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Hello guys!
The name is Wadaling.
(P.S. @Wadaling is my old account)

MY TOKENS really did help for more player customization in this forum and other Ape App games (that supports Tokens).

Yet... there are some more ways to improve it! That’s why I am putting this topic here.

Let the CREATIVITY roar!
Hello guys!
(I’m the same person as @Wadaling)


Firstly and most importantly, I am presenting a big thanks to @bastecklein, for adopting my ideas from the following posts (written using my old account, @Wadaling):
• Human based ideas and other basis: https://www.ape-apps.com/viewpage.php?p=31612
• Insectnoid based idea: https://www.ape-apps.com/viewpage.php?p=32034



Okay let’s go straight into the topic.

As @bastecklein mentioned in his release notes for v0.90.0 update:
bastecklein said:To go along with the new utility, there are new IT related structures (and a new Information Technology build category) for each race, although most are early/mid-game Human structures at the moment. The next updates will build out the tree for the other races and add later game content as well.

bastecklein said:The next update will be Part 2 of the IT update, and will probably be mostly Zolarg and Alpha Draconian. Then there will probably be a Part 3 to top it off.

(for full notes, check it on https://www.ape-apps.com/viewpage.php?p=32266 )


Definitely, Bast and his epic team has lots of stuff to do on this new utility.
So......
TIME TO DUMP IDEAS INTO THIS FORUM (as usual)

Prototype artworks here!




Technology / Research
Multimedia Infranstructure - Learn how to use internet utilities to establish a colony-wide multimedia broadcast system.
Insectnoid Mind Network (Zolarg) - Make use of the internet utilities to transfer...... thoughts. Allowing more efficient communication, governance, and management.
Proxy Servers (LIS) - The best way to perform secret activities without the need for cleaning browser history, while avoid tracking by the galaxy-wide internet secuity system of United Earth.
Mass Data Management - Learn how to improve internet utilities to manage more data, as well utilize it for more efficient industrial management purpose.


Human
Official News Station - Keep your colonists informed. Paid to subscribe the home commonwealth channel, generating more civics than ordinery civic centres.
Imperial Propaganda Office - Direct upgrade of Official News Station... still broadcasts some news, but also broadcasts a very wide range of propagandas to influence your people... Generates lotta of civics, but costing more money, and it also consumes little amount of chips.
Sports Streaming Station - When you can’t have a stadium in your colony, why not just establish a sports event streaming station on a empty ground, and let your colonists spectating the exciting matches through the screen. Snacks and rums are provided to the spectators.
Cinema - This cinema will fetch all kinds of movies around the galaxy through the internet, and play them to the colonists (paid for the tickets)!
Semiautomatic Software Complier - Develop lots of software efficiently using AI technology.
Large Server Building (UE only) - When bandwidth demand in your colony grows, you definitely need a larger and more efficient server to meet the needs.
E-Sports Stadium - E-sports is definitely one of the most exciting sports event all-around the galaxy! This stadium provides the venue for all sorts of e-tournaments.
Online Black Market Office (LIS) - This upgraded black market bazzar can manage a larger amount of trade, while fetching more smuggled goods into the colony!
Electronics Chop Shop - Old scraps of electeonics are put here and recycled into microchips, to meet the demand for internet maintainence.
Hacker Camp (LIS) - Where professional gangs of hackers hide and launch viral attacks to steal software, intelligence, and most importantly, evil money.
Proxy Server Building (LIS) - Large servers are easily tracked by United Earth. Although provides less bandwidth than ordinery one it does provides a much safer internet services.


Zolarg / Insectnoids
Mound of Scholars - (Although not related to the internet directly,) This mound will teach the broods all kinds of professional industrial skills for all sorts of advanced industrial production and research, as well internet utilities.
Insectnoid Hologram News Station - Believe what? Insectnoids somehow steal the hologram technology from Alpha Draconians and simplified their designs. Keep the broods informed with newest Zolarg propagandas and news, generating civics while consuming national subscription fees and microchips.
Interstellar Mind Connection Node - Contact the antennas on their head with the wires and connect to the communication network. That’s the way Insectnoids communicate with their cousins lightyears away, without any signal jamming.
Hologram Theatre - This entertainment facility makes use of multiple hologram projectors to play freshly uploaded amazing theatres from Zolarg Prime.
Vaults of Galactic Investment - Insectnoids cannot just rely on mints to get the money they need. It’s time to connect to the interstellar investment markets and earn big.
Mind Council of Scholars - Where scholars’ minds meet and discuss innovations and conduct researches using thoughts and resources from the mind network. Generates research, along with education services.
Insectnoid Computer Array - Yes, I’m not kidding. Insectnoids did built their own computer for research.


(More ideas coming soon! Stay tuned!)

More ideas?
Feedbacks?
Please comment!

Or access to and have some discussion!


Hello guys!
The name is Wadaling. (•ω•)

This is simply some ideas, with some concept arts.



For more and re-edited ideas, look into this post: https://www.ape-apps.com/viewpage.php?p=31612
5y ago
Hello guys!
The name is Wadaling.

How important are the IT industries? You know it, otherwise you may not to able to read this thread, and I will not able to type this topic on phone.
The settings in My Colony is in a futher future - The age of space colonization. IT technology and skills are neccessary. That’s the reason I am having this idea today.

Today I will present the building ideas, of caz, related to internet and IT stuff.

Current ideas

1. Small Server Building
This is a very important element to develop a better internet and mass-data management. This building is the most basic of all for everything. Provides 50 data usage cap and storage for software.

2. Cybercoin Mine (LIS only)
Wonder why there are some people can stay in their small workshop for the entire day? They are trying to mine the most valuable Cybercoins and sold them for profit.

3. Small server farm operation
A server farm can definitely earn some money using your servers. Occupies 25 data cap and consumes some microchips along the operation.

4. Galactic Stock Exchange
Open your colony business for investment! Input civics and a little shiny pennies, it will return you with more money.

5. Data Interceptor (LIS only)
Just a large hacker gadget to steal the informations bypass... You can have some money and research in your pocket if you are paitent enough.

6. Data Interceptor (Alpha Dacronians only)
An evil full-auto data stealth machine that will download every bypass information in a redicilously fast rate nobody ever reached.

7. Small software studio
This little studio will create softwares (and its updates) for all sorts of use.

8. NetSchool
Why you have to educate new generation in traditional way when you can make use of softwares and internet.

9. Advanced small reaearch lab
Based on the tiny small lab, it is upgraded with various new appratus and smart softwares that will boost your research greatly.

10. Online business office building
Who will make softwares when there’s no demand? This online business office building will provide demand for the softwares and you can make money from them!

11. Arcade centre
Where you can find all sorts of fun (remastered version of) classic arcade games.

12. Colonimulation Hub
Colonimulation is definitely a new entertainment experience to your colonists - Welcome to the simulation entertainment that is more realistic than VR!

13. Intergrated (or advanced) civics centre
With some new management gadgets installed with newest softwares, it will make civic services easier!

More ideas? Or some improvements? Just comment!



Scraped ideas

• Cybercoin exchange (LIS only)
Cybercoins are valuable virtual currencies, but just you cannot exchange these for money in United Earth. What you can do is sell them when their prices are high (and your men will do this for you) in the secret interstellar network.

• Cybercoins resource
5y ago
#NewMap #MegaWorld #Ideas


Hello guys!
The name is Wadaling.

This is the new map idea, with new resources and challenges! 😈

Mega World planets are not dead planets, however one of the most dangerous places to colonize. Toxic and unbreathable (for humans only so far, but not a problem for Insectnoids and the local dwellers Giants) atmosphere. Soil that is not sutible for growth of ordinery crops. Dangerous gigantic beasts. Toxic Pandora plants only the beasts can eat. Despite the dangers, there’s resources that cannot found in anywhere else in the galaxy - Pandora Gas (P-Gas in short), also known as the ‘miricle gas’ that can grow ordinery plants into huge plants and allow them to cultivate them in soils of Mega World; the dangerous beasts are extremly rare in other planets; Pandora fruit from the Pandora plants are ingredients for the extraordinery Pandora Rum (but it is just rum, okay?).



<Exclusive Rovers>

• Hunter rover
When you cannot grow crops in Mega World, hunting the beasts is the only choices. Although not much can be done by a rover, it gets the job done.

• Pandora rover
This rover harvests Pandora fruit and builds basic structures.


<Exclusive Workers>
Various Giant worker units can be hired from the Giants’ Residences located in the map, using food. They are more efficient than common rovers.


<Exclusive Resources>

• Pandora Fruit
Although pandora fruits are not edible for most people you still need them as these are beasts’ diet and can make some fantastic batches of rum. Drying them can also extract some minerals.

• Beasts
Dangerous, huge, terrifying, but also delicious meals for many and valuable pets.

• P-Gas
This miricle gas will grow huge plants (and allow cultivation in Mega World) that will lead to a new agricultural revolution!



Next time new buildings (and something about the terrains too) will be introduced. Stay tuned!


On the other hand, any more additional ideas? Or some improvements? Comments please (•ω•)
5y ago
Hello guys!
The name is Wadaling.

Imagine there are planets that are hot and filled with mists, steam geysers and hot brine puddles pop out from rocky grounds and the ground blanketed with blue Microgravity Moss (supposed there can be some microbiotics that can survive in hot and low pressure surface enviornments), and hot tunnels thoughout the underground that has rich mineral reserves than the surface. Here it is, the geothermal world!

Notes:
Digging a new mine is way too dangerous for the rovers as they will easily dig into a steam cave that can cause severe damage to the little machines by the steam jetting out. So underground mining has to be done manually or do it with specialized vehicles.
Direct extraction of water can be only done with condensing steam from underground (slowly) in the early stage, so make sure you are well prepared when you are planning to expand population. Later you can put brine desalination plants onto the brine tiles to extract more water (along with some minerals).
The planet is not favourable for growing sugarcane does not mean the insectnoids has no solution. They can use the crystals, as they can do in ice planet.
This planet begins with terraforming Stage 1.
Don’t dig too deep - This planet has a (relatively) thin crust only.
5y ago
Hello guys! (•ω•)
The name is Wadaling.

Despite insectnoid colonies is an interesting experience and I love it, there’s actually not much contents for pre-independence, it really need some new contents, besides some bug fixes.
For this reason, I am now trying to put new ideas for insectnoids on this forum.


These are my current ideas. Hope they are helpful to improve it.

Topic regarding lack of education facilities
https://www.ape-apps.com/viewpage.php?p=31933

My ideas about new means of insectnoid productions, for pre-independence
https://www.ape-apps.com/viewpage.php?p=32000


Thanks for reading!
5y ago
Hello guys!
The name is Wadaling.
Last time I have introduced the internet industries ideas, for human civilization. Glad and thanks that @bastecklein adopted my idea for the next update!

My human-based internet ideas, with some basis of it:
https://www.ape-apps.com/viewpage.php?p=31612

I have something different today, and this time it is the turn for insectnoids - So let’s see how I would bring the insectnoids into the age of internet.
P.S. Microchips included

5y ago
Hello guys!
The name is Wadaling.

When you are looking into details and stats of a colonist, you'll see one of the stats showing Commute Length. I'm not sure whether it's related to happiness of a colonist, but I'm very sure that nobody wants long commutes all on foot. (and in my active colony, most of my people got "too-long" commute length, ranging from 24-45 for those I've checked) I would like to have my ideas about commutes and transports here.

Basic mechanism of transport
How do transport system run, according to my idea. There would be new buildings that will help people travel to various locations, such as, home, workplace, entertainment facility, and medical facility. When colonists (actually I want to include tourists as well) enter this buildings (only when the predicted shortest commute route length is over 20), they will use the service to 'warp' to their desired destination (right into the building), this greatly reduces commute length (on foot). transporting needs time, and time length for transport depends on the building. Better buildings usually has faster transport speed. Meanwhile, to limit its ability (other than time), each transport building has its capacity, means, it serves a limited amount of passengers in the same time.
Note transport facility only do one-way transport only. If the colonist wanted to return home far away from the workplace, you may need another transport facility near the workplace as well.
(P.S. this might gives wheels another use)

My ideas about transports (Buildings)

Human race

1. Light bus depot
The most basic form of public transport. Serves at most 25 colonists in the same time. Slow transport speed, but it is much faster than walking. Consumes wheels during the run.

2. Bus depot
A direct upgrade of light bus depot. Still slow as the light bus but it serves a lot more colonists up to 300.

3. Metro access
You can't call your colony a 'city' if you don't have a mass transit system like this. A faster transport station than buses, serves 100 people, and it occupies less space. However requires steel and wheels for maintenance.

4. Tube transit access
You can actually go to every destination very quickly (just within seconds!) with the vacuum tube, although it serves up to 180 people only and consumes lots of power, however, it is better that its efficiency is way higher than the buses.

5. Local portal
You should be happy about you can get access to any facilities in a instant!


Insectnoid race

1. Wormriders mound
Take a ride on this huge worm and it will take you to the destination.

2. Roadroller
Don't get confused with the human roadwork vehicle, it is just a bus for insectnoids.

3. Underground shortcut tunnels access
These secret paths has secrets to get to a destination quickly. You might think it is insectnoid magic, but actually it is just slick metal tunnel.

4. 'worm'hole
Yeah, it is a wormhole, but it is a Worm-Hole. Okay?




More ideas?
Further suggestions?
Comments please!
5y ago
Hello guys!
The name is Wadaling.

Security is supposed one of the challenges to rule a new established colony, however there is no such mechanism in this game yet. To give the game more challenges, here I will present my ideas about Security and Crime .


Mechanism
How a crime occuar? There are three conditions that determines the chance for a crime outbreak:

1. The colonist’s savings is below poverty line, the lower the savings, the higher the possibility for the colonist to perform a crime

2. Colonists has a bad opinion on your governance. (overall governance rating below 65% will begin increase chance for crimes)

3. Weak security, showed by security ratio (will be introduced below), when it is less than 100%. The lower the higher chance for a crime.

What is security ratio?
Security ratio is defined by the security staff on duty, security facility under operation, total population and running immigration/tourism facilities.

Here is how it defined:
Security Points/Crime Risk Points (×100%)

Factors affecting security ratio
• A colony begins with 52 security points.
• Security buildings gives various security points.
• One on duty security staff gives 15 security points.
• One population gives 1 crime risk points, while one illegal migrant history gives extra 1 crime risk points per case found.
• One landing pad/space port gives 5 crime risk points.
• Some tourism buildings also gives crime risk points, for example, casino gives 30 crime risk points.
• Banks are also places with high crime risk. One bank/money pit gives 25 crime risk points.
• Black market bazzar gives 30 crime risk points.
• Consulate (level one) gives 50 security points (increases by 20 per level)
e.t.c.

Once there is a crime outbreak, the colonist being robbed will lose money. If a building is targeted, instead of colonists, the government lose money (or resources) , while the building will take damage.
Low security ratio also leads to illegal immigrations. Triggers when it is below 65%.
5y ago
I was exactly thinking of Dr Who! Like Cyberman or Daleks.

I didn't quite get the ''AI singularity'' can you develop a bit ?

Also the structure idea is great! They would still have to be differentiable by the player though. Will look at the designs you did, Wadaling.
Hello! Wadaling (the madman) here.

I have some ideas for this game.

New classes of starships
Commercial Freighter - This type of ship has almost no arms, but it does carrying a quanitiy of industrial goods.
Armed Freighter - Valuables delivery requires security. This Freighter is equipped with arms and thick armour making it a difficult target for ordinery pirates to attack.
Light Warship - This type of starship is essential to national defense. You might found them patroling in their own territory, but if you attack them, you’ll be in BIG TROUBLE.
Repair Vessel - It provides repair services, as well selling some starship parts.
Research Vessel - Do you need some more awesome upgrade? You can obtain them there!

New Features
Crew Specialists - It may benefit your trip in various ways.
5y ago
bastecklein said:@Wadaling



YAAAAAAAAY 😄
5y ago
After taking a month off for summer travels (and sickness 🤢), I am pleased to announce that the finishing touches are being put on My Colony v0.90.0, which should be hitting all platforms within the coming days! This is a larger update in terms of scale and scope, and contains content, bug fixes, and features. So, what's new? Let's find out!

First, as always, all of the bugs that had been reported through the various app store reporting consoles have been addressed. This mainly encompass hard crashes or syntax errors, which are the types of bugs that get reported to the app stores. So if you were experiencing force close issues, they might be better with this update (although, force closures have been a bit more rare lately).

Next up, I hadn't realized that the Texture Mod feature has been broken for a few updates, since I don't use texture mods myself. Even though there was a thread in the forum prominently saying that the feature was broken 😳. Regardless, texture mods are now working again!

While fixing the texture mod code, I realized that the in-game texture mod browser is in dire need of a UI upgrade, so this has been added to the to-do list. Ideally, I want the in-game texture mod browser to have screenshots, a better description of the mod, and probably ratings and comments.

The next feature I added is available only to Desktop (Win/Mac/Linux) and Windows 10 (store) users, and allows you to change the location that My Colony uses to save data. This new setting is found at the bottom of the Game Data menu.

As the screenshot indicates, this does not move your current saved games, it only changes the game data folder. If you are on the desktop client (or the Ape Apps Launcher), you can move your old saves manually (they are found in your user Documents folder), but on Windows 10 Store installs, this is not possible due to the sandboxed nature of Windows Store apps. If you have cloud sync turned on, you shouldn't have to move anything manually. Unless you know what you are doing, then I do not suggest using this feature, but it is there for those who want it.

For this release, the sort order of the build categories in the sidebar has been changed. They now appear in alphabetical order.

It was always sort of annoying trying to find a specific category, so now that they are sorted properly, it should be easier to find what you are looking for.

I have also added two new keyboard shortcuts to the game with this update, Show Resources Screen (r) and Search Resources (ctrl+r), both of which can be customized in the Engine Settings menu. The Show Resources shortcut brings up the standard Resources statistics screen., whereas the Search Resources shortcut brings up a new popup search bar that lets you type in the name of a resource in an auto-completing form and load the stats window for that resource directly.

The Search Resource function is only moderately helpful at the moment, but to go along with it, I plan a revamp of the resource stat window in the not-too-distant future, where you will be able to launch functions right from the resource stat window, such as trading and gifting.

I made some minor balance adjustments with this update for existing structures. The Zolarg Unholy Core Mine no longer requires the Mysticism tech to build, since Mysticism requires independence, and the Unholy Core Mine is the only way Zolarg can currently get several resources. The Ancient Alien Microchip Factory now requires Gold as an input (a previous oversight). The two tall Residential Towers can now be flipped.

And now for the new content, this update adds 1 new Utility, 1 new Tech, 1 new Resource, and 17 new structures! The majority of the content additions come from the IT Industries Suggestion by @Wadaling , and represent Part 1 of the IT Content Updates.

When I first started coding My Colony in 2016, I actually built it with the ability to have multiple utilities, but I had never tested the functionality out, so I had no idea if it actually worked. When I saw the IT Industries suggestion in the forum, I figured it would be a good time to just see how much work would be required to add a second utility to the game, so I went ahead and added Bandwidth as a new utility alongside Power. Turns out that the old utility code from several years ago handled the new utility flawlessly (so far as I can tell), and virtually no coding changes were required in order to add Bandwidth to the game. Success!

The Bandwidth utility refers to data/network bandwidth, and is generated by the Small Server Building for Humans, the Slab of Processing for Zolarg, and the High Frequency Node for Alpha Draconians.

To go along with the new utility, there are new IT related structures (and a new Information Technology build category) for each race, although most are early/mid-game Human structures at the moment. The next updates will build out the tree for the other races and add later game content as well. All told, here is a color coded list of the new structures, with Black representing Human content, Red for LIS only content, Orange for Zolarg content, and Purple for Alpha Draconian content.
  • Small Server Building
  • Cybercoin Mine
  • Small Server Farm Operation
  • Galactic Stock Exchange
  • Data Interceptor
  • Small Software Studio
  • NetSchool
  • Advanced Small Research Lab
  • Tech Office Building
  • Arcade Center
  • Colonimulation Hub
  • Integrated Civic Center
  • High Frequency Node
  • Deep Space Interceptor
  • Slab of Processing
  • Circuit Foundry
  • Interstellar Pad of Thought
I am not going to go over what everything does since that will take forever and you can just try the content out for yourself, but I do want to highlight a few things here.

Obviously, the new Small Software Studio is used for generating the new Software resource, which will be hitting the GBT in the next update to the game (v0.91.0). Most of the new structures require Software in one way or another as well.

One of the more important structures for the Zolarg is the Interstellar Pad of Thought, which now allows the Zolarg to generate a bit of Antaura without having independence. There were previously a ton of structures for Zolarg that were only available for independent colonies, and I want to start allowing subcolonies to have these structures too, to encourage being a part of a commonwealth. And with the new Circuit Foundry, Zolarg can now build Microchips also.

The Advanced Small Research Lab and the Integrated Civic Center offer modest upgrades to the existing Small Research Lab and Civic Center, two structures which have long had requests for upgrades. Most of the other new buildings generate large amounts of cash in exchange for Software and Bandwidth.

I think there is a lot of opportunity here to go back and add Bandwidth and Software requirements to existing buildings, ones that are clearly tech related. Over the next few updates, I plan on making these changes, but it will have to be done slowly, with a few buildings at a time. I don't want somebody to log in and have their entire colony go down because they are out of Bandwidth! So be sure to start building up your networking infrastructure!

There is probably more I can say about v0.90.0, but I grow tired of typing, lol. The v0.9x series of My Colony updates is going to feature heavy on new content, and most if it is going to be coming from the Game Ideas, Suggestions, and Feedback forum, since there is currently a lot of good stuff in there. The next update will be Part 2 of the IT update, and will probably be mostly Zolarg and Alpha Draconian. Then there will probably be a Part 3 to top it off. I will also make engine improvements and feature additions with each release, but I am not going to do any major rewrite of a core game component as I was frequently doing with the v0.8x series. I am in a content adding mood.

After v0.99.0 is done, I am going to increment the game to v1.0.0 instead of to v0.100.0. This doesn't really change anything in the way I will work on the game, it just seems stupid to have so many releases of the game without actually calling it v1.0.

So that's all for this update! It should be live on the Web and on the Ape Apps Launcher right now, and will be hitting the other platforms as soon as it is approved by the various app stores. So thanks for playing, thanks for the feedback and support, and stay tuned for more!
5y ago
Hello guys!

As @bastecklein mentioned in his v0.90.0 update notes:
bastecklein said:...When I first started coding My Colony in 2016, I actually built it with the ability to have multiple utilities...


Multiple utility function did worked as you can see in the v0.90.0 update. So we can expect @bastecklein and his epic team will add more utilities (but I’ll expect at most three added) in the future updates.

So speaking of utilities....
I have searched for my old moldy posts written before, using my old account @Wadaling, and found some useful:
Security Utility
https://www.ape-apps.com/viewpage.php?p=32083
Public Transport (potential but not a good idea at all)
https://www.ape-apps.com/viewpage.php?p=32075


What utilities would you wish to add also?
It would be a fun feature, yeah. With it could come the bureau of propaganda or something, the building that would allow you making ad campaigns.

Also Wadaling, premium users do get the resources for free as a gift, without watching the ads.
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.

This seems to be promising! My Colony already has a bit of lore and if we (the players) can expand on that, it would be wonderful! I already have an idea for the LIS part of this, so thx Wadaling!

[Transmission ended]
4y ago
First of all, thank you to General Wadaling for this idea! Go check out his post over at here: https://www.ape-apps.com/viewpage.php?p=36443
Now that I gave that out of the way, let's move on!

[Emergency Broadcast Failure]
[Full System Shutdown]
[Rebooting.........]
[Starting Up]
[Decoded Documents Being Shown....]

This is a historical recollection of how the LIS got their hands on Gritonium, the abstract United Earth based substance they modified because of legal reasons. Without the UE having their own substace a secret anymore, banned colony's were able to send over colonists to receive some of the resource.

Here is the LIS statement leaked to us on 04/11/4084 about the legal troubles they got into:
Legal production will continue under code P-1-50, where it states that: "Any Substance(s) searched or found on or with a Sentient being entering or exiting a compound, will there unforth be set upon the
highest ranking officer of the Colony"


Here is a receipt found in the encoded script:
This Transaction Of 20/05/4054 will leave you with 2.00E₩ left in your bank. You are buying: "Gritonium" count: 4.5 Units, Cost: 6.80E₩.

Here is a quote from Alzentic Zadlogf, A Human and Outer Space expert: "Many things we say today, are false. We have no understanding of most things in life, but we make assumptions based on past events. I thank you all today, for the support to the Advanced Alien Resources Lab!This has been the most scientific advancement we've seen in a couple hundred millennia!" Sadly, Alzentic Zadlogf was shot dead by assassination outside of CCE Labs, Near Sector 2-4.
[End Encoded Message]
4y ago
Hi Wadaling, under the buildings list, some of them require "Gaiarium Extraction Authorization". Did you mean Standard Gaiarium Authorization or is that something else?
Sobeirannovaocc said:Hi Wadaling, under the buildings list, some of them require "Gaiarium Extraction Authorization". Did you mean Standard Gaiarium Authorization or is that something else?

According to the settings...
It is kind of a technology that ‘needs authorization from UE’ to obtain. And it can actually understand as the ‘Basic Gaiarium Extraction’.
And because of that, you’ll need civics for this branch of tech...
Typing ''colony'' or ''my colony'' gives the same results as Wadaling here, even in incognito search.
I like it as well. We very briefly discussed that with Wadaling and Ira a few days ago.
Research should not be a resource.

I like the idea of selecting a technology and having your different scientists - that is, workers in physics/chemistry/biology labs - filling the progress bar, instead of piling up million (billion) of research resource and then instantly unlock the tech of your choice. It creates the need to plan the techs you will unlock in advance.
In light of recent events, I think this is a great time to implement a sickness/disease type event in the game. This would teach the users playing the game how to handle real life situations with sickness. The overall gameplay idea is this: One of your colonists gets an unknown alien type virus. This leads to the rapid spread and death of many colonists, and you have a few options of how to deal with it. Some of the base options can be this: [Research a cure], [Quarantine everyone], [Do nothing]. These would all have their own individual consequences. I like this idea because of how broad this entire topic is. This is calling back to a post a while ago made by Wadaling along the lines of disaster events, and I believe that an implementation of some sort would be cool.
3y ago
I must say....

That looks mind blowing wadaling!!! 😍😍
3y ago
A suggestion for Voxel Paint...

This is inspired by modular construction.
And here is some of my modular models for buildings

And all of them in a .zip


The idea is, it would be convenient if we can generate a new model by combinding the existing components.

Any thoughts regarding this?
Hello guys!

As some of us have suggested about - what if we can interact with natives on alien planets.
But here, I am not going to talk about gameplay ideas in this series of posts. Instead, you'll find lotta of models, and some background information about them!

Table of contents:
(Corresponding links will be attached once the posts are published.)

The list is more likely to expand to have more ideas native races!


Notes: Natives diplomacy gameplay is still at idea stage in the forums. It is advised that readers should not absolutely consider native contents as planned.
Hello guys!

Here, may I proudly present my first idea of alien natives - the Maks!

A Mak village.
Surviving on the barren red planets is not a simple thing. Especially, both food and water can be scarce on these planets, you can barely find traces of life or intelligent aliens.
I said, ‘barely’, but not ‘all’. Maks is a fine example of a intelligent alien race which adapted to survive on the red barrens well.

Physiology
If you are asking what Maks are physiologically like - I can say, they are ‘kind of’ a fusion of cactus and lizards.
Like lizards, Maks have dry scaled skin, with waxy layer which prevents water loss by evaporation in daytime and act as first layer insulation to keep them warm in night-time.
A fact that some of their scale would form little spines like cactus. But that's not the only thing they are like cactus - Their skin can perform something similar to photosynthesis. Though it can't provides sufficient energy to maintain all of the activities of a Mak, however it can still keep them alive under at most 2 monthes of hunger, accounting food reserves in their body.
Maks are quite short even when they stand upright, which adverage Mak person is just around 110 cm tall.
Diet
Their diet is mostly composed of cultivated brown mycelium and fungi, often cooked into a sludge-like porridge. Sometimes accompanied with some roasted small amimals.
Life
Their lives almost goes around with farming, cultivating mycelium.
Basically, in the moring, most Mak villagers will work in their plot of farm and some will go foraging outside. Before the afternoon the growers have to hydrate the mycelium and remove overgrown parasitic fungi blubs, and cover the fields with pieces of shade cloth to protect it from strong noon sunlight. In the afternoon they will hydrate the mycelium again and add fertilizers.
The process starts in every season (except summer) of the planet, repeats until the harvest at the end of the season. Each harvest usually last for a few days, to harvest mycelium, mushroom, collect fungi for sowing, process mushroom and mycelium into fine powder for storage.
In summer, which their mycelium is too hot to grow, most of the Maks will spend their day making pottery, repairing tools and making mud idols in their mud houses. This is also the season which some Maks begin seeking trade with other villages, find their soulmates, and celebrate their religious festivals.
An average Mak can live as long as 66 years.
Society
A Mak society is composed of the following people: Growers, Foragers and Chieftain.
Growers composed the majority of a Mak society, who are responsible to grow food for their village. In summer, they will become traders and artisans.
Foragers are those who Maks who are curious of what's outside or just want to seek for some extra food. The foragers are also responsible for the defense of a village.
Chieftain is the head of a village, either experienced grower, popular artisan or bravest forager. They just behave like anyone else in normal days, but in decision making, a Chieftain is in charge.
Culture and Religion
The fact is, they are pure and simple. They love peace, they like friendly people, they enjoy their life, they love their food and arts. They will only worry about what they should.
Even their crude arts reflects their simplicity in their life - simple curves and shapes, no complicated deocrations added onto.
Robes are their major clothing, weaved from dried inedible fibres of some types of mycelium. Robes is the representation of an grown-up Mak which is able manage their lives on their own. For the broods, they would just literally put a piece of cloth on themselves.
Maks don't have a collectively organized religion. Their pantheon religion are composed of many gods, but each Mak will have the gods they would like to worship. Most commonly worshipped gods are related to harvest, sun, sandstorm and art.

Alright, enough lores, time for some actual models!

Hopefully this would be a good attempt and you'll like it.
Further thoughts are welcomed!
Maybe adding a trading system for basic resources could be implemented as to make them more interactable.
Hello guys!

No detailed lores for this one, but here's a basic introduction and concept of Lioks:
These primitive natives basically don't form large settlements, but they form small camps with population less than 10. They are usually hunters and foragers.
Usually can be found on barren planets, like red planets.


Hello guys!
No detailed lores for Vokloos too since I don't really have time. Maybe I could write that later if I have more spare time.

Vokloos are natives who usually dwell on surfaces of freezing terrestrial planets, they are large humanoid creatures generally with blue skin.
They could either be friendly if you see them as equals or very hostile if you are their prey to loot or they see you as hunters or plunderers.

Hello guys!
A quick publish of the Phara native models.

Pharas are remnants of a lost civilization seemed with some linkage (but not totally) with the Ancients, which now their civilization degraded into clans of refugees, living around their fallen war machines called Avatars. Their presence can still be found in desert worlds.
That sounds great! I was wondering tho, will there be other people also writing up lore? Kinda how Colinae works? If so, put G.Wadaling's lore in casue that guy is nuts when it comes to writing up lore and making models.
3y ago
Woo-hoo! I like it!
I'm definitely going to have a look on it!

Luker124 said:If so, put G.Wadaling's lore in casue that guy is nuts when it comes to writing up lore and making models.

If saying the post length of my non-canon lore posts I have written... YES and indeed, in a nuts scale🥜
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Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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