Amorphus's Recent Posts

RE:Epic Adventure v0.5.0 Released

2019-06-25 20:59:31
Wow, thanks for this info. Those wall layouts look intimidating since I don't have much drawing experience. I have done some 3D drawings before though, mainly for building ideas for mc. And I've also done a lot of 2D sprites regarding resources to one of my games several years ago.

I'll put my ideas for each biome in another post, but as for the halfway biomes, I like it. would be neat if you could make it so that large clusters of rooms are the same biome and that a transition biome occurs on all maps at the edges of those clusters. Instead of having transition biomes that connect two different biomes though , what if you made each transition biome it's own unique biome. Here's what I mean:

- dry grasslands/savannah: connects grasslands and desert, this map could have some grassy parts, and some clusters of sandy tiles with cacti and other arid plants. Acacia trees could dot the landscape.
- mesa: doesn't really connect anything, but where clusters of deserts are generated, there could be a random chance that each room that would become a dessert would actually become a mesa. You most likely know what a mesa looks like so I won't describe it. I have some ideas of how you can pull this off, but I'll include it in that post I was going to make about biomes, and it'll be under the mountainous biome.
- taiga: connects tundra and forest, spruce or pine trees abound here, and some of the trees that you have shown above could be dotted around the map, and some splotches of snow can be seen all around the map. Would be a good place to get spruce wood. If you plan to add some complex food recipes, one of the ingregients could be maple syrup, which could be gathered from spruce trees using a treee tap.

- shrublands: connects grasslands and forest and grassland and jungle. Berry bushes are dotted across the map along with trees.
wet forest: connects either forest and jungle or forest and swamp, or grasslands and swamp. more water than normal would occur on the map, but shouldn't be more abundant than in swamp biome, still, trees should abound here. It's here where you can find larger amounts of mud and clay and yet still have room to build a house. A swamp should have little room to build anything, which means you would have to leave at night and come back.

but those are just examples of sub-biomes that could exist between your main, garden variety biomes like desert, grassland, forest, tundra, ocean, swamp, etc. I personally think that each of these sub-biomes should give players reasons to visit them just like the main biomes would. I don't think it should be hard to get the items that you need to craft things, other than the items that only drop from bosses and stuff, but I do think that finding the items to progress should take time and lot's of exploration.

Everything you said regarding rpg is good. especially if the enemies get harder the further down you go. I wonder though, most games make you farm enemies until you find armor and weapons that work for your class/combat stats. If we can just mine for materials and make our armor, where's the challenge? I think that maybe we should be able to easily craft each armor set as long as you have the materials, but I think that each tool, armor piece and weapon should have a random number of slots for gems or essences that add stats to it, and enemies can drop these instead of weapons and armor. then the higher your crafting level, the more chances of you crafting an armor or weapon that has more sockets. And maybe you could have a way to craft these gems/essences yourself later in the game, albeit with some challenge and resource hunting.

I think it would be cool to take a page out of starbound's book and build your own settlements. Then as inhabitants start to come in, they'll randomly start to give you random quests that direct you to other rooms to fight mini-bosses, precure items, and rescue npc's. You could probably assign them to specific jobs based on what their personality is like, and based on what profession you give them, they may generate certain types of quests and be open to buy and sell specific items. Rimworld also uses good settlement features, especially being a top-down kind of game just like this one, but I wouldn't get nearly as in-depth into colony building in this game as rimworld is. This is an rpg adventure game, not a city builder.

But anyway, that's what I think. I'll be sure to post my biome ideas soon.

RE:Epic Adventure v0.5.0 Released

2019-06-19 18:58:19
Ooh, this sounds promising @basteklein. How deep into crafting are you hoping to go? Will you be adding ways to automate some things? Will there be a leveling and class system? If this game becomes popular, do you think you would go as far as giving us the ability to travel to other planets/dimensions?

Speaking of infinite lower levels, you could also have infinite higher levels as well . Would be cool if the first floor of a building can be a part of the world map so you can pass right through the first floor of a building without having to go to another map, while upper and lower levels would have to be in separate maps. Instead of adding a map for every single staircase that a map has, just have each staircase or hole lead to the same level. for example, If you are building multiple two story houses on one map and you climb up to the second floor of one house, you should be able to see the second floor of the other houses, since they are all in the same level. This keeps all of the levels going up uniformely, creating a "column" of maps that exist one on top of the other and with the same amount of space.

I also like the fact that you can move into a new room when you get to the edge of a room, that could make different biome generation easy because you just need to designate the biome for each room and generate different things based on each biome. We could also do with a chunk map that shows all of the rooms/chunks that we've been in and the biome types of each. The map should focus the room that the player is in at the center so that you always know what's around you, but sooner or later we will want to be able to zoom out further and pan around the map, especially if we've done a lot of exploring. If you are planning to add at least a minimal amount of automation, I recommend being able to keep a number of rooms loaded(but not visible) in a radius around you so you have room to move while your automations do their thing, or what if only the column that you are in was loaded, so that automations above and below you can operate.

What are the texture specs so we can contribute to decorations? Would be neat to work on floor and wall types, resource images, plants, and other terrain types. I especially want to work on resources, I have many ideas for them.

I have an idea for a resource chain that you might like below. The chain leads you through the main crafting materials of the game, and some of the main buildings and furnature that could be added.

flooring: plank floor
flooring: cobble floor
wall: plank wall
wall: log wall
wall: cobble wall
furniture: wooden chair - should be able to sit in the chair, food grants bonus hunger points when eaten whilst sitting in a chair and health regeneration should slightly increase while sitting. Food should grant even more bonus hunger points if you sit in a chair that's facing a table while eating it.
furniture: wooden table
furniture: torch - crafted from sticks and coal. obviously spreads light in the darkness. that's if you are planning on adding light.

overworld structure - gravel pile - mined to obtain gravel, and sometimes flint
cave block: gravel - mined to obtain gravel, and drops flint more often.
item: gravel - used mainly for pathing
flooring: gravel path
item: - flint - used in many crafting recipes

furniture: furnace - basic cooking and smelting - requires stone and flint

cave block: coal ore - mined to obtain coal
item: coal: 1 coal can smelt 4(?) items. can be obtained by smelting wood in a furnace or mining coal ore in caves

cave block: copper ore - can be mined to obtain copper ore
item: copper ore - smelt in a furnace to obtain copper
item: copper - used in many crafting recipes.

cave block: iron ore - can be mined to obtain iron ore
item: iron ore - smelt in a furnace to obtain iron
item: iron- used in many crafting recipes.

cave block: gold ore - can be mined to obtain gold ore
item: gold ore - smelt in a furnace to obtain gold
item: gold- used in many crafting recipes .
item: gold coin - the main game currency, one gold ingot crafts into multiple coins.

furniture: forge - tier 2 smelting, only accepts coke for fuel - requires 1 furnace, lots of iron
item: coke - 1 coal refines into 1 coak in a furnace, used for forging steel from iron and iron ore, and 1 coke item smelts 1 item in the forge, this is to make steel a bit harder to obtain at first.
item: steel - used in many crafting recipes

furniture: alloy forge: a more efficient smelter with 2 inputs and 2 output slots. made with a forge and lots of steel. 1 coke smelts 2 items. If the right combination of 2 items are inserted and smelted, a new material is created, but if two items that won't mix are inserted, the alloy forge will act like a double furnace, smelting both items at once into their normal products.

item: antanium - a mixture of steel and gold, a very durable material. used in many crafting recipes

That's as far as I've gotten Obviously, each metal should have it's own set of tools and armor built from it, and each tier of tools are faster and more durable that the others. You can mix this up and complicate the process as much as you want, I was just trying to provide a skeleton plan for you to build off of in case you didn't have one yet.

Anyway, hope you like at least some of these ideas, let us know about the texture specs.

RE:Planet hub: A list of all my planetary ideas.

2019-06-18 14:52:40
Check out my new updated terraforming ideas for mc:

www.ape-apps.com/viewpage.php?p=31450

RE:Updated Dynamic terraforming Ideas.

2019-06-17 20:59:31
Just a quick note regarding any performance worries about these ideas. Most of these ideas just call for more structures and resources for each terraformation factor. There would be changes to how the game reacts to those new resources, sure, but those changes don't occur frequently enough to pose a problem to performance, it's not like any of these dynamic factors are going to need to run constantly(every tick) since everything happens in stages that would be much further apart than before even. Especially with regions, you shouldn't have any problems with a few more building types. The only worrisome factor that I can see is the biospheres factor, as it will constantly monitor and fill the map with plants and animals, but I'm sure bast can find a way to make this work, maybe it'll just have to show plants and not animals, or calculate the health percentages once every 5 seconds instead of once per tick.

Anyway, if performance is your main reason for voting no, please put that comment in chat instead of voting no. Thanks.

Updated Dynamic terraforming Ideas.

2019-06-17 20:47:16
This post is basically like my old post(link below) but some of the ideas below were outdated and had to be refined, so here we are.

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

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

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

General Dynamics:

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

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

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

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

Heat:

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

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

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


Water:

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

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

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

Gravity:

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

radiation, core condition, and ozone levels:

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

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

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

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

biospheres:

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

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

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

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

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

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

Conclusion:

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

RE:New Ideas for the terraformation aspect of my colony - Page 3

2019-06-14 18:11:13
Thanks, yes this topic is definately outdated as well. I'm currently working on an updated version of these ideas. Some of these ideas have been added to the game, others haven't, and there are also some that no longer apply to the game.

ideas for multiplayer regions

2019-06-14 16:34:28
Do yall think we should have a thread for users to advertise their multiplayer regions and post ideas for the feature? I feel like we should.

Also, I noticed that you can't choose a blank map in multiplayer regions. I understand why this would be disabled, but I feel like we should be able to see what the terrain is for the map that are about to choose so we can strategize on which map to start building on. What if maps in a multiplayer region are procedurally generated so that their terrain fits together naturally just like pieces of a puzzel. Then you can see which maps in the region have the terrain features that you want. Would also be awesome to see the region map come to life with continents, oceans, and rivers. This means that not every map can have a river of it's own, but that's the fun part. There would be inland maps that have no water, ocean maps that have no land, and beach and river maps that have both. This makes it more of a challenge to build, but that's the point.

I think the easiest way to do this is to have it generate each map's terrain upon it's creation. It would take a while but the player would only need to wait once. The terrain is set and unchangeable for each map and will remain tied to a map upon deletion. This way, when a player goes to start a new map, the terrain features are already there, so it makes for less time spent creating new maps, and even if the player's map is deleted, someone else can take advantage of the same terrain features.

Overall, I think that the biggest advantage is that it would make each multiplayer regions map unique, dispite it's planet type. Even if you have only 100 earth-like planet regions to choose from, they would all take different shapes.

If you are going to go this route, I recommend including a picture of each region so that if a region is chosen from the list of advertised regions, the image will pop up along with the content warning, allowing you to look at the region and confirm your choice. Would also be nice if before creating a multiplayer region, we could choose the seed or upload a terrain file that has a custom-designed terrain map(for instance, what if you want your region to look like the map of earth?) We could also use a way to export a region's terrain to a file and share it.

This one may be far off, but I like the highlands and midlands that you made for colony wars. It would be quite the challenge if those were to be added to mc's terrain generation. And coupled with the regional terrain generation idea above, you could have mountain ranges and plateaus that span multiple colonies. This would make some maps super hard to build in, but not impossible.

Also, the option to sell your colony to another member of your region and offer to buy other people's maps would be a nice feature in my opinion

That's all I have for now, let me know what you think.

RE:The IOS MC app is taking forever to start

2019-06-14 15:52:53
From what I'm seeing, it seems to be fixed, but I'll continue to monitor. My new colony isn't that big yet and I'm playing multiplayer regions.

RE:New Ideas for the terraformation aspect of my colony - Page 2

2019-06-10 13:41:58
Thanks! mc is pretty rigid when it comes to atmospherics. You get your planet past 5 mil and then you're terraformed, even if you deplete the atmosphere back to 0. I believe that the terraforming process should be a longer journey, especially for regions, and I believe that the penalties for not keeping your planet in the habitable zone should be catastrophic. I'm fully in support of bast doing bug fixing, and I'm excited about all the new features that he's adding, but I really think that mc could benefit from features like these. I should probably do another post to refine this idea since it's pretty outdated now.

RE:The IOS MC app is taking forever to start

2019-05-28 15:11:01
I feel like it has something to do with the gamefiles, or why else would the app take longer to boot up as your get bigger colonies on it. I feel like the game should just detect the name and extension of each gamefile and display them based on that info.

I'll have to see what happens if I close the app after playing on a small colony opposed to my big colony. That would tell me if it's loading all gamefiles or just the one that was last played.

New insectoid gameplay mechanic:

2019-05-23 22:03:01
This idea is mainly here to solve the independence issue that zolarg have when they absolutely have to declare independence to progress through the game. I don't think it's fair that an insectoid commonwealth can't grow because all of it's underlings have to leave in order to grow further. I also don't think it's fair that if we like the cw we're in, we have to still leave that cw to grow further.

So here is my solution:

Two different outcomes would befall the zolarg. They can either declare independence and go down the black majic route, or stay on-board with their colony and go the second route(eternal servitude), using other forms of technology, but still getting some of the same advanced technology that you would otherwise get from independence. Both outcomes will lead to the same end of the tech tree, but they will use different methods to reach the end-game. Those that go down the eternal servitude route will eventually be able to attain independence in end-game, but that independence will costly greatly more than the normal independence, and they will also eventually be able to access unholy tech. The same applies to the unholy path, they'll eventually gain access to the second path's tech. But the purpose of this is to keep to the lore of Zolarg not allowing unholy tech by giving colonies that wish to stay dependent a unique tech of their own, and then eventually giving them access to everything.

Bast can do anything with this and add whatever tech he wants for the second path. However, I can't give an incomplete idea, that's just not my style, so I've provided samples below.


Techs:

Eternal servitude: Congratulations, you have swore an oath of unending servitude to your commonwealth. You will serve them forever, never to declare independence. Because of this, you will never be allowed to access unholy technologies. However, your commonwealth has blessed you with a wealth of new technology that is only legal for eternal servants to use.

When unlocking this tech, the option to declare independence disappears until you unlock the next tech below or until your contract is rescinded.

Brute force Independence: You can expect an all out war with your commonwealth should you decide to force your way to independence after swearing your eternal oath. This will be a very expensive endeavor, but freedom is priceless. requires starships, civic, money, research, food, water, and a certain number of colonists will need to be sacrificed in the war effort.

This tech allows colonies that wish to follow the eternal servant path to declare independence in end-game, but is much more costly to purchase than regular independence.


Sample techs:

Organic/living technology: Zolarg are able to take the alien's research into genetic engineering to the next level, developing organic resources, and eventually organic mega-structures and starships. Organic buildings repair themselves as they get the resources they need, but wither away if they can't get the resources they need. Organic technology would allow zolarg to do more things with the organic resources(sugar, food, water, wood, charcoal, oil, paste, plastic, cloth) that they have instead of working with non-organic resources like ore, gold, uranium, relics, arts, aluminum, diamonds, or antanium. Those organic resources can further be used to build more advanced buildings in place of non-organic buildings.

Holy technology: The next option is to give Zolarg tech that uses the opposite kind of energy to antaura, Zolaura(bast can name it whatever). This resource is also untradeable and does wonders of it's own, but it different ways. It can be used to produce power, but it can also enhance most production buildings as well. However, I wouldn't just renamed and recolor all of the existing unholy buildings and call them holy buildings, the tech should give dependent insectoids unique advantages over independent insectoids. Perhapse zolaura's core mine digs up crystalline in place of diamonds, allowing for crystalline to be automated, or perhaps zolaura gains access to wood and charcoal generators instead of oil and uranium generators. Holy power spires should definately perform the same as unholy spires, and in end-game, insectoids should get a building that cancels out antaura with zolaura to produce massive amounts of power.

RE:The IOS MC app is taking forever to start

2019-05-23 19:30:07
It's the actual game itself, it opens in a loading screen and stays that way for a long time.. In fact, it takes a shorter amount of time to get from the title screen to my regions view of Marlboro than it does to actually tap on the app and get to the title screen.

Thanks for responding so quickly.

RE:The IOS MC app is taking forever to start

2019-05-23 15:43:11
Just letting yall know that at this point, it's becoming unbearable. My insectoid colony has grown to the point of only having 7-8 maps and it takes my app several minutes to start. This needs to change, as I'm sure this is affecting many others on the IOS platform. Please give attention to this issue @basteklein as it prevents people from building their colony beyond a certain point, pr doing anything in the game for that matter, therefore causing them to get frustrated with the game and moving onto something else. I don't want to see this game get bad reviews on IOS either, so I'm hoping you can find a solution for this.

RE:Help needed with Zolarg

2019-05-22 00:05:53
I see a lot of things missing for zolarg, although I'm still able to play the game to some extent. I feel like there are many resources that need alien or unholy versions. Below are some resources that I think need a better way to produce them:

Food: food is ridiculous, you need an entire small map full of the food fortification plants just to support 40-50k colonists over several maps. Humans can do much better as they have the tall farms that produce 500 food every couple of seconds, or the food processing factories that just spew out food.

water: just like food, you end up having to create an entire small map filled with these things in order to support your colony as it grows. Eventually, I'll end up needing another map full of them. This definitely needs to change. Humans can produce an overwhelming amount of water in end-game, even to the point of causing the atmosphere to plummet, why should zolarg be stuck with such an inferior water production

Ant paste: This one too, I have a map full of paste mixers and they still don't produce very much ant paste. Usually with basic resources like this you can usually get to the point where you produce more than you can use in just one small map, but these paste mixers are the devil in end-game.

Antanium: This one too depletes very fast even with a small map filled with them, but not nearly as fast an ant paste. Still, ant paste is for zolarg what steel is to humans, and we have a steel alien factory, so I think these should have an alien counterpart as well.

Aluminum: I think it would be nice if zolarg got their own unique alien aluminum gen that took antanium to generate aluminum. UCM's can churn out aluminum, if you build an entire medium map full of them that is. Who has time to build that many? And don't tell me that we can just build mines, because humans can generate everything automatically at end-game, and there's nothing they can't mass produce.

Wood: we're still stuck in the dark ages with wood, growing and cutting down mega trees like an idle champ I am. My idea in the "fleshing out zolarg" thread in the ideas forum mentions a building that can combine paste, cloth, and antaura to make wood. I personally don't care how much @basteklein makes this thing produce as wood isn't too high in demand, we just need a way to automate that resource so we don't have to keep resorting to mega-trees.

housing: I feel like better housing is in order. The worship mounds do the trick but you have to spam them.

Colonists: We need a better way to get colonists faster. Perhaps in bigger housing, colonists could be produced quicker.

Importing/exporting: zolarg need the third and fourth tier customs centers. I recoomend the fourth being some sort of mystic gate that acts just like the stargate and consumes antaura. But zolarg really need to be able to export more than 1k resources at a time, especially if you're trying to prepare for a medium-map sized project and need several million of each resource and you have the money to import those resources.

Starships: We have the tech, but we don't have the means. This is the end of the game currently, and I feel like it should be more like the halfway point.

triantanium: I could've swore that zolarg were the first to get triantanium, yet I can't find any buildings for zolarg that produce it. I'd say that we should be able to produce it at some point. After all, zolarg invented antanium.

Charcoal,plastic,steel, robots, toys, paintings, brick, pottery, microchips, and instructions are all missing from zolarg. I feel like zolarg could use a lot of these in their own ways, but I also think that they shouldn't have access to everything that humans do, or else playing them would be just the same as playing humans in end-game. still, at least some of these resources would be useful.

I also feel like some of the resources in the game are lacking in ways to use them, so I just sell those to make money as I get them or gift them to my other colonies.


That's all I have for now, but I'm pretty sure I can come up with more if i think further about it. Those were the major areas anyway. i realize that zolarg are still under construction, so I understand why these aren't in the game, but I feel like zolarg has been put off for too long, and it may be one of the things that is causing the lack of interest from people of late. I recommend finishing them before doing anything extensive on reptilians side as people that have zolarg colonies have been waiting much longer than reptilian colonies have.

The IOS MC app is taking forever to start

2019-05-21 17:26:07
Device: Iphone Xr
Version: I always use the latest version when talking about bugs.

This issue has forced me to reinstall the app before, deleting all of the hard-built colonies that I had in my storage. It's starting to happen again now that I'm building up my new zolarg colony, Marlboro, and I don't want to have to eventually reinstall the app.

But the app will take longer and longer to load as your colonies grow, which makes no sense. I feel like It shouldn't need to take that long to load if the colony files are stored on the phone. Perhaps it should just detect the files by title and extension and then start reading the data in a particular file once you select a colony to work on, not try to read all files before the app can even start.

Does anyone have a solid solution to this, or is this been a pain to many people?

RE:Ideas for fleshing out zolarg.

2019-05-19 11:06:28
Upon playing the game further, and subsequently reaching the end of the developed game. I've gotten a better understanding of what theme bast is going for. It seems that some of the buildings above would still work, but some might not fit the alien/unholy theme that bast is going for. So, I'm completely changing the list to include only things that would be useful to zolarg and fit the alien/unholy theme.

RE:Micromanagement button

2019-05-17 21:56:10
please delete this post, I created it in error.

Micromanagement button

2019-05-17 21:54:30
I have a few ideas that may make micromanaging a lot more straightforward and less repetitive. II'm sure that all of us are very fond of the relatively new bulldoze mode, where we can delete many buildings with just a swipe of a finger. I find that this tool prevents repetitiveness and allows us to delete things quickly and in a straightforward manner.

In fact, the bulldoze tool inspired these ideas. However, instead of only being able to delete buildings will bulldoze mode, how are some other modes and what they would allow a player to do:

Mode cycler: Instead of the bulldoze button just turning bulldoze mode on and off, why not have it cycle through all of the below modes. This saves space on the button menu, and while it does require some repetitive tapping to get the mode you want, these modes will do their own share of saving you from having to deal with repetition.

Sell mode: In case you want to get resources back from the buildings that you are destroying. The screen will have a green outline instead of red and should be the next mode after bulldoze mode. This mode should do exactly the same things as bulldoze mode, but sells the buildings instead of just wiping them out. You will not be able to demolish nodes or paths in this mode. Or, you could just save having to create another mode and have the bulldozer sell buildings when it can, but then just demolish things like nodes when it can't sell them.

Upgrade mode: Self explanatory really, but allows you to upgrade several buildings in a single swipe and displays a blue outline under buildings that can be upgraded. Cannot be used to upgrade pathing, as you could make a big mess if you swipe over several paths and initiate upgrades on segments of path. Path is easy to upgrade, just go into the menu and select upgrade all. The reason behind this mode is so that players can have better control over which buildings are upgraded without having to upgrade each building individually through the menu, which is tedious, or having to upgrade them all at once, which is unwise in certain situations.

Power-on mode: This mode activate buildings that are deactivated and ignores already activated buildings. A yellow outline is displayed instead of the red outline for bulldoze mode.

Power-off mode: The opposite of power-on mode. deactivates buildings that are active. A dark yellow or brown outline should be displayed in this mode.

The reasons behind power on and off modes is because sometimes you want to have strict control over which buildings are off and which ones are on. For instance, let's say you're starting a new region city and you have the entire city built but are now just waiting on the colonists to come in. Wouldn't you want to deactivate all of the job buildings and then activate them one by one as colonists start coming in to control commute distance? These modes would allow use to exercise this control over many buildings without having to resort to repetition.

Terrain mode: This mode has a purple outline and allows the player to toggle individual tiles between solid and liquid. This enables players to edit their terrain to their liking, however, it comes with great cost. For each tile transformed from liquid to land, 1 million ore is spent, and on every world other than abandoned and lava, each tile that is turned to a liquid tile costs 1 million water. On abandoned, each ether tile that is created costs 1 million ether, and lava is not a terrain type that can be created, for obvious reasons. Any kind of terrain change will cost $100,000 and 10,000 civics per tile.

If you don't have the necessary resources, the change won't occur, but you will need to be careful when you do start getting enough resources to change several tiles at once, because the change happens instantly and is irreversible unless you have enough resources to change it back.

Micromanagement button

2019-05-17 21:54:01
I have a few ideas that may make micromanaging a lot more straightforward and less repetitive. II'm sure that all of us are very fond of the relatively new bulldoze mode, where we can delete many buildings with just a swipe of a finger. I find that this tool prevents repetitiveness and allows us to delete things quickly and in a straightforward manner.

In fact, the bulldoze tool inspired these ideas. However, instead of only being able to delete buildings will bulldoze mode, how are some other modes and what they would allow a player to do:

Mode cycler: Instead of the bulldoze button just turning bulldoze mode on and off, why not have it cycle through all of the below modes. This saves space on the button menu, and while it does require some repetitive tapping to get the mode you want, these modes will do their own share of saving you from having to deal with repetition.

Sell mode: In case you want to get resources back from the buildings that you are destroying. The screen will have a green outline instead of red and should be the next mode after bulldoze mode. This mode should do exactly the same things as bulldoze mode, but sells the buildings instead of just wiping them out. You will not be able to demolish nodes or paths in this mode. Or, you could just save having to create another mode and have the bulldozer sell buildings when it can, but then just demolish things like nodes when it can't sell them.

Upgrade mode: Self explanatory really, but allows you to upgrade several buildings in a single swipe and displays a blue outline under buildings that can be upgraded. Cannot be used to upgrade pathing, as you could make a big mess if you swipe over several paths and initiate upgrades on segments of path. Path is easy to upgrade, just go into the menu and select upgrade all. The reason behind this mode is so that players can have better control over which buildings are upgraded without having to upgrade each building individually through the menu, which is tedious, or having to upgrade them all at once, which is unwise in certain situations.

Power-on mode: This mode activate buildings that are deactivated and ignores already activated buildings. A yellow outline is displayed instead of the red outline for bulldoze mode.

Power-off mode: The opposite of power-on mode. deactivates buildings that are active. A dark yellow or brown outline should be displayed in this mode.

The reasons behind power on and off modes is because sometimes you want to have strict control over which buildings are off and which ones are on. For instance, let's say you're starting a new region city and you have the entire city built but are now just waiting on the colonists to come in. Wouldn't you want to deactivate all of the job buildings and then activate them one by one as colonists start coming in to control commute distance? These modes would allow use to exercise this control over many buildings without having to resort to repetition.

Terrain mode: This mode has a purple outline and allows the player to toggle individual tiles between solid and liquid. This enables players to edit their terrain to their liking, however, it comes with great cost. For each tile transformed from liquid to land, 1 million ore is spent, and on every world other than abandoned and lava, each tile that is turned to a liquid tile costs 1 million water. On abandoned, each ether tile that is created costs 1 million ether, and lava is not a terrain type that can be created, for obvious reasons. Any kind of terrain change will cost $100,000 and 10,000 civics per tile.

If you don't have the necessary resources, the change won't occur, but you will need to be careful when you do start getting enough resources to change several tiles at once, because the change happens instantly and is irreversible unless you have enough resources to change it back.

RE:Help needed with Zolarg

2019-05-17 13:26:29
Ok, so I've declared independence, but now I want to join the same cw as my human colony. I know that this is possible, but I don't know exactly how to rejoin another cw. I've never done it before.

RE:Bridge App Now Available

2019-05-16 16:01:50
This is going to be cool for users who want to build up an offline commonwealth among their offline colonies. people who can't gain good access to the internet are going to be very pleased with this feature. Big thumbs up from me.

RE:Help needed with Zolarg

2019-05-16 15:56:04
Yeah, that's why i'm going to be churning out new ideas for fleshing the zolarg out. I have a thread for it in ideas of you want to add any ideas of your own to the mix. I'm trying to think of as many things as possible.

RE:Help needed with Zolarg

2019-05-16 03:16:54
That’s a little unfair though, don’t you think? If I happen to start my colony in a good Cw and want to stay, I can’t because I must declare independence to further progress.

Sure, I could always leave and then come right back, but I seriously think this needs changing. Right now my aim is independence but I’m thinking about other people who don’t want to deal with that redundancy.

Oh well, thanks for letting me know.

Ideas for fleshing out zolarg.

2019-05-16 00:00:16
These ideas are simply to cover some of the gaps that I see in the zolarg playthrough.

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

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

Techs:

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

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

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

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

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

Resources:

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

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



Buildings:

Basic organics:

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

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

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


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

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


Insectoid shipbuilding:

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

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

Misc. Buildings:

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

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

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

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

Organic megastructures:

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

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

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

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

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

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

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

Charcoal buildings:

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

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

I'll come up with more over time.

RE:New sugar, wood, charcoal, crystalline, and diamond structure ideas

2019-05-15 22:07:49
@invincible what is a UCM? I'm trying to get diamonds via zolarg and I'm having trouble. I'm also having trouble obtaining arts, even though I've amassed so much research that I've unlocked the wheel.

otherwise, thanks for the response. I didn't think that zolarg could use it but now that I've played them for a time, I realized that they do need some fleshing out.

RE:New Ideas for the terraformation aspect of my colony - Page 2

2019-05-15 21:52:51
Well, there are countless other moons like our moon, the lunar planet type doesn't need to represent "the moon," it's just one of countless other barren planets that happen to have the same material composite as our moon.

In fact, our moon is way too small to terraform. It would lose atmosphere faster than we could create it because it's low gravity cannot hold the atmosphere in orbit.

Also, please don't put credit card links on your post.

Help needed with Zolarg

2019-05-15 21:38:15
Hello everyone,

I've been playing zolarg for a day or so now and I've gotten pretty far with them. However, I don't see a way to obtain alien artifacts on sugarland. I remember being told a long time ago that you have to declare independence before you gain access to buildings that would lead to alien tech. However, I highly doubt that this is true. I'm at the point where I've gained so much research that I've even unlocked the wheel, and i'm producing every resource available to me, and I've built all of the workers to make sure I just don't have the right worker built. but I still can't manage to find where to get alien arts. Is this a bug(no pun intended) or is it just me.

I know that zolarg are still kind of under construction as well, but I thought they were a bit more fleshed out than what I'm seeing. Can someone give me advice. Currently I'm building up cloth production so I can auto-sell it on the alter of commerce, and I'm up to $100k, but I have a long way to go before I can buy artifacts.

I also noticed that diamonds and obsidian aren't produceable on the sugarland. obsidian I can understand since you get it from lava planet, but where do they get the diamonds?

RE:I think reptilians are broken.

2019-05-14 15:33:08
Well, I'm sure you'll get there someday. Crime would be an interesting feature. You could instead use starships to transport criminals from colony to colony and such, and that way the stargates can be left to tourists and immigrants. A prisoner transport center could be in charge of that, and you would have full control over how many prisoners you want to send to another player's colony or another city in your region with the cost of starships. In early game, you could implement a prisoner transport element into all of the import/export buildings so that you can just export the prisoners out in smaller amounts and pay a transport fee. I feel like early-gamers have enough challenge on their hands, so let prisoners be a challenge for later gamers.




Just my take on prisons and crime:
Would be cool if we could have forced labor policies in place for prisoners, that they have to work longer hours and they have to stay within a certain boundary that could be set with prison walls. Colonists wouldn't be allowed into those boundaries either, so you can separate them that way. you could also have separate buildings for a command center(which would employ one warden and have some tourist space), guard-bot garages, prisoner barracks, solitary confinement cells(could provide a small amount of education), a gym and basketball court for entertainment.

I feel like in order to implement crime, it would take a number of things, but could also give colonies a useful way to send help in the form of people to other colonies, which is a huge advantage. Each colonist would have to have another boolean value and an integer value in their statistics. the boolean value would determine if prisoner/criminal or colonist. The integer value would detirmine for how long a colonist will remain a criminal. When a colonist commits a crime, they automatically become a criminal and the seriousness of their crime will depend on how big the integer value is. Every time they go to sleep, the value is reduced by 1. A low IQ colonist is more likely to become a criminal, and once they become a criminal, they'll keep on commiting crimes and adding to their counter until they are caught. Once caught, they can live out their sentence without adding to it.

It will be up to police bots to chase them down and put them in jail, which each police station should have some jail space. Police bots will go for the criminals with the highest counter first and then work their way down. Colonists will stay in jail for 5 cycles of sleep, at which point they get automatically sent to a prisoner transport center and you get notified when that center is near full. Then you can go in and transport the prisoners to another colony in the same commonwealth or another map in your region.

One other thing that could be cool is if you dump your prisoners into a region map or fellow colony that has no prison, they become pardoned and will become colonists again and you can use them to build whatever you want on that map. A real life example of prisoners being dumped into a frontier territory to develop a colony is Australia, where prisoners of the British empire were sent to develop a colony there until they eventually declared independence.

RE:I think reptilians are broken.

2019-05-14 02:28:35
Well i'm glad to see that it's not just me being horrible at playing the game at least. Would be interesting to see how you solve that stargate issue.

To me it looks like you could add an integer variable to the stargate object that equals the total amount of housing space in the map. The server could look for any stargate or reptilian gate that has a number greater than 0 in this value and shove colonists into gates that way, decrementing 1 from the number per colonist. you could have that number updated with each worker round so it would stay up to date. you may get the odd straggler but it may work. It works in my head anyway, but there may be other factors that i'm not aware of governing the stargates.

Or, another way to solve this is to just have the colonists travel right back into the gates immediately after they come in if no housing space is available, but I think the first method might save on resources.

I think reptilians are broken.

2019-05-13 21:46:05
Here are some of the issues that I've noticed with reptilians while playing them. This is my first time playing them seriously and I've had to start over three times in the past two hours because I encounter major issues with the game. Let me know if I'm just not playing the game right. I use an Iphone xr and I always update to the latest version.

Is it just me, or is immigration supposed to stop on the reptilian's immigration/trading gate once housing is full? The gate will produce colonists as long as you leave it on, housing or not, and it starts when you gain access to water. On my last colony, I had just started out and I was being pummeled with 400+ colonists.

Also, I see no education in sight while playing reptilians. They get so mad and sensitive about education, but there's none there, so any colony that starts with this race is doomed to be forever unhappy.

I also noticed that there are no techs for this race, so I'll chalk it up to the fact that reptilians are still undergoing construction.

Finally, for the most important issue.this is an issue that affects all races, but when we press import or export and the list of resources to export/import is shown, can you make it so that the screen sticks on the last resource you sold or bought so you don't have to scroll down the entire list each time you buy or sell a measely 100 resources? why must it be so tedious? My colony isn't about being tedious, it's about micromanagement. Granted, sometimes it is tedious, and a little bit of tediousness never hurt anyone, but when it get's to the point where you're pressing the same area on the screen over and over again in rapid succession for multiple minutes, that's too much. Pressing two buttons over and over again until your fingers hurt isn't micromanagement, it's idle tapping, something that bast has always said he didn't want to have in the game. If you want to make it so that there are limits and micromanagement involved in exporting/importing on certain buildings, then do it by some other method, not by turning my colony into an idle tapper because you need 10k ore and you can only buy 100 at a time.

Here is a viable solution to the problem above with the exporting/importing:

What if you had the ability to assign each import/export building to an import resource and an export resource. Building multiple of these buildings would allow you to import/export multiple resources at once, but each building would only import/export 100 units(or higher for more advanced buildings) every worker round. After a certain amount of time, the contract will expire and you must renew it in order to start receiving resources again. However, you must pay the transaction costs up front, and if you for some reason need to stop the exports/imports from happening, doing so will cancel the contract, and you'll have to start another contract and repay the transaction fee again. This will allow you to create and micromanage several trade buildings at once, which would still be a challenge because you'd have to keep coming back and checking to see if a contract expired on each building, and you could have the more simpler buildings have shorter contracts, while more advanced buildings get longer contracts, and you could keep count via the worker rounds.

Now for the reptilians basic immigration/trade gate. I feel like it's hard enough to build one of these at the start of the game as is and so it should be able to be assigned to two exports and two imports at once. However, this is a special case only because reptilians need that import/export feature to survive. The humans stargate could also have more assignments as well being that it's pretty expensive. Bast can shape this idea to his liking, but the most important thing to keep in mind in my opinion is that repetition is not the same as micromanagement. Micromanagement requires thought and strategy, repetition only requires hand motion, and is no different than idle tapping.

Let me end by saying that I know that some people aren't going to like this ideas because it means that they can't just spam import/export millions of resource in the end of the game. However, to them I say this: If you can just spam export/import millions of resources in end-game via the stargate or some other means, is that really a challenge? No, it's still the same idle tapping that you have in early-game, except now it's overpowered when it used to be too weak. This feature lacks balance and therefore must be fixed to restore balance to the game. After all, my colony is all about micromanagement, so why not switch this idle tapping method out with a method that actually requires thought and strategy. That way, from early to end game, strategy and at least some measure of micromanagement will be required in exporting/importing.