dont get crushed nore harmed .
The air mix is changed drastically though in order to work .
A deep diver using pressurized tanks can go very very deep indeed the mix is like 90 % nirto and 5 % o2 .
BUT on assent the nitro can create bubbles in your blood blocking every thing killing you if you come up to fast .
look into deep diving .
If the out side temperature is LIVABLE and the air mix correct a million pounds of pressure will not kill you wont even feal a thing wrong ( except the air is so dense it would be like walking under water you can breath .
As long as the pressure is the same inside your lungs - body and out side you dont get crushed nore harmed .
The air mix is changed drastically though in order to work .
A deep diver using pressurized tanks can go very very deep indeed the mix is like 90 % nirto and 5 % o2 .
BUT on assent the nitro can create bubbles in your blood blocking every thing killing you if you come up to fast .
look into deep diving .
Today I have released the 0.44.0 update to My Colony to all platforms. This update is another mixture of bug fixes and content updates, including the all new concept of waste management. Here are the details, with commentary to follow.
My Colony v0.44.0 Changelog
New Stuff
I will discuss some of the additions and changes in a bit, but first I wanted to briefly mention some of the bug fixes that have been introduced. So I think that everybody knows the rover path-finding has been an issue for the last few updates, and it may well still be an issue now, but I think I have finally gotten it reduced to a manageable level. Please still issue bug reports on it though, because this one is a real pain.
I saw in the logs that most of the path finding errors were related to the path finding worker thread running out of memory. Several changes were made to address this. First, the engine's collision map is now only updated when new structures are either added or removed, whereas before it was being updated on a regular interval.
In addition, now when a rover (or colonist) decides to move from tile A to tile B, instead of going through the normal path finding routine, it will first check if both the starting and ending points are currently visible to the player. If the answer is no, then instead of going through full path finding, the game will just quickly check if there are any obstacles blocking the units path. If the path seems clear, the unit will become invisible for a simulated amount of time based on the distance between the two points, and then reappear at the destination. If its not obvious that the path is clear, the regular path finding will be used. Commonly used paths are now also saved and reused by rovers instead of going back to the path finder. For instance, if you are harvesting Clay, the game remembers the path from the clay mine to the warehouse and will keep reusing it until an obstacle appears in the way.
These changes greatly reduce the number of times the engine has to call up the path finder thread, providing both performance improvements and memory usage reductions.
I have also added a cap on how much immigration and colony statistics data that your game file will retain. Before it was unlimited, which could lead to large save files with colonies that have been operating for a long time. This change should reduce file sizes a bit, along with compression and save times.
There were also bug fixes added that related to lottery, taxation, and the amount of money the game assigned to new colonists. A glitch had arisen where there would be colonists walking around with trillions of dollars in their wallets. A change has been made to where this will no longer happen for new colonists, but if you have existing ultra-rich colonists, they will still be ultra rich.
Now on to the addition of Trash. Human residential structures now generate Trash, and it is up to the user to manage it. Right now there are no negative side effects, so colonies have a change to get on top of the situation. This will be changing soon though. Trash buildup will soon impact the health of the colonists, based on a ratio of trash per colonist. The threshold will be fairly low on trash too, although don't ask me what it is yet, as I will figure out the balancing at the time of implementation.
In a similar way, excess atmosphere will start causing colonist health issues. Once atmosphere surpasses the 15 million mark, colonists will begin getting sick. Unlike trash, the effect is much more subtle, so if you are worried about balancing trash vs atmosphere, I would advise that trash is the larger concern by far. Again, the exact numbers are unknown still, but I will figure out the balancing during implementation.
There were other changes and fixes in there which I don't remember off of the top of my head.
Moving on, I want to talk about what is coming next for My Colony. I already mentioned the changes related to Trash and Atmosphere. I planned on adding a lot more Zolarg this time, but I didn't get around to it. Next time I plan to implement most of the suggestions for Zolarg as found in this thread by @IIIStrife: https://www.ape-apps.com/viewpage.php?p=800
Also, for Premium players, I will be adding a new Creative Mode (offline only). It will basically just be a sandbox mode where everything is free and unlocked, and you can just build whatever you want.
So anyway, that's all I've got for now. Enjoy the update, report the bugs, and have fun!
My Colony v0.44.0 Changelog
New Stuff
- New Resource: Trash
- New Structures: Microincinerator, Incinerator, Small Trash Pit, Landfill, Small Recycling Center, Medium Recycling Center, Conference Hall, Advanced Medical Research Center, Unholy Brew Pit
- New Premium Content: Blue Residential Tower
- Warehouses (of all sizes) now store Crystalline.
- Canceling building construction mid-way now returns all resources back to the player.
- New Galactic Emperor one-time windfall profits tax for online colonies.
I will discuss some of the additions and changes in a bit, but first I wanted to briefly mention some of the bug fixes that have been introduced. So I think that everybody knows the rover path-finding has been an issue for the last few updates, and it may well still be an issue now, but I think I have finally gotten it reduced to a manageable level. Please still issue bug reports on it though, because this one is a real pain.
I saw in the logs that most of the path finding errors were related to the path finding worker thread running out of memory. Several changes were made to address this. First, the engine's collision map is now only updated when new structures are either added or removed, whereas before it was being updated on a regular interval.
In addition, now when a rover (or colonist) decides to move from tile A to tile B, instead of going through the normal path finding routine, it will first check if both the starting and ending points are currently visible to the player. If the answer is no, then instead of going through full path finding, the game will just quickly check if there are any obstacles blocking the units path. If the path seems clear, the unit will become invisible for a simulated amount of time based on the distance between the two points, and then reappear at the destination. If its not obvious that the path is clear, the regular path finding will be used. Commonly used paths are now also saved and reused by rovers instead of going back to the path finder. For instance, if you are harvesting Clay, the game remembers the path from the clay mine to the warehouse and will keep reusing it until an obstacle appears in the way.
These changes greatly reduce the number of times the engine has to call up the path finder thread, providing both performance improvements and memory usage reductions.
I have also added a cap on how much immigration and colony statistics data that your game file will retain. Before it was unlimited, which could lead to large save files with colonies that have been operating for a long time. This change should reduce file sizes a bit, along with compression and save times.
There were also bug fixes added that related to lottery, taxation, and the amount of money the game assigned to new colonists. A glitch had arisen where there would be colonists walking around with trillions of dollars in their wallets. A change has been made to where this will no longer happen for new colonists, but if you have existing ultra-rich colonists, they will still be ultra rich.
Now on to the addition of Trash. Human residential structures now generate Trash, and it is up to the user to manage it. Right now there are no negative side effects, so colonies have a change to get on top of the situation. This will be changing soon though. Trash buildup will soon impact the health of the colonists, based on a ratio of trash per colonist. The threshold will be fairly low on trash too, although don't ask me what it is yet, as I will figure out the balancing at the time of implementation.
In a similar way, excess atmosphere will start causing colonist health issues. Once atmosphere surpasses the 15 million mark, colonists will begin getting sick. Unlike trash, the effect is much more subtle, so if you are worried about balancing trash vs atmosphere, I would advise that trash is the larger concern by far. Again, the exact numbers are unknown still, but I will figure out the balancing during implementation.
There were other changes and fixes in there which I don't remember off of the top of my head.
Moving on, I want to talk about what is coming next for My Colony. I already mentioned the changes related to Trash and Atmosphere. I planned on adding a lot more Zolarg this time, but I didn't get around to it. Next time I plan to implement most of the suggestions for Zolarg as found in this thread by @IIIStrife: https://www.ape-apps.com/viewpage.php?p=800
Also, for Premium players, I will be adding a new Creative Mode (offline only). It will basically just be a sandbox mode where everything is free and unlocked, and you can just build whatever you want.
So anyway, that's all I've got for now. Enjoy the update, report the bugs, and have fun!
Hello everybody, and welcome to another exciting edition of the My Colony release notes! Today's update brings My Colony up to v0.63.0 and is dubbed the Two Year update. Not because of anything special with the update, but because May 16th will be the two year anniversary since My Colony was originally released. So what's new with today's update? Let's find out!
My Colony v0.63.0 Changelog
New Stuff
So this update actually introduces an early-game change, in that Rovers now require the new resource Wheels to build. Originally I added the Wheels because I thought it would be funny for the Zolarg to just now be unlocking Wheel technology. Once I added them in though, I figured I'd add them to the Human civs also. After all, how can you have a Rover without Wheels??
So at the beginning of the game, you start with enough wheels to build several rovers. Once you get the small vehicle factory, it automatically produces a few, then you can eventually build the Wheel Factory which produces a lot. So I don't expect Wheel shortages to be a problem, but the concept does somewhat nerf early game Rover spamming. There may be further balancing needed.
On the Zolarg side, the wheels bring the Zolarg into the 100th century BC, but will also start taking the Zolarg into a strange new direction over the next few updates, while they start developing Mech technology and begin dominating the landscape with giant ant shaped godzilla like mechs.
Humans gain another new ultra-expensive resource, the Starship, along with two new Starship related buildings. This is all ultra-expensive late-game stuff that will give some older colonies something to do, with more to be expanded on over the coming updates.
There are also three new Reptilian structures, further expanding their build tree. Again, there is a lot more to come with the Reptilians.
I also think I fixed a bug that was causing Rovers to just sit there and not respond to orders. Let me know if you are still having the issue.
So that is all for this update. I have also submitted this release to the Xbox One, but it is pending approval from Microsoft. I will let you guys know if it gets either confirmed or rejected. Enjoy!
My Colony v0.63.0 Changelog
New Stuff
- New Structures: Alien Solar Tower, Wheel Factory, Ship Yard, Star Port, Tax Collection Agency, Chip Transporter, Advanced Microreactor, Wheelmakers Lodge, Deployed Construction Mech
- New Resources: Wheel, Starship
- New Techs: The Wheel, Faster than Light Travel
- New Unit: Mobile Construction Mech
- New Premium Content: Statue of Two
- You can now turn on "Trade Notifications" at the GBT, which enables the GBT price and trade ticker to show up on the main play screen, even when the GBT is closed.
- Small Vehicle Factory now slowly produces wheels
- Added Wheel storage to Landers, Small Vehicle Factory, and all warehouses
- Most Rovers now cost Wheels to build
- Medium Range Star Gate can now trade Steel and Bricks
- Customs Processing now deals in Steel
- Having the Stats screen open now goes into the same "Power Saving" mode as when GBT is open
So this update actually introduces an early-game change, in that Rovers now require the new resource Wheels to build. Originally I added the Wheels because I thought it would be funny for the Zolarg to just now be unlocking Wheel technology. Once I added them in though, I figured I'd add them to the Human civs also. After all, how can you have a Rover without Wheels??
So at the beginning of the game, you start with enough wheels to build several rovers. Once you get the small vehicle factory, it automatically produces a few, then you can eventually build the Wheel Factory which produces a lot. So I don't expect Wheel shortages to be a problem, but the concept does somewhat nerf early game Rover spamming. There may be further balancing needed.
On the Zolarg side, the wheels bring the Zolarg into the 100th century BC, but will also start taking the Zolarg into a strange new direction over the next few updates, while they start developing Mech technology and begin dominating the landscape with giant ant shaped godzilla like mechs.
Humans gain another new ultra-expensive resource, the Starship, along with two new Starship related buildings. This is all ultra-expensive late-game stuff that will give some older colonies something to do, with more to be expanded on over the coming updates.
There are also three new Reptilian structures, further expanding their build tree. Again, there is a lot more to come with the Reptilians.
I also think I fixed a bug that was causing Rovers to just sit there and not respond to orders. Let me know if you are still having the issue.
So that is all for this update. I have also submitted this release to the Xbox One, but it is pending approval from Microsoft. I will let you guys know if it gets either confirmed or rejected. Enjoy!
H3110 guys! (^ω^)
Discussions about terrafroming is rising recently in this forum, from @Ansom’s ideas about reworking on terraforming and @pecca1’s about planetary temperature.
That would sound interesting, to me.
And yeah, agree to what @Ansom has said, there’s a need to improve the existing terrafroming system such as the logics and stuff.
So here are my ideas! Hoped you like it.
It’s a bit illogical for generating breathable gas from nothing in atmosphere generators, so here I am suggesting a new resource here - Atmo-lites (atl).
Atmolites are collectively the high density volatile compounds that can be vapourized into lots of breathable gases (mostly nitrogen and oxygen) upon strong heating. More breathable gas can be obtained when these compounds are put into electrolysers.
These atmolites are used in terraforming devices that generates atmosphere (except the basic one - small atmosphere generator that instead electrolyse water), but how we can produce them? It’s very simple - Extract them from ores. I plan to have an Small Atmolite Extractor too, as a basic structure that produces those compounds from water and ore.
Next problem - What can these atmolites do after the terraforming is done?
So here’s my solutions -
That’s it!
Ideas & Feedbacks? (>ω•)
Comments please!
Discussions about terrafroming is rising recently in this forum, from @Ansom’s ideas about reworking on terraforming and @pecca1’s about planetary temperature.
That would sound interesting, to me.
And yeah, agree to what @Ansom has said, there’s a need to improve the existing terrafroming system such as the logics and stuff.
So here are my ideas! Hoped you like it.
It’s a bit illogical for generating breathable gas from nothing in atmosphere generators, so here I am suggesting a new resource here - Atmo-lites (atl).
Atmolites are collectively the high density volatile compounds that can be vapourized into lots of breathable gases (mostly nitrogen and oxygen) upon strong heating. More breathable gas can be obtained when these compounds are put into electrolysers.
These atmolites are used in terraforming devices that generates atmosphere (except the basic one - small atmosphere generator that instead electrolyse water), but how we can produce them? It’s very simple - Extract them from ores. I plan to have an Small Atmolite Extractor too, as a basic structure that produces those compounds from water and ore.
Next problem - What can these atmolites do after the terraforming is done?
So here’s my solutions -
- Atmolite-boosted combustion generators?
Traditional combust-able fuels can be ultra-efficient when you have a well-mixture of atmolite and charcoal or crude oil. Atmolite serves as very strong oxidizing agents. - Starship fuels?
It may be possible, however in one of the spin offs of this game - My Starship, which has shown that starship actually uses nuclear reactions to provide ultra-strong thrust for hyperjumps. I think it’s better for manufacturing better fuels. - Producing other resources?
I have thinked about can these compounds converted to a massive amount of Helium-3. Or used in better ant paste productions or more xeno-organic compounds. - Economy?
Selling atmolites as ‘luxury’ products may work... Such as something like, Luxury Oxygen Inc.?
#BreatheO2Everyday
That’s it!
Ideas & Feedbacks? (>ω•)
Comments please!
Since yesterday got a bug fix/maintenance patch for My Colony 2, and since Dark Matter Pt2 update is not yet ready for prime time, I figured My Colony 1 could get the same treatment, so the new v1.24.0 patch should be hitting all platforms over the next few days. What's new? Let's find out!
Even with the existing Turbo Drones, some of the newer buildings were taking forever and a day to construct. That is where the brand new Ultra Drone comes in! The Ultra Drone requires Dark Matter tech and is basically the build-speed equivalent of 1,500 Turbo Drones, so it's very fast at building. It is also by far the most expensive unit in the game, but just one of these bad boys should take care of all of your mega construction needs (for now at least)!
I made some cosmetic changes to the Diamond Refinery and the Diamond Miner, because they both had L.I.S. flags painted on them, even though they can also be built by United Earth. The L.I.S. logo has been removed.
Speaking of new paint job, the Challenges window was spruced up just a bit. First, Second and Third place now get Gold, Silver and Bronze colors respectively. You can now also click on every colony and federation name to bring up their respective windows.
But you might be saying, "there is no Federation window" and you would be right, until now. I have started building the federation info window, which now shows up when you click on a federation name. It gives basic info and a Request Membership button, making it easier for users to join a federation they are interested in. It is still bare bones, but will be fleshed out more later.
Also, now if a colony is a member of a federation, you will see a new button that links to their Federation window when you are looking at their colony info screen, making requesting federation membership even easier.
In the last update, there was a bug where participating in a challenge from a Region city would cause the city to keep losing resources when the regional output/input was simulated. This has been fixed. I also fixed a bug that was causing builder units to act strangely.
Now for the stuff people will not be as happy about.
Last time I spoke of removing Import/Export completely from online games. Some people liked this, some hated it. For now, I have kept Import in the game with the 99.99% price penalty, and have kept Export in the game and reduced the penalty from 99.99% to just 90%. I might adjust that further later, or may still remove it completely. TBH the extreme penalties have not really caused much of a problem that people were claiming it would.
And now for the change that I think I will get the most rage from on this update, resource decay has been increased dramatically, as in the engine will now try to get your resource level down to your storage capacity within 10 minutes or so (that is not a hard number, that is just roughly how long it takes). I consider being able to have more resources than you have storage for to be an exploit anyway, and now it has been patched, but the patch does give the player sufficient time to use export or post stuff onto the marketplace. Basically, the higher above your storage capacity, the faster your resource will decay, and if you are just a little bit over, it will decay basically at the old decay rate. So if you have, for example, 50 million star ships but can only store 10,000, you will be losing millions per second at the beginning. This is another change geared towards bringing galactic resource values into balance.
Finally, over the next month or so, I am doing a "dark structure" series on the collectable structures window (which you can find by clicking on the "New Content Available" button. These will basically be dark theme colored variants of some of the most popular regular structures, so if you have any requests of structures you would like to see get the dark treatment, let me know!
So anyway, that is all for this update. I know that some tweaks are being made to the rest of the Dark Matter update, so stay tuned for that, and as always let me know what bugs or other issues you find in the game. And until next time, enjoy!
#mycolony
Even with the existing Turbo Drones, some of the newer buildings were taking forever and a day to construct. That is where the brand new Ultra Drone comes in! The Ultra Drone requires Dark Matter tech and is basically the build-speed equivalent of 1,500 Turbo Drones, so it's very fast at building. It is also by far the most expensive unit in the game, but just one of these bad boys should take care of all of your mega construction needs (for now at least)!
I made some cosmetic changes to the Diamond Refinery and the Diamond Miner, because they both had L.I.S. flags painted on them, even though they can also be built by United Earth. The L.I.S. logo has been removed.
Speaking of new paint job, the Challenges window was spruced up just a bit. First, Second and Third place now get Gold, Silver and Bronze colors respectively. You can now also click on every colony and federation name to bring up their respective windows.
But you might be saying, "there is no Federation window" and you would be right, until now. I have started building the federation info window, which now shows up when you click on a federation name. It gives basic info and a Request Membership button, making it easier for users to join a federation they are interested in. It is still bare bones, but will be fleshed out more later.
Also, now if a colony is a member of a federation, you will see a new button that links to their Federation window when you are looking at their colony info screen, making requesting federation membership even easier.
In the last update, there was a bug where participating in a challenge from a Region city would cause the city to keep losing resources when the regional output/input was simulated. This has been fixed. I also fixed a bug that was causing builder units to act strangely.
Now for the stuff people will not be as happy about.
Last time I spoke of removing Import/Export completely from online games. Some people liked this, some hated it. For now, I have kept Import in the game with the 99.99% price penalty, and have kept Export in the game and reduced the penalty from 99.99% to just 90%. I might adjust that further later, or may still remove it completely. TBH the extreme penalties have not really caused much of a problem that people were claiming it would.
And now for the change that I think I will get the most rage from on this update, resource decay has been increased dramatically, as in the engine will now try to get your resource level down to your storage capacity within 10 minutes or so (that is not a hard number, that is just roughly how long it takes). I consider being able to have more resources than you have storage for to be an exploit anyway, and now it has been patched, but the patch does give the player sufficient time to use export or post stuff onto the marketplace. Basically, the higher above your storage capacity, the faster your resource will decay, and if you are just a little bit over, it will decay basically at the old decay rate. So if you have, for example, 50 million star ships but can only store 10,000, you will be losing millions per second at the beginning. This is another change geared towards bringing galactic resource values into balance.
Finally, over the next month or so, I am doing a "dark structure" series on the collectable structures window (which you can find by clicking on the "New Content Available" button. These will basically be dark theme colored variants of some of the most popular regular structures, so if you have any requests of structures you would like to see get the dark treatment, let me know!
So anyway, that is all for this update. I know that some tweaks are being made to the rest of the Dark Matter update, so stay tuned for that, and as always let me know what bugs or other issues you find in the game. And until next time, enjoy!
#mycolony
@Gruul, the Triantanium Refineries are on a separate map.
The rest is on my main, which is 1000x1000 tiles, employing 2,7m colonists.
Old Picture where it is only 800x800, missing a few thousands of Ultra Deep Dig Sites.
http://fff.notvalid.xyz/temp/blarg.png
Here is the map with Triantanium: https://www.my-colony.com/colonies/jQ6HeiIa/
The rest is on my main, which is 1000x1000 tiles, employing 2,7m colonists.
Old Picture where it is only 800x800, missing a few thousands of Ultra Deep Dig Sites.
http://fff.notvalid.xyz/temp/blarg.png
Here is the map with Triantanium: https://www.my-colony.com/colonies/jQ6HeiIa/
building more textile mills is the only way if you don't have a constant inflow of ant paste (make your own colony for ant paste Production)
End game design: I use 21*21 blocks of Buildings. the whole block is 23*23 (with roads around it). this block works fine for every endgame Building.
3x4/4x3(plastic factorys, microchip factorys, etc)
2x2(alu gens, recycling centers, etc)
1x1(adv. rum distillery, gold synthetisis, etc)
3x5(cloth/toy sweatshops)
1x3(textile mills)
5x5(ultra deep dig site). If want to see a screenshot, check out my colony website:
https://www.my-colony.com/colonies/SU7sDQFn/
I hope I can help!
End game design: I use 21*21 blocks of Buildings. the whole block is 23*23 (with roads around it). this block works fine for every endgame Building.
3x4/4x3(plastic factorys, microchip factorys, etc)
2x2(alu gens, recycling centers, etc)
1x1(adv. rum distillery, gold synthetisis, etc)
3x5(cloth/toy sweatshops)
1x3(textile mills)
5x5(ultra deep dig site). If want to see a screenshot, check out my colony website:
https://www.my-colony.com/colonies/SU7sDQFn/
I hope I can help!
I am still facing some glitches of buildings, like "ultra deep dig site". Some bots still need a restart to start their work on new tasks, making it difficult to give tasks only to some of them: To make sure the task is set I mark all bots of a kind and give the task. Sometimes it seems to work... sometimes not.
I would suggest, that buildings which produce more than one product, e.g. an Ultra Deep Dig Site, which produces Clay (rapidly) and Alien Artefacts (slowly) show 2 production process bars - one for each product produced. This would be very helpful.
The problem solved itself but I wanted to report this anyway. Maybe it's useful information for @bastecklein.
So my colony is pretty big, about 900k colonists on 460×460. I'm playing on the web version and haven't had any performance issues so far. Anyway, yesterday I left the game idle to finish building some 800 aluminum generators and 200 ultra deep dig sites, like I did many times before. After an hour or so I came back to check if everything was in order.
Except it wasn't. The game freezed every 2 seconds for about 1 second. Rovers had finished building the aluminum generators but had not yet started with the dig sites. They were stuck on "Moving" but did not move a tile. I selected all bots and instructed them to move to the dig sites. They lagged their way there and started building, slowly. I suspected the bug might have something to do with the construction sites or a path finding issue. So I just let the game idle for another 2+ hours to finish building.
When every building was finished and all bots were idle again, the lag and freezes stopped completely. Performance as good as ever, but I have no idea.
So my colony is pretty big, about 900k colonists on 460×460. I'm playing on the web version and haven't had any performance issues so far. Anyway, yesterday I left the game idle to finish building some 800 aluminum generators and 200 ultra deep dig sites, like I did many times before. After an hour or so I came back to check if everything was in order.
Except it wasn't. The game freezed every 2 seconds for about 1 second. Rovers had finished building the aluminum generators but had not yet started with the dig sites. They were stuck on "Moving" but did not move a tile. I selected all bots and instructed them to move to the dig sites. They lagged their way there and started building, slowly. I suspected the bug might have something to do with the construction sites or a path finding issue. So I just let the game idle for another 2+ hours to finish building.
When every building was finished and all bots were idle again, the lag and freezes stopped completely. Performance as good as ever, but I have no idea.
it's level 4 consulate. And to @TrueSninja2. If you continue playing, you will reach a point where your map is full. that's the reason why we need the annex function. the biggest map you can start with, is 301*301. my map is 701*701 now. and most of it is filled with Buildings (ultra deep dig sites, aluminium generator, investment banks). Without this feature, @Blarg couldn't have build his 1000*1000 map. We would be capped at s very small size
Well, I learned something that I never knew. I knew about the deep diving thing but I always though that in space you would explode and on a high atmospheric pressure environment you would be crushed. But I guess if you can slowly increase pressure inside every cell in your body while slowly exposing yourself to ultra-high pressure, you could survive.
I think Nikka has a point with cooling venus. You wouldn't begin by cooling venus first though. Instead, you would focus on reducing the atmospher, and there are plenty of way to do that. The less atmosphere a planet has, the less heat it is able to hold on to. The only reason why venus is so hot is because it traps heat and doesn't let it go. Earth would probably get almost as hot if humans were to push it to that point.
I think Nikka has a point with cooling venus. You wouldn't begin by cooling venus first though. Instead, you would focus on reducing the atmospher, and there are plenty of way to do that. The less atmosphere a planet has, the less heat it is able to hold on to. The only reason why venus is so hot is because it traps heat and doesn't let it go. Earth would probably get almost as hot if humans were to push it to that point.
It is a misnomer that diamonds are made from coal. Coal rarely occurs 2 km below the earth surface due to it's fossil-based origin, while diamonds are usually created below that level.
So instead of using Coal I suggest the following:
[list=1]
[*] use Ore instead of Coal
[*] require Ultra Deep Excavation to build the compressor
[*] increase the power requirement
[/list]
I agree to limiting the technology to the LIS since Diamonds production is banned in the UE.
So instead of using Coal I suggest the following:
[list=1]
[*] use Ore instead of Coal
[*] require Ultra Deep Excavation to build the compressor
[*] increase the power requirement
[/list]
I agree to limiting the technology to the LIS since Diamonds production is banned in the UE.
Perhaps he could buff it a bit, unless he adds a new one? Same with Alu Gens they could be buffed but then again perhaps it adds to the challenge
ok the alien artefact is a expansive ressource because it is magic you can product with 1 alien condesator the same thing also with 200/300 atmospher condesator just with this the price need to be expansive but you have aluminuim generator and the other magical thing who product /store like 100;200;300;1000 more than the normal thing in a very smal place also it is very normal to the alien artefact was so difficult to had
FearTheGuppy said:Perhaps he could buff it a bit, unless he adds a new one? Same with Alu Gens they could be buffed but then again perhaps it adds to the challenge
I agree with the aluminum generators too. I get things being a challenge but I really don't want a world full of aluminum generators and dig sites, which is what ends up happening...
for screen shot it is wicht touch? (i have forget)
and i will put my production of alien art and alu (normali this week-end)
and i will put my production of alien art and alu (normali this week-end)