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Native civilizations

6mo
#1
Hi. I propose an feature being added into the game, called native civilizations. These civilizations are spread all across the planet and the natives are involved in housing, commerciality, trade, resources and diplomacy. You will interact with civilizations, but not control. I wanted this because I was inspired from my terraforming game.

There will be 3 non-random native factions (LIS, Zolarg, Alpha Draconia), and a bunch of scattered randomly named civilizations. A chance of a player finding a non-faction native civilization will have a 1 in 100 chance, meanwhile finding faction is 1 in 10 chance. The natives, especially factions, will be implemeted with an AI that makes the civ mine, build and research.

Here are the required conditions for faction-controlled natives:
[*]There should only be one of the either: Independent State, Zolarg, Draconia
[*]The civilization must be within 16 chunks of 0:0 (-16:-16 to 16:16)
[*]The civilization should have medium resource density near them
[*]The civilization must start out with 1 civilization center, 5 civilization pavements connecting to the first civilization shelter, 1 civilization center, and 1 civilization rover. The civilization will start with 3 people.
[*]The civilization must not within be 1 chunk of the player spawning chunk
[*]The player cannot build inside the civilization's boundaries. They may, however, surround the civilization with another one made by the player.

The civilization buildings cannot be built, because as stated, they are controlled by an AI. An deposit marked as an civilization deposit (by a civilization rover or a civilization marker) cannot be mined by the player. I also encourage research, money and civics in the civilizations.

Here are the buildings and vehicles of the civilization:
[Name of civilization: LIS/Zolarg/Draconian/other] [Civilization [Name]]
Center* (smelts $1 into 2 civics every 3000 ticks; 1000 ticks with all workers)
Shelter
Greenhouse
Water Pump
Solar Panel
Light Post
Pavement
Ore Refinery
Food Silo
Ore Fracking Operation
Internet Relay Booth (generates 1 research every 5500 ticks)
Mint (smelts 1 gold into $10 every 1000 ticks; 333.33 ticks with all workers)
Barracks
Research Lab
Construction Yard
More in this list will be shown later. I need suggentios, please reply. Thank you!
Best Regards, Architecture, King of Earth
6mo
#2
I love the idea, however MC2 is currently set in a period before LIS or insectoids. And there currently is a native settlement (phara's). In the game editor you can change a slider variable on how common it is to come across said settlement.
-Gazell

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6mo
#3
That's cool and all but... It's already in the game
Have a fantastic day!
~cakedon (formerly itsLiseczeq)
6mo
#4
and LIS, Draconians and Zolargs won't be in the game, ever, because it's not that time frame. It's a prequel to every other colony game. Before LIS. Before humans met Zolargs and Draconians.
Have a fantastic day!
~cakedon (formerly itsLiseczeq)
6mo
#5
I was thinking that when the Humans are more complete, I am probably going to release an official Zolarg "expansion" in the Mod Shop. It will not be a part of the base game, but will be available to those who want it. Adding an entire extra civ would significantly increase the base game size and loading time, but if it was an optional expansion it would not be a very big deal.
Owner of Ape Apps, LLC
6mo
#6
Ok. Thank you all. The asterisk next to the civ center is the look will depend on the faction. I will address voxel paintings.
Best Regards, Architecture, King of Earth
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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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