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Various minor improvments

5mo
#1
over about a thousand hours of gameplay over various versions without letting it run overnight, i have come to find many small balancing issues and small features i wish were in the game. for example. i believe that you should be able to adjust the production priority and employment capacity of a set building map wide at once, instead of having to manually do it one by one. when populating a map you need to have cloning facilities with high priority and on a regional map it can get very tedious setting all the sliders over and over.

Another feature is the ability to transfer colonists from one City in regional to another permanently. For example, if you had a city dedicated to gold synthesis labs, and then you upgraded them, you wouldn't have enough jobs for your colonists as the upgraded building has less job spaces. There are many other reasons as to why this would be beneficial, and i believe it would also be beneficial for an easier way to transport vehicles between cities too, such as just being able to right click on a city, select a rover type or colonists, and then an amount, and relocate them.

high teir building bots need to be able to build lower teir buildings, and with a speed bonus too, so that less bots can be on one map at a time, and to incentivise building more late game bots.

there should probably be storage dedicated to gold ore steel and such together which is a lot better than the raw mats depot and is unlocked later on

there kinda needs to be a consistently functional way to remove atmosphere early game

there should be a way to get wood a lot faster, as the amount of land needed to sustain one tile of charcoal burner is a lot

please make it so that if you have y mass drivers (1 mass driver allows exports of 100) that you can export Yx100 at once

a lot of storages should probably be buffed like uranium storage, i even use nuclear reactors instead of uranium storages at this point

ill try to think of more things but fir now this is all that came to mind

also yes i will spare you from my most common request
5mo
#2
forgot to include large recycling centre, provides more aluminium and plastic per trash recycled and can recycle a higher volume of trash. it could also consume some atmosphere and produce some microchips or wood or other materials
5mo
#3
another i forgot to add was for import costs to go up slower, and for there to be ways to get it to go back down, and for late game buildings to be more balanced, as most of the late game money producing and research producing buildings are worse than early game ones which is kinda embarrassing
5mo
#4
another one is immigration, most of my time in game is spent staring at my screen waiting for colonists to immigrate, and i mean spending about an hour or more for one medium city, while using over 50 cloning facilities. there needs to be an upgrade before the one that uses ether. I would say to use alien artifacts in its construction but this becomes a problem even before you unlock those.
Id recommend it obviously be more expensive than the prior one, need uranium and plastic and aluminium, have a base production even without workers, which is the same output as the normal version, and with full workers, maybe 50, has 3-5x output.
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Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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