Wubman's Recent Posts

RE:Resource generation in regions

2019-07-08 06:58:31
This has been happening for me also and I also know other players who have been effected by this. So long as you aren't in a city, it either won't produce or produce very slowly in comparison.

This issue is strikingly similar to the issues with multi-player regions, which I've made a bug report on, in that no city will produce any amount of resource unless a player currently has it open. I was painfully aware of that when I started expanding and building different cities and suddenly having a food shortage generated from the original city.

I do hope this helps, and that the issue can be fixed. It makes normal regions harder to play and I was really enjoying myself with multi-player until this point.

RE:Huge lag when importing more people

2019-07-08 06:50:31
This happened to me frequently even before advanced cloning facilities existed. It just seems that excessive immigration causes issues with the game in general. The only "fix" I could find was to restart the game and it would run a little better afterwards.

RE:Problem with a premium account

2019-07-07 09:52:18

RE:New update not installing

2019-07-02 21:25:03
If the auto update isn't working, I suggest using the marketplace to download the game. You can't find what you are looking for here:

RE:Multiplayer Regions

2019-06-30 04:57:51
Yeah, the sync issue only happened to me once, but it shouldn't be happening at all.

Just an update, other people in my multiplayer region apparently aren't getting the production from other people's cities while they are offline either. Some other player's maps works, others don't. It could be simply only the last map they were on when they log off continues to produce, or it could just be random. This isn't stable enough to do any large scale building in cooperative play.

Multiplayer Regions

2019-06-30 02:08:42
Hello! Recently been having a lot of fun with the new multiplayer regions game mode, it works great! However, there are a few bugs and things that I'd like to mention so we can refine what we have here.

First and foremost issue
It appears as though, while sharing resources between people works, whatever city I'm currently in is the only city owned by me that will produce anything. I'm unsure if this is simply a problem when only one person is online, but it is a problem nonetheless. It means that if I'm producing something important for the colony like food and/or water, I have to stay in that city or everyone dies.

Second issue
Sometimes storage doesn't sync up properly, with the current solution simply being to exit and re-enter a city. While that is a viable solution, without proper communication between people we wouldn't even know our storage has been increased until we exit and enter a city.

Third issue (this isn't necessarily a bug but it fits with what I'm saying here)
There's no other in-game chat solely for those in the multiplayer region. Without being on my discord server collaborating with everyone through that, I would have no idea what people were doing. It would end up with someone using all of a resource up, not being able to communicate certain problems like money or food etc. It really is something that needs to be in a multiplayer collaborative effort.

I had an issue where the game would simply sit on syncing data while trying to enter one of my cities. Never got out of the loading screen. It was all fine after I closed the game and re-opened it, and could enter the city fine afterwards. It's just something to note that it can happen.

Anyways, that's what I could notice from my brief time playing multiplayer last night. Hope this helps.

RE:(NOZ) Hey There

2019-06-15 13:12:16
Looks like the secret is out

RE:What to do if your colonists are mad about education?

2019-05-30 20:17:26
Yes, it is confusing the way education works/doesn't work. Here's the rundown of the process:

Colonists enter the colony, look for housing and employment. If they can not find employment they will look for education. Upon completing the education they check again for employment and if there still isn't any jobs they complain about education. So the real problem is not enough jobs.

So long as you have the jobs, you won't need to worry about education because as it stands education isn't really forced. Buildings with a higher education requirement will teach colonists on the job without education. Now, this may change but the current state is that education isn't necessary.

Hope this helps you out. If you have any more questions drop by our discord, we have a bunch of people who can help you out.

RE:Suggestion - Click through chat

2019-05-17 07:57:58
I think this needs to be added also. When I was more active in the game, I was #1 in active commonwealths and I had to keep the chat tab open most of the time because it was very hard to play the game through the transparent message notifications on the left side. As was said here, every time I clicked on a message, it would make a menu appear until I just turned it off and kept the chat tab open.

Multiplayer Regions

2019-05-17 07:50:46
With the latest Podcast Bast has put out, he has brought up that he wants to create multiplayer regions. Personally, I think this is great. It has been suggested to have multiplayer in my colony for as long as I can remember.

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

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

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

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

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

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

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

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

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

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

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

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

I think that is it for me. Longer than I expected this to be, but I got my first few thoughts of what multiplayer regions were described to be out. Do let me know what you guys think, how it could be modified, if I missed potentially vital information somewhere. I really want to see where this multiplayer feature can go 🙂

RE:individual Commonwealth stats

2019-03-03 14:10:44
Nunez we mean that child colonies sometimes set their colonists wages to millions or more each in order to steal money out of their mother colony's payroll assist. Although a cap on colonist wages would also fix the problem.

RE:individual Commonwealth stats

2019-03-03 06:27:59
Yeah I would have to agree that this really is needed. Every now and then you get people who intentionally set their colonists payrolls to several million or several billion or something ridiculous like that solely to steal money from the mother colony. If the auto pay is on, there is no way to see who it is and makes you turn it off and scroll through each payroll when it happens to find out who it is.

RE:Premium Edition

2019-02-20 03:48:01
No building in the game is locked behind premium, all the bot types are available to build from the start you just need to fill the requirements. What premium does unlock is the turbo classification of bots. They are essentially the same as their base bots (extraterrestrial and construction) only faster at building.

If you don't know why you haven't unlocked something, or you don't see something you think you should see I recommend the reference site that has a complete encyclopedia on all structures in game.


2019-02-16 01:55:21
Yes, and 50 bots take absolutely forever to build anything, especially for highly progressed colonies like mine where we build crazy amounts of everything. We normally do end up using more bots despite the lag as it does end up being faster for me personally, but when I test stuff out its around 50 ish bots when the game starts to get noticeable lag when building.


2019-02-15 15:02:23
Web version 0.81.0

I know this is a very broad topic, and one that is pretty hard to fix. However, bast has said that he will try to fix a few bugs in the coming updates instead of new content and I'd like him to take a look at this particular instance of lag.

I can say with certainty that everyone who plays has lag specifically when constructing, not before or after but always during. Of course I don't really know how it all works, my theory is that it calculates every tic from every bot while constructing instead of grouping the number of bots at once or slowing how often the game updates the construction costs or something. I understand this might be tough to fix, but building stuff is most of what the game is and it's super laggy during the process.

I'm not talking about overly extravagant numbers of bots making it lag either, just a modest amount like 25-50 can slow things to a crawl if the building takes any significant amount of time to build. Anyways, since the focus lately has been on fixing bugs I was wondering if you could take another look at it and see if it can be improved please?

RE:transferred files are corrupt

2019-02-14 16:43:57
You can't transfer regions from one device to another sadly


2019-02-11 11:48:20
You can remove one tile at a time and all at once, those are features in the game.

RE:Question about regions

2019-02-02 17:10:21
Yes, I think it updates every minute of simulation time. So how much your system lags while doing various things will effect it.

RE:Question about regions

2019-02-02 02:52:44
Regions are comprised of a lot of smaller cities you build in, each of those cities produce based on the last couple minutes of productions and then carried over to wherever you go next. Each city is essentially treated as its own small colony, while sharing all of the resources however colonists can not travel between cities and neither can bots.

This means that you can have each city specifically for different types of productions as you said, but you will still need housing and immigration in each.

RE:Newly independent

2019-01-30 06:42:59
In the stats overview section of any colony, independent or not, there is a part that says "Colonial Website" and then it posts a link. The final code in that link is that colonies charter code, you could send a message to that colony, reply back and then you have the option to gift it.

Alternatively you could annex your non-independent colony into your independent one via annexing it. If I remember correctly, you can annex the colony by using either the communications hub or a consulate (can't remember which one) on the non-independent colony and requesting annexation from a specified charter.

Commonwealths page in the forum

2019-01-30 06:22:59
If you take a look at the commonwealth section on this forum, you can see that almost every post is exclusively from either one of two federations: NOZ and the FFF. Both federations have a lot of members and will want to be included on the first page of the commonwealth list to advertise and grow their colony, however with so many from both federations that just isn't possible.

I believe that the current ruleset for advertising is outdated, as federations are now in the game and those federations are not small. I propose that we change the format of that section to have federation subsections and put all commonwealth advertisements who are part of a particular federation into their respective subsection. Those without a federation can still post outside of these federation subsection.

I believe this is an important organisational step so that every federation that exists now and in the future won't be spamming their advertisements to be on the front page, thus keeping it cleaner and easier to find what is wanted. Simply call it "(name of federation) - charter's list" under the commonwealths section, or something to that effect.

What do you think about this idea @cry8wolf9, @bastecklein?

RE:[NOZ] Aussie Empire

2019-01-29 08:52:34
New and improved, if you need anything let me know!

RE:[NOZ] Aussie Empire

2018-11-19 07:24:25
Still growing! Come check us out!

RE:Region City Corruption: Can't Get Back into Cities - Page 2

2018-11-18 05:00:02
Never mind, my food city just corrupted now as well.

RE:Region City Corruption: Can't Get Back into Cities - Page 2

2018-11-17 12:51:57
I've been getting the problem where any city I build a congress on is immediately corrupted as soon as I exit the city. I don't know if this occurs with other buildings, but I only had congress, Galactic board of trade and a starport on the map. Nothing else. All other maps work fine, no corruption so it seems to respond to specific buildings in my case. I have a windows laptop that I'm playing on

RE:Region production/consumption rates

2018-11-16 07:50:27
To my knowledge, the game's online features have been undergoing some serious changes and that includes how the game logs information to the servers. I'm not an expert on this, so I don't know why your resources are resetting although I think there are other threads that have this problem listed that you could check out and add to perhaps.

RE:Region production/consumption rates

2018-11-14 23:47:30
I have left the game open on the scrubber map with all of them off and my atmosphere does return to a normal growth while in that city. However as soon as I leave the city it treats all the scrubbers as being on when they were clearly not, and the stats page agreed while on that city. It just seems like the game considers scrubbers on at all times if they are not on the city you are currently on.

Region production/consumption rates

2018-11-14 03:06:32
Version 0.75.0 web client
I have been having a peculiar problem with the production and consumption rates specifically in region files. I can have a map producing something, it be producing x amount, when I leave the map and go somewhere else, it changes to y amount (which is always much, much lower than the original) and even if I leave that city and re-enter it the value changes again to z amount. It is very inconsistent and makes it hard to even out the rates especially for atmosphere.

Speaking of atmosphere, I have noticed that no matter what I do, the game always seems to treat atmosphere scrubbers as on. I can go the the city where I have them, turn them on and off again and while in that city the values are as they should be. However, as soon as I leave that city the values return to what they would be if I were to have them all on. Effectively it's as if I can't turn off the scrubbers.

RE:v0.75.0 Web Pre-Release Errors and Questions

2018-11-03 16:46:16
Also, some other things I noticed is that the creative mode doesn't work on regions mode. At all, it just plays like a normal offline game.

Last thing I can see is that there are random consumptions from random resources coming from the regions in the outflow. Even from resources that have no building that consumes them in the game. Which leads me to believe that it carried over construction costs. But considering I've never even used certain resources and they are still being drained from somewhere, I'm not sure what it is thats causing it. This thing is consuming 40k crystal a minute for me... if I wasn't rich this would be a serious problem.

RE:v0.75.0 Web Pre-Release Errors and Questions

2018-11-03 05:34:45
Ok, I will post some of the bugs that need fixing.

First off, my regions game has an issue where cities become inaccessible and the more maps I build the more become inaccessible . This forces me to delete and rebuild them, but that makes a time stamp in the game that the game reverts to when I open it later. When it reverts, it also reverts trading as well.

That's what the console says when it fails to open a city.

The second issue is that any draconian map I make can send receive messages but not send them until the commonwealth leader sends a message and/or gift (I'm not sure which did it as they were both at the same time)

Lastly, as stated above, there are graphical glitches from the stats menu. That also effects the screenshot of your base too, so it's impossible to get a good screenshot.