GeneralWadaling's Recent Posts

This is the dedicated thread for faction (patron) ideas for Terra Nova 4X (My Colony version of My Empire 4X).

Here I've put ideas and background for existing factions and some of my custom ones.
It'll be updated if changes needed.
And of course, we'd like to see others' interesting ideas as well!

United Earth

Though United Earth government promised the colonization of Terra Nova would be an open competition, to some politicians and senators, this beautiful and meaningful Earthlike planet is too important to be claimed as property of private corporations. Hence, an "independent" colonization team of experts is sent to represent their own interest, and ensure United Earth government has the largest bargaining power in the race.

Faction bonus:

Corporate Industries

Always been ambitious, the interstellar megacorporation Corporate Industries has big plans to make another quadrillions of profit. Estimated to have extremely high industrial and commercial value, investors of Corporate Industries have shown great interest on colonization of recently discovered Terra Nova. To strengthen the reputation of Corporate Industry monopoly, a massive investment has been made, and here Corporate Industries joins the fray!

Faction bonus:
Tracy's Piggybank - Starts with a larger sum of money.

Galactic Freight

Terra Nova itself is conveniently located at the intersection of multiple new shipping lines. If Galactic Freight wants to expand business into nearby systems, then controlling this logistics hub is the key to predominating success, and the colonization race of Terra Nova just provides them the best opportunity to do so.

Faction bonus:

Beaconburg Security & Arsenals (BSA)

A young and renowned security contractor corporation from the frontier regions, which is also secretly the military supplies contractor of LIS. Troubled by constraints of resources and suitable testing grounds when developing new weapons and security systems, BSA is currently looking for ways to boost progress of their expensive projects. Resources of Terra Nova could be one of their solutions to break the situation.

Faction bonus:
Field Military Research - Gains research from destroying enemy unit (value based on unit type).

Red Satellite Drive Yards

The Drive Yards is the legacy of the Red Satellite Treaty Union (RSTU) of the late Old Earth era. Currently it is one of the major spacecraft manufacturing corporation of United Earth famed for their simple, affordable and durable constructs. Yet with the growing monopoly of Corporate Industries, they are slowly losing ground in Solar System. The Drive Yards is now looking for a suitable location to rebase their business, and Terra Nova is undoubtedly their first choice.

Faction bonus:
Mass Production - All buildings and units production are 10% cheaper in 🔨 cost.


The Martian Industries, or more commonly known by people as MarsCorps, is a corporation highly experienced with resource extraction operations and heavy industries, who pioneered the industrialization of early United Earth colonies on Mars. Knowing Terra Nova has an impressive reservoir of minerals and other valuable resources, MarsCorps immediately joins the colonization race to contest control of the subterranean wealth.

Faction bonus:
Ultra-Efficient Extraction - Strategic resource yields are doubled.

FutureTech Inc

Being an research institution that seeks for scientific discoveries and breakthroughs, scientists of FutureTech have spent years establishing new research outposts on the frontiers to study different phenomenons in space and various planets. Recently they have discovered that Terra Nova would be the best location for conducting astronomical researches that would fulfill their mission that wasn't complete since the Old Earth era.

Faction bonus:

Brotherhood of Polaris

A rugged religious organization that witnessed events since the end of the Old Earth era. Due to its origins from third-world countries, currently they are dedicated to provide material and spiritual support to developing colonies with various difficulties. The Brotherhood hoped to create an successful example in Terra Nova with a team of volunteers who looks for changes and achievements in their lives.

Faction bonus:
Volunteers - Starts with 1 more worker, unit productions are 20% cheaper in 🔨 cost.

Osaka Robotics

Osaka Robotics hopes to create societies that are less reliant on population while achieving high productivity using robotics and advanced electronics. An ambitious project has been proposed by them - to demonstrate further possibilities of their newest automation in the new era by establishing successful colonies on Terra Nova.

Faction bonus:
Automation - Every colony has +20% boost in 🔨.

Liliane Manors

A prestigious family business that has elegant reputation and wide influence among the high societies of Earth, running supply chains of luxuries ranging from spices and jewelries to cosmetics and fashion. They wish to develop new successful products by exploiting the high value resources in Terra Nova.

Faction bonus:
Prestigious Way of Life - Luxury resources yields +1 🏛.

Edelweiss Collective

A collective formed by a group of small colonies who wished to protect themselves from any forms of external interference, with the ultimate aim to create an isolated utopia among the stars. Terra Nova could be the ideal place where their dreams may come true, but only if they can keep other greedy rivals off their lawn.

Faction bonus:
Security is Priority - Cities of the Collective starts with city walls constructed.

Twilight Syndicate

In disguise of an unsuspecting colonization contractor, the notorious interstellar group of outcasts secretly joined the colonization race of Terra Nova for one single true reason - Turning this beautiful planet into a haven and heaven for their dirty-handed smugglers and mercenaries where they can have a long break without fear of United Earth's legal enforcers!

Faction bonus:
Smuggler's Black Markets - Importing and exporting contracts has a more favorable price.
22h ago

Recently inspired by some old-school ancient city building games (especially the trio from Impressions Games - Caesar series, Emperor and (the notoriously most hardcore but still fun) Pharaoh), I'm having idea to plan an overhaul mod that converts MC2 into a ancient civilization building game.
Though, someone would say wouldn't this be Antiquitas 2, lol.

Generally you'll develop and construct your civilization from late stone age, all the way through the ancient times of copper and bronze age, the classical era up to the early medieval times.

Currently not all sorts of details are well-planned and defined, but here's some ideas below, which I'll update it irregularly, by having new idea popping out form my mind, or anyone has interesting idea that can fit into this mod.

In terms of civilizations, here are what I originally plan to have:
Of course, the big shot of the Mediterranean Europe in Classical era will surely gets featured!
Gauls and Germans
In the Continental Europe, are home to the Gauls and Germans. For the Kings and Queens!
Famous monument builders and one of the powerful ancient empires.
NebuCHADnezzar, the gigachad of early civilization (Shitpost aside, it's Assyrians and Babylonians, generally.)
An East Asian civilization that lived its history in cycles of unity and division.


Construction Materials
Plaster (For high tier housing)
Marble (Very rare resource for monumental or high tier governmental buildings)
Grains (either converted to basic food or liquor)
Basic Food (very basic food)
Quality Food (nutritious food)
Luxury Food (pleasure food)
Durable Goods Materials

Durable Goods
Wares (Other sorts of consumer goods)
Luxury Goods

Industrial Materials

Luxury Goods Materials
Glass (yes, they are rare in ancient times)



Abstract Resources

Utility/Services/Abstract Supplies
3mo ago
Adult Daycare
This building is meant to solve the problem with low-IQ colonists before the colonist overhaul.
Yet it has been pretty long time since the colonist overhauling in v1.0.0 something, colonists no longer considered separate objects. Instead, they are integrated as more simple set of macroscopic statistics, which means things like extremely unintelligent colonists won't happen, as the IQ rating would be roughly based on the average of IQ all your education building education provide per colonist.

So, probably it's time to retire the Adult Daycare?
3mo ago
At some point after some systematic changes and add new contents for My Colony over the years, some buildings become relative more replaceable, among them, few of these buildings becomes totally obsolete, becoming totally useless.

Hence, this topic is created, for the purpose of collecting and discussing suggestions for removal of OBSOLETE buildings from My Colony 1.
Hopefully the creation of this topic will help slim down the game contents, and make it neater.

Note that putting your removal suggestions here does not guarantee the mentioned building(s) removed from game in coming updates, the final decision is on @bastecklein .
Please don't get attached too much on the outcome of whether your suggestion is adopted :P

Disclaimer: I'm neither developer nor any primary participant of development of My Colony :P
3mo ago
While Alpha Draconians seized most of the legacies of the Ancients lol.
3mo ago
Architecture1134 said:We haven't met in an long time

who the hell are you lol 👀
4mo ago
itsLiseczeq said:THIS CAN'T BE REAL 😂😂😂

get real
4mo ago
The new bombers are cool! :D
4mo ago
Hello guys!

The new air units movement mechanic is excellent and it makes the air units movement much smoother, and the aircraft turning is running great as well! Thanks for these additions @bastecklein! :D

Alright, to the topic today: Something about bombers.
The recently added Bomber Drone is indeed a powerful, with sufficient numbers it can severely damage a base (IF the base has little anti-air defenses - please note that missile defenses can still cripple a bomber squadron with ease :p).
I have some thoughts after tried them in a skirmish game.

Bomber resupply issue
I love that bombers return to drone pads themselves for refill and repair when their bombs are depleted, but when there isn't enough pads to resupply all returning bombers at the same time, some bombers just sit on empty ground and does not go to refill.
Currently I don't see any convenient mechanic that sends bomber to refill ammo (unless I have missed something), other than trigger that indirectly by sending them out again.
To improve the bomber resupplying mechanic, I would like to suggest adding a manually triggered command that forces bomber (or any unit with limited ammunitions) return and resupply; or read bomber action moving to any friendly refill pad as refill command.

Bomber cannot bomb enemy units effectively
So far enemy units cannot be precisely targeted by attack/move command, which kinda makes bombers a bit limited in use other than demolishing buildings (usually suicidal as moderate anti air defenses is very likely present as well).
Maybe allow bombers to attack while moving (like tanks does) can put bombers to better use, allowing them to provide close air support in heat of battle as well.
Although this suggestion might lead to problems in naval combat, which navy has no mobile anti air protection other than jetpack infantries.

Hopefully these feedbacks will help improving the newly added bomber mechanics!
4mo ago
A nice map, my laptop might not able to handle that much AI players though XD
6mo ago
srsly lol you're not the dev, then why you say "will be implemented" lol
6mo ago

Here are my ideas about LIS.

  • LIS Lander
    Lander used by LIS, the core building for a LIS base. Although LIS uses pretty outdated model of landers, LIS engineers still managed to carry out some modernization modifications including install makeshift flight boosters on these landers to have similar redeploy capability as the current model used by United Earth military.
  • LIS Barracks
    These easy-to-assemble tents are used to store weapons and supplies for LIS infantries.
  • Watchtower
    Though somewhat lacking in durability compared to sandbag pillboxes, it has slightly superior range.
  • Submarine Docks
    A naval base where submarines and light ships of LIS are parked and prepared.
  • Torpedo Platform
    A floating platform with a torpedo launcher that is effective to heavy ships, but with drawback that it has slow reload and it can only attack naval units.
  • Black Market Tent
    Tier 2 tech building. A small tent that houses a black market contractor and stashes of smuggled weapons of different variety.
  • Helipad
    Landing pad for supporting LIS VTOL aircrafts and helicopters.
  • Missile Tower
    Advanced base defense. A defensive tower fortified with concrete slabs that contains missile launchers for responding enemy armored assault and air raids.
  • Operations Center (Ops Center)
    Tier 3 tech building. A fortified command post where LIS officers coordinates LIS forces to perform advanced tactics and request requisition of advanced LIS weaponry.

  • Grenadier
    LIS troops equipped with grenades. Effective against infantries, buildings and light vehicles.
  • Flamethrower
    The napalm used by these flamethrower infantries are special mix from black markets that are dangerously volatile and it can reduce most buildings and groups infantries to ashes in matter of seconds.
  • Elite Sniper
    Snipers armed with heavy anti material rifles that are capable firing penetration rounds effective to both infantry and even tanks.
  • Armored Car
    The multipurpose light vehicle fielded by LIS forces. It is a combination of recon rover and APC, but it is neither fast as former nor sturdy as later. Can carry 3 infantries.
  • Heavy Tank
    Based on stolen blueprints, these LIS assault tanks features superior firepower than and similar armor as the United Earth medium tanks, but slightly slower.
  • Missile Launcher
    Multipurpose medium fire support vehicle used by LIS. It is equipped with anti tank rocket that is somewhat effective against tanks. It is also able to fire anti air missile for protecting LIS tank column from airborne threats.
  • Beam Tank
    Advanced artillery vehicle developed by LIS notorious for its long range. Although it is said to be a tank it is actually not quite armored - the batteries for recharging beam weapon is too heavy for the chassis and this forces LIS engineers reducing armor weight in finalized design.
  • Gunboat / Attack Boat
    These gunboats are armed with anti air missile to escort LIS fleet of submarines from airborne attacks. The missiles can also be used against surface targets if needed, although not very effective due to long reload.
  • Submarine
    Submarine warfare strategy is adopted by LIS to maintain naval control and deter enemy ships from providing support along the coastlines.
    Can only attack naval units but is very effective against them.
  • Ballistic Submarine
    Rumors saying it is developed to rival with United Earth's cruiser. It combines stealthy properties of submarines and heavy fire power of missiles.
  • Attack Helicopter
    Aircraft utilized by LIS to precisely attack targets using rockets.
  • Transport Helicopter
    Airborne transport utilized by LIS to transport infantries across all types terrain and even enemy base (if not well protected by anti air capable units or defenses).
6mo ago

Probably some minor ideas.

Advanced power building
We can think about get hands on some advanced power building, which provides more power on its own, but also relatively more expensive (but with better cost efficiency by per unit of power basis), takes longer to build and possibly takes up more space.
Strategically as cost effective way to largely expand power production, but should pay attention protecting it as losing one will be more likely to put your base in low power.
Prerequisite: Tier 2 tech building

Tier 3 tech
Strategically tier 3 tech escalates battle to higher level which provides tools of warfare that is likely to be decisive to battle outcome.
But since tech lab is already taken as tier 2 tech building....... I guess the buildings can be about higher command authorization of strategic weapons, and of course superweapons.
Such as:
United Earth can have Command Bunker, a building that houses higher rank field officers to authorize the use of advanced strategic weapons.
League of Independent States can have something like Operations Center, a fortified command post that coordinates the use of advanced tactics and war assets.

Splash damage
Something I'd like to ask for.
Most units in the game still deals damage to single target only.
But here I'm not asking for big explosion across multiple tiles, we can start with splash damage effect that damages units in the same single tile.
6mo ago

Here's a simple guide of a viable early rush strategy for 1v1 - one of the most notorious rush strategy of all time, the engineer rush!

Please note that this is a rush strategy, which is basically a big gamble in early game - it may also cause losing your advantage for the rest of the game!
As for all rush strategies, speed matters.
The engineer rush is a strategy primarily to disable enemy lander - the most vital building of the game, without the lander the enemy will be unable to build anything, the enemy loses the ability to recover from future building and tech loss.
You can also use it to disable enemy economy by capture-and-sell enemy refineries.

1. Start building solar tower.
2. Send your infantries that are provided at the beginning to scout enemy base. Locate enemy key buildings especially Landers. And check whether enemies have defenses around the important buildings.

Do not proceed with this strategy if the enemy have set up defenses around lander. If you see that, change to normal strategy instead.

3. Start building barracks after the solar tower has been built and placed.
4. After placing the barracks, proceed to building vehicle factory. Meanwhile, start training engineers (at most 5), and optionally other types of infantries.
5. After placing the vehicle factory, produce 1 APC.
6. Fill your APC with the engineers (and optionally other infantries if you have trained any).
7. Send your APC straight to enemy base.
8. Once inside, unload your engineers from APC and capture enemy lander at once.
9. If succeeded, sell the lander you captured. You can also use the remaining engineers to capture other buildings if any available.

Placing a pillbox or station infantries around the lander is very likely to deter enemy from using engineering rush strategy.
This rush strategy often skip building refineries. If your early scouting discovers enemy is building vehicle factory without refinery and/or producing multiple engineers, prepare some defenses.
7mo ago

With APC added to the game, engineer-APC rush becomes viable early strategy.

Yet sometimes capture does not work properly, although it doesn't prevent the game from properly finishing. The building is somewhat captured, but it is still not controllable by player (no functions including build area) and still have the color of its previous owner.
7mo ago
Tech tree of this version.
Hopefully accurate :)
7mo ago
Was expecting armored vehicles added, but I never expected the medium tanks xD

7mo ago
bastecklein said:Hey @GeneralWadaling I hope you don't mind, but I am going to include this map with the next release of Colony Wars, unless you object!

7mo ago


Premium Member
Member Since
August 2nd, 2019
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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