Search - Advanced jewelry stre

The regular Jewelry Store was a wonderful advancement in making Lunar Worlds profits, and now the field of jewelry crafting has gotten new advancements as well. I have brought all of you the Advanced Jewelry Store. Not only does this new store use Gold and Spare Parts, but it now takes full advantage of smart electronics in the field, and this now allows jewelry to be able to assist your colonists in monitoring their health, so this new store will be able to offer a Health Boost.
1y ago
I wanted to try out something new, so I wanted to see what I could learn from experimenting with the Game Editor. Unfortunately, my first trial run was absolutely terrible, so I really have to thank @therealchromedino for helping me with this. Since he did an amazing job with fixing my disaster show of a first try, his name should be on the Data Contributions list this time.

However, I am not giving up on future endeavors. Although I have lost this battle, I have learned from this experience so I can do better next time.

As for this particular upgrade, since this Jewelry Store sells Health related Jewelry, it would be a unique fit for it to add a small medical rating to it. When I get the hang of this Game Editor, I hope for my future upgrade paths to have some sort of unique characteristics that tie in with their new abilities.

11mo ago
If anybody was looking for a massive My Colony 2 update this month, I've got you covered! v0.34.0 is dropping now on the Web and the Ape Apps Launcher and is packed with goodies that you will not want to miss, so let's take a look at what is new!


The first change you might notice is that the title screen has been reworked, matching the layout from the title screen of Terra Nova 4X. This is a fairly minor change at the moment, but as MC2 had been using the generic Web App Core title screen, I was limited on what I could potentially add to it in the future, so now I will be able to make some changes and improvements going forward.

I also did quite a bit of work on Player Mode in this update, which had been completely borked until now. There is now a new HUD/UI for the mode, complete with health bar, radar, current location stats and more!


There remains a ton of work to be done on Player Mode. Right now there are still glitches and the controls are a bit wonky, but it is functional if you want to give it a test. My Colony 2 is eventually going to contain an entire sub-game based on Player Mode, but for now it's still fun to just walk around your colony and check things out.

There are new options on the Statistics screen for server operators in this release, and the first one is actually quite important.


You can now toggle your server's Private/Public status on the World statistics, which was a long requested feature. You can also toggle on/off the My Colony Online feature (which gives access to online trading through the GBT, among other things). However, and this is important, worlds created before MC2 v0.29.0 will all be in offline mode until activated on the World screen! This is because the MC Online flag in the save file was ignored until this update, and it defaulted to Offline before v0.29.0. Now that the flag is no longer ignored, worlds with the old default will be set to offline.

So the first time you load up your world in v0.34.0 (or higher), you must go into the Statistics screen and turn My Colony Online back on, if you want to use the GBT. You do not have to worry about losing resources or anything like switching between online/offline in the original My Colony. MC2 takes care of this by blocking all connections from modded games.

In addition to the above, server managers can now set the maximum number of online connections allowed in their game. You could previously set this using a chat text command, but now it's just a lot easier to do it from the UI.


Moving on, I have tried to make some interface changes to make My Colony 2 easier to play on mobile devices. The 3D nature of the game makes placing structures more difficult than it was on the original version of My Colony, but I think some changes in this update will help.


Firstly (as seen above), the ground grid lines are now turned on by default on touchscreen devices, allowing you to more easily see where you are placing structures. If you do not like this setting, it can be turned on/off in the Engine Settings menu under the Interface section, but on touch I think it makes a significant different in making the game more playable.

Next, I have tried to make it so that, no matter what orientation you have the camera rotated, placing a new structure will always originate from the top-left tile corner of the tiles to be occupied. On a touch screen there is no "hover" like with mouse input, so it's hard to tell where the building is going to be placed, and a lot of times with the camera rotated, you would have no idea where the building was going to show up once you tapped the screen, so now it should be fairly consistent no matter how you are rotated or zoomed. This was actually more difficult to implement then it might seem, since what tile constitutes the top-left corner is sort of subjective, especially depending on how far the camera is rotated in one way or another. At what angle is the cutoff where top-left becomes top-right, etc? Anyway, after hours of fiddling with the angle cutoffs, I think I have it to where it "feels" good, but you can play with it on mobile and let me know.

Moving right along, I have expanded the building stats that appear when you click on a structure's stats icon. You can now view the production/consumption ratings of Money, Civics and Research. There is still more expansion to be done on building stats, but this change alone makes a pretty big difference, IMO.


Now let's move on to new content, as there is a lot in this update. This release includes 22 new structures, two new techs to unlock, and one new unit. Among the new content in this release are 3D model contributions from @rahtdrgn @therealchromedino @GeneralWadaling and @spamdude so please be sure to show them appreciation for their great works!

Since there are so many new structures, I am just going to list them all out, and then comment on a few of them afterwards. A lot of the structures in this release are of the "Advanced" variety, needed upgrades to existing buildings.
  • Advanced Robotics Factory
  • Ether Reactor (art by rahtdrgn)
  • Ancient Alien Gold Synthesis Lab (art by therealchromedino)
  • Star Gate
  • Advanced Microchip Factory (art by GeneralWadaling)
  • Advanced Plastic Factory
  • Underground Drop Room (art by spamdude)
  • Spice Drilling Operation (art by therealchromedino)
  • Advanced Spice Silo (art by therealchromedino)
  • Quantum Spice Silo (art by therealchromedino)
  • Quantum Oil Tank (art by therealchromedino)
  • Advanced Regolith Synthesis Lab (art by spamdude)
  • Quantum Offshore Drill
  • Advanced Vocational Training Center
  • Spice Den
  • Galactic Trade Authority Office
  • Ether Crystal Reactor
  • Plaza Mosaic Tile
  • Investment Bank
  • Advanced Helium 3 Extractor
  • Black and White Checkered Pavement
  • Street Sign
First I want to discuss the new Interdimensional Transportation tech which unlocks the new Star Gate, because this is going to tie in big with a Player Mode feature in the future.


Basically, the Star Gates are going to allow characters in Player Mode to seamlessly travel between worlds/servers. Ultimately, the area around your Star Gate will be the first thing a player sees when they enter your world from that perspective, so you may want to include things like informational signs about your world, and you may want to leave some space to build specific Player Mode related structures that will be available in the future. You may also wish to have at least one security turret nearby, as you never know what is going to be coming through the Star Gate. The Star Gates will also allow fast travel of players/colonists/units between distant settlements both on and off world.

The Star Gates are going to be a critical component of the Player Mode. I wanted to get them in the game sooner rather than later, because the My Colony Online database is keeping track of every star gate in the "universe," and I need to get that database built up before I can enable the fast travel and other features.

Moving along, an old favorite from the original My Colony has returned, as the Bank can now be upgraded to the Investment Bank!


You can start bringing in some pretty good money for your settlement with the Investment Bank, but it's not actually the best money maker in this release. That honor goes to the new Spice Den!


The Spice Den is a brick structure repurposed from an old food production model that GeneralWadaling had made a couple of years ago, and as long as you are able to keep it running with Spice, you will make some nice profits, as the rich and famous in your settlement will pay top dollar to get their Spice fix in a safe and discrete way. Obviously if you are not on the Spice World you will need to procure your Spice from the GBT, so you might want to stock up whenever it becomes available, as I suspect this is not the only Spice related structure we will be seeing added to non-Spice worlds.

Note that the Spice Den is the first structure in the game that actually has a negative Security rating, so you may need to offset that with an extra security headquarters.

Now, you have heard of the noble Extraterrestrial Builder, but what about his equally noble cousin, the Extraterrestrial Sea Rover?


The old offshore drill got a Quantum Offshore Drill upgrade in this release, so it needed a new boat to build it. Not only is this new version of the offshore drill faster, but it also brings up Alien Artifacts! This was badly needed I think, since artifacts are fairly rare on the desert world, and you just can't dig much at all on the water world, so these new Quantum Offshore Drills will come in handy.

Speaking of badly needed, you can now easily generate Helium 3 on any world with the new Advanced Helium 3 Extractor. You will need Regolith to operate it, but that shouldn't be a problem once you construct the new Advanced Regolith Synthesis Lab.

So what happens when you want to conduct big trades on the GBT but you don't want to build hundreds of Trading Depots? That's where the new Galactic Trade Authority Office comes into play!


This is another decent money making structure, but it also greatly increases your gift/trade capacity (I forgot the number, but it's big).

A lot of the buildings that needed upgrades got them in this release. We now have the Advanced Robotics Factory, the Advanced Microchip Factory, the Advanced Plastic Factory, Advanced Vocational Training Center, and the Underground Drop Room (upgrade to the Storage Yard), just to name a few.


In addition, the Spice World now has the new Spice Drilling Operation, which is basically an Ore Fracking Operation for Spice. There are also the new Advanced and Quantum Spice Silos for superior Spice storage.

There is also the Quantum Oil Tank upgrade, for storing larger amounts of Oil.

Finally, all of these new structures will require a great deal of power. That is where the brand new Ether Crystal Reactor comes into play!


You will need a continuous source of both Ether and Crystalline to run this thing, so you may need to watch the GBT for deals. If you can afford it though, the Ether Crystal Reactor will provide you with a 55,000 power rating, far eclipsing the current Integrated Nuclear Reactor.

At the end of the day, there was a ton of work put into this update, so I hope you all enjoy it! There is a lot more excitement for My Colony 2 on the horizon. My goal is to have, by the end of this year, full gamepad/tv support, full VR support, music, sounds, a Steam release, and to have enough content and features to overtake the playability of the original My Colony. So stay tuned for more large updates like this one, because this size of release is going to be the norm, not the exception!

Thank you again for playing My Colony 2 and remember, build up your parameter defenses, because @poumm is out there, lol!


Just kidding, poumm. You're ok!

#mycolony2
1y ago
This post is a collection of a lot of ideas and features I think need to be added. Some of these have been requested by other people but I am putting it all in a big collection and explaining how it would work together. I will be working on this post for a few days so expect to see edits adding new ideas. I will make the textures, with help from a friend, if this post becomes popular enough. Considering the amount of ideas here, this will take a while. I understand all this could be an unrealistic amount of additions but I am doing my best to make it reuse all of the existing code to the fullest. Thank you for still reading, a lot of people would have left by now!.

Please tell me what you think of all my ideas!

The first part of my ideas is a new planet type: Geyser World. I already made a post on it but I will go more in depth here:
Planet Details:
Buildable Rovers at Start(UE):
-Lunar Rover
-Rover
Starting Rovers(UE)
-Lunar Rover
-Rover
Non-Buildable Buildings:
Small Water Pump
Small Solar Panel
Starting Atmosphere: 10 million
Resources Contained(numbers are for medium world):
Ore deposits(around 7)
Regolith deposits(around 5)
Steam Vents(around 10)
Rock Fissures(around 20)


New Resources (items):
-Boiling Water: Looks a lot like water
-Mineral Water: Looks like water but with little spots in it.

New Vehicles:
-Heat Resistant Waterbot: Collects boiling water from boiling water deposits.
Cost: ore: 100 steel: 2 wheel: 6
Tech Required: Geyser World Base, Human Base.

-Treated Waterbot:
-Heat Resistant Waterbot: Collects mineral water from mineral water deposits.
Cost: ore: 1000 steel: 20 wheel: 6
Tech Required:Basic Mineral Resistance.

New Tech:
-Basic Mineral Resistance:
Cost: 20 steel
Prerequisites: Geyser World Base, Human Base
Unlocks: Tiny Mineral Extractor

-Mineral Resistance:
Cost: 25 research
Prerequisites: Basic Mineral Resistance
Unlocks: Small Mineral Extractor

-Thermodynamics:
Cost: 500 research
Prerequisites: Geyser World Base, Human Base, Mineral Resistance
Unlocks: Thermoelectric Generator, Advanced Water Condenser

New Resource tiles:
-Steam Vent(1x1): Just a tile that exists. Looks like a crack in the ground, has a puff of steam coming out. Counts as another kind of terrain, kind of like salt water or lava. Damages rovers and buildings nearby, similar to lava. Will not spread. Contains no resources.
-Rock Fissure(1x1): Just a tile that exists. Looks like a crack in the ground with obsidian inside Counts as another kind of terrain, kind of like salt water or lava. Damages rovers and buildings nearby, similar to lava. Will not spread. Contains no resources.

New Buildings:
-Water Condenser(1x1): Built on steam vents.
Power Used:2
Resource Production: Twice as much water as small water pump.
Tech Required: Geyser World Base, Human Base
Build Cost:500 ore, 20 steel, 1 gold
Built By: Builder Bot
Upgrades to: Advanced Water Condenser

-Tiny Thermoelectric Generator(1x1): Built on steam vents.
Power Generated: 2
Tech Required: Geyser World Base, Human Base
Build Cost: 200 ore, 200 regolith
Upgrades to: thermoelectric generator

-Thermoelectric Generator(1x1): Built on steam vents.
Power Generated: 5
Tech Required: Thermodynamics
Build Cost: 2000 ore, 250 steel, 5 gold

-Advanced Water Condenser(1x1): Built on steam vents.
Power Used:5
Resource Production: Six times as much water as small water pump.
Tech Required: Thermodynamics, Advanced Construction
Build Cost:5000 ore, 200 steel, 100 gold, 50 aluminum
Built By: Advanced Builder Bot

-Tiny Water Conditioner(1x1): Built on normal terrain.
Power Used:2
Resource Production: Turns boiling water into water, same amount as the water produced by a small water pump
Tech Required: Geyser World Base, Human Base
Build Cost:500 ore, 20 steel
Built By: Builder Bot

-Small Water Conditioner(1x1): Built on normal terrain.
Power Used:5
Resource Production: Turns boiling water into water, same amount as six small water pumps
Tech Required: Thermodynamics, Advanced Construction
Build Cost:2500 ore, 50 steel, 10 gold, 2 aluminum
Built By: Advanced Builder Bot

-Tiny Mineral Extractor:
Power Used:5
Workers:1
Resource Production:Turns mineral water into a very small amount of gold.

-Small Mineral Extractor:
Power Used:5
Workers:1
Resource Production:Turns mineral water into a very small amount of gold.

The second part of my ideas is another new planet type: Soaring Cliffs. It is a similar idea to the water world but will play differently. It goes great with the avian race idea below.
Planet Details:
Buildable Rovers at Start(UE):
-Rover
-forest rover
Starting Rovers(UE)
-Rover
-forest rover
Buildable Workers at Start(Zolarg):all
Non-Buildable Buildings: none
Starting Atmosphere:5 million
Resources Contained(numbers are for medium world):
Ore deposits(around 5)
Fir Trees(a lot, similar to forest world)
Cliff Face(replaces large drops that are adjacent to land)
Large Drop(generated similar to water on the water world)

New Resources (items):
-Krypton Gas: Think Helium-3 but its Krypton

New Tech:
-Rare Animal Zoology:
Cost: 20000 research
Prerequisites: low atmospheric zoology, 5 mil atmosphere

New Buildings:
-Mountain Goat Pen(2x2):
Build Cost:200 wood, 20 ore
Built By: Forest Rover, Greenbot.
Resource Production: Wool 10/Minute
Required Tech: Human Base OR Avian Base, Soaring Cliffs Base OR Rare Animal Zoology, 5 mil atmosphere


-Weaver's House(1x1):
Build Cost:200 wood, 20 ore, 10 wool
Built By: Forest Rover, Greenbot, lumberbot.
Resource Production: Wool 10/Minute
Required Tech: Human Base OR Avian Base 5 mil atmosphere

-Rope Bridge(1x1):Built over water, salt water, ether, gas deposits(see next suggestion) or air.
Build Cost:20 wood, 10 ore, 2 cloth
Built By: Rover, Avian Rover, Forest Rover, Avian Forest Rover, Builder Bot
Required Tech: Human Base OR Avian Base, 5 mil atmosphere


-Rope Bridge NS(1x1):Built over water, salt water, ether, gas deposits(see next suggestion) or air.
Build Cost:20 wood, 10 ore, 2 cloth
Built By: Rover, Avian Rover, Forest Rover, Avian Forest Rover, Builder Bot
Required Tech: Human Base OR Avian Base, 5 mil atmosphere


-Rope Bridge Anchor(1x1):Built on land and cliff faces. Just a decorative road to go along with the rope bridge.
Build Cost:20 wood, 10 ore, 2 cloth
Built By: Rover, Avian Rover, Forest Rover, Avian Forest Rover, Builder Bot
Required Tech: Human Base OR Avian Base, 5 mil atmosphere


The third part of my ideas is yet another new planet type: Gas Giant. The Progression would be based around floating helium balloons due to how easy it is to float in a planet with a very dense atmosphere.
Planet Details:
Buildable Rovers at Start(UE,LIS):
-Balloon Rover
Starting Rovers(UE,LIS):
-Balloon Rover
Custom Lander(UE,LIS):
-Balloon Lander
Non-Buildable Buildings: none
Starting Atmosphere:500 billion
Resources Contained(numbers are for medium world):
Regolith deposits(around 5)
Gas Deposit(contains infinite xenon, covers most of the world. Generates like water in water world but even more frequent.)

New Vehicles:
-Ballon Rover: Works similar to a lunar rover but can fly over buildings.
Cost: ore: 100 helium:20 wheel: 6
Tech Required: Geyser World Base, Human Base.
Can Build:Tiny helium-3 condenser, helium-3 condenser, helium compactor, regolith compactor, storage tank, suspended storage tank, regolith crusher.


-Ballon Builder Bot: Works like a normal builder bot but can fly over buildings
Cost: ore:100 wheel:6 helium:50
Tech Required: Geyser World Base, Human Base

-Small Builder Zeppelin: Works like a normal advanced builder bot but can fly on gas deposits.
Cost: ore:1000 wheel:6
Tech Required: Geyser World Base, Human Base, advanced small scale construction

-Balloon Lander Airborne: Airborne version of balloon lander. Can land on gas deposits or normal land.


New Resources (items):
-Xenon Gas: Think Helium-3 but its Xenon

New Buildings:
-Balloon Lander(1x1): Can be built on Gas Deposits or on normal land.
Power Produced:2
Housing: 2 colonists
Can Build: Balloon Rover.


-Tiny Helium-3 Condenser:(1x1):
Power Used:1
Build cost: Regolith 20
Resource Production: Turns atmosphere to helium-3 at a quarter of the rate of a helium-3 extractor.


-Helium-3 Condenser:(1x1):
Power Used:1
Build cost: ore 20
Resource Production: Turns atmosphere to helium-3 at the rate of a helium-3 extractor.


-Helium Compactor:(1x1):
Power Used:1
Build cost: regolith 20 helium-3 20
Resource Production: Turns helium-3 into a small amount of regolith

-Storage Tank(1x1):
Storage: Ore 1000 Regolith 2000 Helium-3 500 food 100 water 100
Build Cost: Ore 100 Helium-3 25

-Suspended Storage Tank(1x1): Built on Gas Deposits
Storage: Ore 1000 Regolith 2000 Helium-3 750 food 100 water 100
Build Cost: Ore 150 Helium-3 100

-Floating Helium-3 Condenser(1x1): Built on Gas Deposits. Looks like a water condenser but white and with a balloon on top.
Power Used:1
Resource Production: Turns atmosphere to helium-3 at the rate of a helium-3 extractor.


The fourth part of my ideas is a new race: Avians. These part people part birds have close ties with united earth, and use many similar technologies. Some of the items here are from the soaring cliffs idea listed above gas giants.

Avian Tech:
Low atmospheric zoology and rare animal zoology they can unlock the same way as humans.

New Resources (items):
-Feather: Used to make some flying vehicles.
-Bird Steel: A lightweight yet strong metal used in more advanced flying vehicles.

New Vehicles:
-Avian Rover: Works like a normal rover but can fly over buildings and terrain features, similar to the airborne lander.
Cost: ore: 5 wheel: 6 Feather: 6
Tech Required: Avian Base
Can Build: Small solar panel, small vehicle factory, small water pump, greenhouse.


-Avian Forest Rover: Works like a normal forest rover but can fly over buildings and terrain features, similar to the airborne lander.
Cost: wood: 40 wheel: 6 Feather: 6
Tech Required: Avian Base
Can Build: Fir Trees, Charcoal Hut, Wood Hut, Goat Pen, Chicken Coop, Water Well


-Avian Builder Bot: Works like a normal builder bot but can fly over buildings and terrain features, similar to the airborne lander.
Cost: ore: 15 wheel: 6 Feather: 6
Tech Required: Avian Base
Can Build: everything the builder bot can

-Avian Constructor: Builds some unique avian builds/
Cost: ore: 150 wheel: 8 gold:20 Feather: 6
Tech Required: Avian Base
Can Build: everything the builder bot can

Avian Lander Airborne: Airborne version of Avian Lander.


New Buildings:
-Avian Lander(1x1): Similar to the normal UE lander, the lander the Avians start with.
Power Produced:2
Housing: 2 colonists
Can Build: rover, forest rover, Avian rover, avian forest rover.

-Chicken Coop(2x2):
Description: "Avians like Chickens a lot, so they keep them as pets. Many think that avians evolved from chickens, although the more plausible theory is that they actually evolved from a white variant ravens."
Resource Production:Feather 10/minute
Cost: Wood:200 Ore:20
Built By: Forest Rover, Avian Forest rover
Requirements:Avian Base, 5 mil atmosphere


-Enclosed Chicken Coop(2x2): An enclosed version of the chicken coop
Resource Production:Feather 10/minute
Cost: Ore:2000, steel 250, gold 100
Built By: Builder Bot, Avian Builder Bot
Requirements:Avian Base or rare animal zoology, low atmospheric zoology


-Avian Solar Panel(1x1): A version of the normal solar panel that can be placed in the air or on land.
Power Production: 8
Cost: Ore:250, steel 10, feather 10
Built By: Buildr Bot, Avian Builder Bot
Requirements:Avian Base

-Wind Generator(1x1): A passive generator that must be built in the air.
Power Production: 12
Cost: Ore:250, steel 20,gold 10, feather 20
Built By: Avian Builder Bot
Requirements:Avian Base


Some WIP textures are below, along with a few pictures of what this would look like in-game:
Soaring Cliffs as Avian Race:

Gas Giant with United Earth:



Textures(WIP):
I'm making a texture pack with the textures if anyone's interested.
Cliff Terrain:

Cliff Face:

Air:


Gas Deposit:



5y ago
Let me first start off by saying that I know bast is focused on finishing antiquitas and he probably will not consider another race until he has time to focus solely on my colony.

So here are my ideas for races that could be put in the game. I can only include six because the poll only allows for six possible answers.

1. Automations:
Description: A Utopian sentient robot society whose sole purpose is to terraform worlds into beautiful paradises. They need less care than organic colonists, they have no need for a government since greed, deceit, and violence are not a part of their nature, and they only produce what they need to terraform the planet and survive as they give the rest back to their planet. They prefer to be an isolated society but warmly welcome and care for newcomers from other races.

Difficulty: Very Easy-easy
Production potential: the least out of all races
Main building resource: ore
Terraforming Potential: the most efficient out of all races
Economic potential: very low
Governmental potential: the least out of all races
research potential: average
growth rate: very high
Tourist potential: very high
Food and water production: the most efficient out of all races
Micromanagement needs at beginning of game: very little.
Colonist eats: power and small amounts of oil, new colonists are built from ore.
Colonist entertained by: Work, walking around when planet is between 5-15 mil atmosphere, research.
Building method: buildings are built by vehicles, same as humans and insectoids.
optimum atmosphere range: 5-15 mil
Colonizable atmosphere range: 0-100

2.) Reptilians
Description: A society built on honor for one's neighbor and zealous loyalty to the theocracy. These people are known for their vast uses of crystalline since a viable source of regolith, ore, and gold couldn't be found on their home planet. They synthesize the purest crystalline out of all races. The reptilians need less governing, but they can still build a very strong government unlike the automations. A more advanced race than humans, the reptilians build structures that are more autonomous and require less workers. Their honorbound and zealous disposition often prevents them from asking important questions though, which limits the amount of research they produce, and their technology and society allow them to function very well in all environments, which hinders their motivation to terraform even though they would still prefer to live in a hospitable environment. Because of the reptilians tendency to colonize planets with hostile environments, not many people want to move to reptilian worlds. The reptilians are not know for their capacity for trading and economics as they serve a theocracy, but they do need money to survive and trading is a means to an end for them.


Difficulty: medium-hard
Production potential: very high
Main building resource: crystalline
Terraforming Potential: the least efficient out of all races
Economic potential: average
Governmental potential: the best out of all races
research potential: low
Growth rate: low
Tourist potential: low
Food and water production: average
Micromanagement needs at beginning of game: low to moderate.
Colonist eats: food and water
Colonist entertained by: religion, fighting arenas, human-like entertainment
building method: buildings warps are started and left alone to build themselves as the vehicle does other tasks. This slows down build speed though.
optimum atmosphere range: 2.5-30mil
Colonizable atmosphere range: 0-100

3.) Jellyfish
Description: The Jellyfish thrive in high atmospheric conditions as they do not live on the ground but build their cities in the sky out of floating structures. The jellyfish survive solely on atmosphere instead of food and water. The jellies pride themselves in their various uses of atmosphere, but this drains the planet of all atmosphere eventually, so it's a race against time to develop the technologies and resources for adding atmosphere back to the planet. On their homeworld, a gas giant, native plants and animals balance the ecosystem by producing atmosphere, but even that isn't enough to support a fast growing civilization. The jellies are creatures of curiosity, which fuels their motivation for research, and their society promotes a balanced governmental authority. They tend to be avid traders and economists and are very welcoming, but their high atmospheric environment is inhospitable to most races, hindering tourism and immigration. Their terraforming methods are very effective, but their needs for atmosphere always put a damper on any terraforming effects. When colonizing a low atmospheric planet, they build bubble-like structures on the ground that rise into the sky as the planet's atmosphere increases. These bubbles need to be attached to one another so that jellies can travel inside of them, because they lack the technology to develop environmental suits to walk outside on those planets. The jellies also use different animals from their homeworld to collect resources and morph into structures.

Difficulty: medium
Production potential: average
Main building resource: atmosphere
Terraforming Potential: high
Economic potential: the best out of all races
Governmental potential: average
research potential: very high
growth rate: very high
Tourist potential: very low
Food and water production: the least efficient out of all races
Micromanagement needs at beginning of game: depends on the planet.
Colonist eats: atmosphere
Colonist entertained by: regular entertainment
building method: worker animals are morphed into structures and cannot be helped by other workers, this causes a slower build speed.
optimum atmosphere range: 10-100 mil
Colonizable atmosphere range: 0-100

4.) Snowmen
Description: A younger race, the snowmen live in smaller tribes and work together to expand their reach. They look like yeti with thick white fur, but don't let them fool you, they are crafty. They thrive in taiga environments where wood and snow abound, but they have difficulty working and moving in warmer environments. They were uplifted and given space travel technology by this LIS, but they were never given the technology to colonize planets that aren't within the 1 mil to 15 mil range. Their tribal form of government makes it hard for them to form a strong government and they aren't recognized as advanced enough to be taken seriously by most space-faring races. Some people even keep them as slaves to do their work. As a result, the snowmen are cynical and inhospitable toward outsiders and have trouble accepting anyone of another race into their society. They devote all of their time to gathering resources and materials for building up the colony because they long to be recognized as an official space-faring race. Their mass production plans require many many jobs though due to their primitive machines and buildings, and this race has average growth, so progress through the game will be slower.

Difficulty: hard-brutal
Production potential: high
Main building resource: wood
Terraforming Potential: average
Economic potential: the least of all the races
Governmental potential: low
research potential: the best out of all races
growth rate: average
Tourist potential: the least out of all races
Food and water production: average
Micromanagement needs at beginning of game: high
Colonist eats: food, water
Colonist entertained by: primitive and human-like entertainment
building method: built by workers/vehicles like xolarg and humans build.
optimum atmosphere range: 1-10 mil
Colonizable atmosphere range: 1-10 mil

4.) Ancients
Description: Those purple buildings that you see in every advanced colony; yeah, they came from these guys. The most advanced race in the game, most ancients see all other races as inferior to them and usually won't trade with other races unless they have to. This god complex makes them too arrogant to see their mistakes or to try to improve their technology and they are more than willing to invite outsiders from primitive races to bask in the glory of their technology. As the most advanced race, they are inherently the best at resource production. Their buildings are more autonomous as well, but the ancients only mate once a year, so they are the slowest growing of all races. Their government is pretty effective due to the use of more advanced technology to enforce laws, but providing entertainment will be harder since these people require more intelligent entertainment that usually costs more. Every ancient would love to live in a paradise, so terraforming is a higher priority, especially since the ancient can only tollerate a 7.5-12.5 mil atmosphere range is required for ancients to survive without protection.

Difficulty: hard-brutal
Production potential: the best of all races
Main building resource: ore
Terraforming Potential: high
Economic potential: low
Governmental potential: high
research potential: low
growth rate: slowest of all races
Tourist potential: average
Food and water production: high
Micromanagement needs at beginning of game: low, but slow growth rate means that game progress takes the longest.
Colonist eats: food, water
Colonist entertained by: more intelligent entertainment
building method: buildings warped in like reptilians
Optimum atmosphere range: 7.5-12.5 mil
Colonizable atmosphere range: 0-100 mil

6.) Tallorians/rock men
Description: As Sulfur-based lifeforms, the tallorians survive and thrive in the hottest places of the galaxy. Their rocky exoskeletons protect them from any envorinment, but they prefer a hotter, higher atmosphere planet like their homeworld. The wildlife and spectacular views on rock men planets attracts attention from tourism and the rock men make a killing off of novelties. The rock men promote a balanced government, terraforming, and research stance and they have a stellar economy, but where they have an abundance of attention and money, they lack in production and growth.They have a somewhat similar technology to humans, but they use less resources as they are not a production focused raced.

Difficulty: medium-hard
Production potential: low
Main building resource: regolith
Terraforming Potential: average
Economic potential: very high
Governmental potential: average
research potential: average
growth rate: low
Tourist potential: Very high
Food and water production: very low
Micromanagement needs at beginning of game: medium
Colonist eats: ore
Colonist entertained by: human-like entertainment,
building method: buildings warped in like reptilians
Optimum atmosphere range: 20-40 mil
Colonizable atmosphere range: 0-100 mil
7y ago
Hi. I want the developer, @bastecklein to add mines to the MC2 game. This is where your rovers/miners will mine resources in spare, if you don't have any deposits near your territory anymore. Here are the costs for the different types of mines:
Ore Mine:
Ore +500
Gold Mine:
Ore +1200
Steel +120
Technologies required: Advanced gold mining, Advanced small scale construction
Aluminum Mine:
Ore +2500
Steel+250
Gold+125
Requires: Advanced chemistry, Advanced small scale construction, Advanced aluminum mining

Technologies for mines (Gold and Aluminum advanced mining):
Research +200 (Gold)
Research +750 (Aluminum)

I also want to add Gold and Aluminum refineries, which converts 1 Gold to 3 Gold (duplicates it), and 1 aluminum to 3 aluminum. Gold refineries cost:
Research: None
Power +8
Ore +2,400
Steel +80
Aluminum refineries cost:
Power +16
Ore +1200
Gold +850
Water +20
Microchip +200
Steel +4000

That is it for now, more will be shown about this later! Please reply anytime. Thank you.


After the 0.60 update you are now able to get diamonds on every human map and therefore you can now build jewelry stores on every human map. In my opinion jewelry stores are the best money making building because they give you a maximum of 576$ per minute while occuping only one space. They are also very cheap to build and only need 3 workers. (While the investment bank occupies 4 spaces, is very expensive, gives you only 2200 per minute and needs 500 workers)

As for the alien artifacts, after you have built 3 or 4 relic research centers you will start getting a lot of alien artifacts. They sell for about 200 million $ per 100 000 at the star gate. This is a quick way of getting a lot of money if you need to get something very expensive. (Aka buying all the resources needed for the hall of congres.)
6y ago
I also wanted to make a Jewelry Store as well, and I'm open to input on this building too.

1y ago
So I am just now putting the finishing touches on My Colony v0.91.0, and the update should be going out to all platforms throughout the weekend. I had originally planned on a bit larger of an update, but since it's already Friday evening and I don't want to spend the weekend working on My Colony, I decided to just go ahead and release what I have now and save the rest for next time! Hope you can forgive me 🤔!!

So this update adds a handful of new features and some more IT related content, mostly for Zolarg and Alpha Draconians, but there is some new human stuff too. There is also a "balancing" change that will probably get me a few "you broke the game" 1 star reviews in the app store, but It will be ok in the long run. I'll explain later, until then let's see what's new!

The first new engine change I made is something that has been requested for quite some time now - a variable volume slider for the in-game sound effects, which you can find in the Engine Settings menu:

So now instead of just on or off, you can set the in-game volume to whatever you want. People have been asking for this since I first added sound effects, so I hope you guys get some use out of it!

Next up, if you look at the statistics window for a specific resource, you will see a new "Trade" icon in the top-right corner, if you are playing an online game and you have the GBT.

This is just a simple shortcut that goes straight to the GBT trading screen for the particular resource you are looking at. I will probably be assigning a keyboard shortcut to this soon also, like press T to open the trading window.

Next, as requested in this thread, the global My Colony chat room is now accessible from within the game. This is the chat channel that is embedded on the my-colony.com website, and can also be accessed by clicking on the below button.

The chat channel is available whether you are playing an online or offline game, as long as you are signed into the game using an Ape Apps Account. And speaking of chat, as requested in this thread, I will probably take a couple of days off early next week to create a dedicated Ape Chat app for Android and iPhone. It's probably not necessary on Windows since the detached chat window is pretty easy to use on Desktop, and the Ape Apps Launcher also has chat built in now.

Moving on, the first time you open your colony in v0.91.0, if you had a bunch of embassies from colonies that are no longer active on the server, you will notice a few moments of explosions, as those embassies are all leveled to the ground. Moving forward, the game now verifies all of your embassies to see if they are attached to working colonies. This change is necessary because I plan on adding a couple of embassy interactions to the game over the next few updates, and they need to be attached to real colonies on the server.

Next up, as of this version, the game now keeps track of a couple of extra stats, including the total amount of hours you have played a specific colony. This stat will appear on your stats screen in the next couple of updates, but for existing colonies, the time is relative to the release of v0.91.0, since this data was not tracked beforehand.

Moving right along, you will now notice that Software is available in the GBT now for trading, so have at it!

Ok, now for the change that some people may get upset about. In the last release notes, I said that I would be going back and adding Software requirements to several existing buildings. Well, I decided to start with the biggest one first. The Robotics Factory and the Advanced Robotics Inc. now require Software to build, but more importantly, Robots now require Software as a building material. For a colony with a lot of Advanced Robotics Inc., this can be a major development, since that particular building pumps out Robots so fast, it will really suck up the Software in order to stay running. There is a new building available to help mitigate this change, but I know a lot of people are going to log in to their colony on v0.91.0 and wonder why all of their Robot production has suddenly ground to a halt. I am prepared for the hate though!

So those are the major changes in v0.91.0, let's move on to what is new. This update mainly brought a bit more Information Technology content to the Zolarg and Alpha Draconian races, but there is one new Human structure and even a brand new Premium bot, since it's been a few months since I've added anything new for the loyal paying customers.

As last time, here is a color coded list of the new structures added with this release, with Black representing Human content, Orange for Zolarg content, and Purple for Alpha Draconian content.
  • Center for Automation Coding
  • Tower of Thoughts
  • Hall of Elders
  • Mound of Online Business
  • Automated Art Display
  • Integrated Antanium Impactor
  • Coders Den
  • I.T. Studio Complex
In addition, Humans have a new technology, Advanced Networking Infrastructure, which is required for the new I.T. Studio Complex, and humans also have a new Premium-Only bot, the Megabot Deluxe, which is a snazzy gold-plated Megabot with 30x the build speed of the normal Megabot.

So the new I.T. Studio Complex pretty much makes the existing Small Software Studio look like a dumpster fire, as it really spits out the Software like nobody's business. Which is good, because you're going to need it to keep those Advanced Robotics, Inc. up and running. I did a rough(ish) calculation, and it takes about 0.75 I.T. Studio Complex structures to supply 1 Advanced Robotics, Inc., which is a pretty intense ratio. I'm sure at some point there will be an even bigger Software studio, but this is what is available at the moment. If you are not building a ton of Robots though, you will be able to keep the GBT well stocked using this new Software studio.

With the rest of the new structures, all races should now be able to produce at least a modest amount of Software. For the Reptilians, I added an earlier game Automated Art Display for producing a few paintings, as it was otherwise difficult early on to build structures like the Potter's Den and the Galactic Fine Arts Exposition.

All of that said, I still have quite a bit to do in terms of adding Information Technology content, but it is coming along somewhat. It's probably going to take at least a couple of more updates, and then moving forward, Software and Bandwidth will probably be important inputs for new content. I am thinking of adding Ether requirements to some of the later-game I.T. stuff too, but not too much since on most games Ether is only going to be available for online players.

So that is all for today's update. As I mentioned at the beginning, I plan on taking the weekend off here (although I might do a new My Colony Podcast episode if I get bored) and then spending the early part of next week on a new chat client for mobile, then I will be back to work, so keep those helpful bug reports and suggestions coming! And as always, thanks for playing My Colony, and stay tuned for more!
5y ago
Hello.

So let’s see some even higher level utilizations of Gaiarium!


Technologies!
  • Advanced Gaiarium Usage
    Obtain access to Gaiarium usage under authorization of Secret Lab Authority, and research ways to use Gaiarium in your colony.

    After aquiring this technology, your colony will be able to use Gaiarium for more beneficial purposes.
    Requires:
    • Standard Gaiarium Authorization
    • Xenomaterials Research
    • 115000 Research
    • 25000 Civics
    • 200 Gaiarium
  • G-Dimension Science
    The power of the Gaiarium comes from its connection to dimensions, which opens the gate to the even-advanced dimensional theories - Which is the ultimate value of Gaiarium.

    Thanks to Gaiarium, UE is able to pioneer interdimensional powers - Which, it’s not just something like portals and warping beams.
    Requirements:
    • Advanced Gaiarium Usage
    • Interdimensional Transportation
    • 50000000 Research
    • 100000 Civics
    • 5000 Gaiarium
  • Top-Secret Dimensions-Powered Manufacturing
    This will allow you to access one of the most confidential archieved secret blueprints of Secret Lab Authority - using the power of the dimensions to manufacture goods.

    Yes. Finally something valuable for improving manufacturing!
    Requires:
    • G-Dimension Science
    • Faster-Than-Light Travel
    • 500000000 Research
    • 450000 Civics
    • 10000 Gaiarium
  • Top-Secret Instant Remote Teleporting
    Teleporting now don’t even need portals. What you need is just a Gaiarium-powered teleport node to warp objects from place to place.

    You’ll think about logistics of goods, but UE has another way utilizing it...
    Requires:
    • G-Dimension Science
    • Transcendence
    • 500000000 Research
    • 450000 Civics
    • 10000 Gaiarium
  • Top-Secret Interdimensional Influence Theory
    Data from Gaiarium interdimensional observers has shown that by influencing the subdimensions, the reality can be influeced. What will this theory changes to UE?

    This. Will. Be. Interstin.
    Requires:
    • G-Dimension Theory
    • 58000000 Research
    • 450000 Civics



Buildings
  • Interdimensional Observeration Lab
    An properly-disguised underground secret lab facility where secret scientists do dimensional observations using the Gaiarium interdimensional observers. While they are locked inside to keep them under strict overwatching, the relaxing, supervision-free living quarters are also built inside to accomodate them and provide them daily support. Generates a even vast amount of research using software, ancient instructions and Gaiarium, while also producing trash from accomodations...

    It’s an upgraded Standard Gaiarium Experiment Lab. Not just provides a stronger output of research from Gaiarium, it also provides accomodation and entertainment for keeping the scientists inside the lab - not just effectly reducing the chance of intelligence leak, they’ll be able to make themselves like home here.
    Requires G-Dimension Science.
  • Advanced Gaiarium Refinery
    Equipped with better alien artifact powered appratus to extract more Gaiarium using ore and crystalline, while the workers are fooled to produce ‘steel‘ here.

    A better facility to produce Gaiarium, for the later larger demands.
    Requires G-Dimension Science.
  • Secret Interdimensional Power Reactor
    Using the power of the dimensions to generate electricity is still a very new concept to the Galaxy... While the Alpha Draconian engineers scratching their bald head wondering the equation they need, the United Earth have already developed this prototype reactor in their secret backyard. Consumes software, Gaiarium and Helium-3.

    [LAUGHS IN UNITED EARTH]
    Requires G-Dimensional Theory.
  • Interdimension-Compression Alloy Forge
    By using the strong force of interdimesional compressions, alloys can be synthesized without strong heating - only by crushing aluminium, uranium and sugar, crumpling them together tightly. Uses some Gaiarium to trigger the reaction.

    Randomly produces antanium or triantanium, triantanium at lower occuarence.
    Requires Top-Secret Dimensions-Powered Manufacturing.
  • Secret Etherization Plant
    Now you won’t have to buy ether from others - bacuse you know how to create them - By accelerating the etherization using the effects of dimensions. The magic will happen inside this Consumes ant paste, Gaiarium and uranium.

    For game balance, it’ll produce ether slowly...
    Requires Top-Secret Dimensions-Powered Manufacturing.
  • Biocrystal Plantation
    When artificial crystalline fuses with biomasses under the effect of Gaiarium, what it results is a more fast-growing, aggressive biocrystals. Because biocrystals are dangerous, the plantation has to be built into the deep underground with all-time control to avoid disasters.

    It uses rum, water and a trace amount of Gaiarium to operate.
    Requires Advanced Gaiarium Usage.
  • Instant Arrest Centre
    Now, with the remote teleporting technologies, maintaining security no longer needs cops to catch the thieves. Now you just need security cameras everywhere, and a warp node to zap those criminals into this instant arrest centre - instantly.

    It requires less staff to operate. And with more jail cells.
    Requires Top-Secret Instant Remote Teleporting.
  • 4th-Dimensional Warehouse
    The fourth dimension is far larger than the third dimension we’re in - By making use of that, almost endless storage space can be provided.

    A very simple idea, isn’t it. Can be an exclusive warehouse upgrade for United Earth.
    Requires Top-Secret Dimensions-Powered Manufacturing.
  • Interdimensional Influence Brainwash Node
    The ultimate weapon of peace and order is never nukes and bombs. It’s actually the irresistible brainwashing... Unless having a tin foil hat.

    Generates a terrible amount of civics from brainwashing people... It gotta be terrible.
    Consumes software and very little Gaiarium for maintenance.
    Requires Top-Secret Interdimensional Influence Theory and Political Theatre.
  • Dimensional Manufactory of Knowledge
    Utilizing the power of the dimensions, not just sheets of research can be converted into various actual objects, even the pure traces of thoughts and knowledges can be converted into objects - Everything is possible.

    It’s something like an upgrade for Research Convertor... It’s just an idea anyway.
    Requires all three top-secret techs.
Space Exploration would be a large branch of technologies stemming from Tall Construction and Advanced Network Infrastructure as a complement of the Alien Tech route. It would unlock many new buildings heavily featuring spaceflight, which acts as somewhat of a different setting for gameplay. Spaceflight mainly focuses on the construction and usage of two new entity types: Spacecraft and Satellites.

Spacecraft act as a sort of vehicle/resource hybrid, costing lots of civics and money as well as hundreds of thousands of units of other resources to construct. Some major difference between spacecraft and existing vehicles is that they actually take a large amount of in-game time to be created, and afterwards, they have to be "stored" in special buildings between missions. Many different types of spacecraft will eventually be made available through later Space Exploration techs, covering a wide variety of purposes and costs. All off-planet actions involving spacecraft take place in the form of missions, which basically comprise of you giving a spacecraft a set of instructions, providing the proper supplies, launching it, and watching the outcome. Possible missions could vary from sending infantry carriers at a rival world to constructing modular space stations in orbit to automatically delivering resource shipments to settlements who purchased your GBOT contracts. Though reusable, spacecraft consume quite a lot of resources each mission, mainly in the form of fuel. Almost all rockets run on a base fuel type simply known as Rocket Fuel derived from Oil and Crystalline. More advanced types might also use up Helium 3, Uranium, Robots, or even a small quantity of Alien Artifacts.

Satellites are a more permanent building analogue, anchored in orbit around a planet. Even more expensive than spacecraft, they also take time to be manufactured and must be stored in specialized facilities prior to deployment. There are a wide variety of satellites of different sizes and purposes, ranging from (relatively) simple telecom rigs to orbital bombardment platforms to entire research stations. For initial setup, satellites are deployed into orbit by spacecraft, but from then on, they generally require little maintenance.

As mentioned before, interplanetary trade would also be affected by these new mechanics. Rather than letting magic transfer their resources across the quadrant, settlements now have to develop rockets or outsource them in order to sell resources on the GBOT, which will also take some time to arrive at the recipient colonies. Gifting capacities now only determine gifting capacities towards other settlements on the planet. Fortunately, trade is still possible without having to touch Space Exploration at all with the help of a middleman, the Galactic Freight Corporation. With the GBOT, a new building called the Galactic Freight Cargo Pad that facilitates trade is also unlocked. Operated by the Galactic Freight Corporation, this building generates a little passive income from rent, but all of it will go back to Galactic Freight when you're paying off the exorbitant customs charged for each trade shipment. The main benefit of going with the GFC is ease of operation; you don't need to generate your own rocket fuel or use software to map out travel routes. With your own spacecraft though, you will be able to conduct higher volume trading at a faster rate as well as stave off shipping fees.

Possible research branches:
  • Astronomy (requires Tall Construction and Advanced Networking Infrastructure with a Level 2 Settlement, Space Exploration gateway tech)
  • Rocketry (requires Astronomy, unlocks rockets)
  • Satellite Construction (requires Rocketry, unlocks satellites)
  • Zero-Gravity Biology (requires Astronomy, gateway tech to other stuff including possible tourism)
  • Space Habitats (requires Zero-Gravity Biology and Satellite Construction, unlocks larger satellites and structures)
  • Advanced Spacial Defense (requires Advanced Security and Satellite Construction with a level 4 settlement, unlocks weaponized spacecraft and satellites)
Let me know what you think of this idea!
2y ago
On update 84 Bast mentioned that he was going to be adding more resources that would be unique to only one type of planet. This is because he wants people to have a reason to use gbt. He may already have his mind made up regarding which resources he wants to do, but it's always good to have backup ideas. If you can think of any more resources that could be added that I haven't included here, please feel free to post your ideas in this thread.

Asteroid planet:
Iridium: it's a known fact that a large portion of asteroids have large amounts of iridium in their composition. Iridium in real life has an ability to withstand intense heat, which is why people make crucibles with iridium that can melt other metals like iron(which acts like lava when it melts). This resource would be perfect for the lava world, as you could add dark versions of later-game structures that require iridium and obsidian and would be impervious to dangers of the lava world. Shouldn't be a royally expensive or hard to obtain, but it's the fact that millions of units would be required to make a lava colony safe from the lava and eruptions, and even more as the colony grows. Another use for iridium would be to make more efficient trash incinerators, and you could make the alien steel refinery, alien ura enrichment pants and advanced alu gens, and human triantanium plants require iridium. This means that each colony will either have to do some importing or trading to progress to the current end of the game.

Ice Planet:
Liquid nitrogen: I've talked about this before, but an ice planet would be so cold that liquid nitrogen rivers could form on it's surface. This resource could be the best resource for reducing the atmosphere. Since mc has no thermal element to terraforming, removing atmosphere would simulate removing heat, and you can add a very efficient atmosphere reduction plant that consumes this resource, and I guarantee that almost every late-gamer will buy into this resource. Once the ice planet is terraformed, however, those rivers of nitrogen should be replaced with water, so it's bast to leave this planet cold and barren. I would replace the water with nitrogen again if atmosphere is reduced back to under 250k again though, just to prevent the player from permanently loosing their reason for playing on a hardcore map. I imagine this resource being expensive as it's being gathered on a hardcore planet and it would mainly be used by late-gamers who should have that kind of money.

Lunar planet:
Titanium: Scientists in real life have found that the moon has 10x more titanium than earth does. This titanium is very strong and very flexible, even more than iron, meaning that it can be used in the construction of very tall buildings. The tall structures and tech and even the drone and turbo drone could require titanium to be built. This makes it so that titanium is needed in order to progress through the game, so I wouldn't make it too expensive, but still, it should cost a pretty penny. Deep mines would have to be dug in the ground to obtain titanium, so the deep digging tech would need to be researched before a player can produce titanium, and I would make it so that the planet needs to be terraformed as well before titanium can be obtained. But once you start getting titanium, you can start making lots of money.

Forest Planet:
Animals: I've thought long and hard about this one, I think it makes sense. a forest planet would have it's own ecosystem of animals ripe for the picking. Lots of different types of buildings that already exist could use animals, and this resource also opens up the possibility for more structures. for example, wool farms and fish hatcheries could require these to initially stock themselves. A slaughter house could be a mid to late game food producer that primarily relies on constant consumption of animals. You could build an aquarium on water with animals that brings in tourism and money. For production, I would start out with a hunterbot's shack, and then progress toward a ranch, and then a full-blown breeding factory where animals are crammed into closet-sized cubicles(you could make that building consume money due to constant lawsuits from PETA, joking of course, I too hate the abuse of animals in real life).

I imagine this resource to be a relatively inexpensive commodity that most mid-level colonies could afford in decent amounts. While I wouldn't make them vital to progress through the game, I would make them a way to make your progression easier, and with it's wide array of uses, this resource would definitely see some profit.

Desert Planet:
Glass: In real lafe, a desert is a glass-blower's paradise because of the unlimited amounts of sand you have available to you. Glass could be harvested directly from the ground without needing sand to be added as a resource though. You could implement melteries that take glass from the ground directly. Reptilians could also have the technology to turn crystalline into glass at astounding rates, but only on the dessert planet. Glass would melt too easily on a lava planet and crystalline doesn't exist on abandoned worlds.

Glass can be used to make many things, from antique glassware shops that produce money while consuming glass, to ship windows(make ship factories consume glass as well), to fishtanks and aquariums. I think glass could be used in several ways. Glass could be consumed by the alien microchip factories, as silicon is the main material used to hold the circuits in microchips together in real life. Glass is just a less pure form of silicon. Plus, it also makes things interesting if humans need glass for many of their structures and products, they have to get it from the reptilians. Although some things should be the other way around as well, humans having what the reptilians need. I see glass as being a very cheap commodity, albeit a human colony would need to constantly supply millions to their colony for expansion purposes.

water world:
Pearls: This commodity is mainly a tourist resource, but you could still implement uses for it on other planets. For instance, you could implement a large jewelry story that consumes diamonds, gold, and pearls and makes tons of money.

Leather: The abundance of salt in the water of this planet allows for the process of tanning animal hides on this planet. Once the colony gets large enough to trade, they'll be able to produce leather from those animals. A leather factory would consume water and animals to produce leather and food.

leather can be consumed by the advanced clothing factory(since you can make leather jackets, belts and boots), and you could add an IKEA warehouse inc. factory that would make money by consuming leather, wood, wool, plastic, and steel to make furniture.




Well, those are my ideas for now, I'll add more when I come up with them. Let me know what you think.
6y ago
☭Welcome in the Great USSR!☭

Zdrastvujta'! It appears that you chose the right link clicking here. It seems that you are looking for some good commonwealth. You are probably lost in that all class struggle, and general mess. Don't worry, Uncle Stalin will help you in making the right choice.
________________________________________

Why USSR?

• We have active, growing community, that is only waiting for YOU to join!

• We are the most innovative commonwealth here, scroll down for some Great Communism Ideas

• We have the most player-based community packs over here called Stalin 5 Year Plans. Just take a look:

________________________________________
• 1 Year- You just joined this game and want some help? Don't worry, the only thing that you need to do is post a request in a post here with a name of your colony. First pack includes:

100 000 ore to help you start out very fast
100 000 steel to help you out start even faster!
10 000 water and
10 000 food because rushing water pumps and greenhouses sucks
1 000 rum just for you!
10 000 $ (secret pension plan, shhh)

• 2 Year- You now have self-sustaining small colony, with 100 people. That means that you need more advanced resources!
30 000 gold for advanced buildings
20 000 microchips for some even more advanced buildings
1 000 rum. Another one.
50 000$ for having fun without spamming gold mints

• 3 Year- It seems that your 1000 colony could benefit from having a GBT. Sadly you need 400 wood for it. Don't worry, we have this, and some extra advanced atmosphere resources:

400 wood for your new GBT that you can now waste all your money on overpriced resources
10 000 clay some buildings need that one
50 000 bricks for building all that you want
10 000 aluminum as a premium
999 rum because I drunk one of them before sending
1 000 000 $ as a start-up for your new GBT oriented buisness

• 4 Year - Your 2500 colony is lacking some aluminum? Lack no more, I'm here to help with your aluminum problem!

20 000 aluminum just for you
1000 alien artifacts for building some alu gens earlier
30 000 wood for dig sites
998 rum, take one down, we still have 997 rum

• 5 Year - Your final pack. Congratulations for getting this one, it means that you have 5000 pops. You could probably left this commonwealth, but you decided to not do so.

30 000 uranium for some fancy quantum magic
10 000 alien artifacts, cause you need to spam Aluminum Generators
1 Golden, Highest Quality Russian Rum

These are not the only resources you will get here comrade, you can always request what you want here in thread or...

• In official First Future Federation Discord channel: https://discord.gg/fr7sHpt . Ranks and fancy logo included. We also have our own Slavic channel there, for posting True Slavic Videos.

• We have dancing bears, водка, rum, smetana, kompot, Gopniks, borsch and pierogies. What are you waiting for?


________________________________________

Payroll assistance.

You: Can I have 100% payroll assistance?
Me: Best I can do is 200%...
You: What about 150%?
Me: 300%, take it or leave it.
You: Okay, seems fair to me.



Best Comrades Ranked By Pops:
1. Me, 67,857
2.British Socialist Republic, 2013
3. Aztecas, 1318
4. Russian Interstellar Federation, 1089
5. British Socialist Republic's Puppet of Newark, 116






Our Charter Code (spam this everywhere): QrbLvRu0


If you have ideas for our commonwealth, write them here.









Hey, stop it, join it already










Please, do it.











Ok, I give up, go somewhere else.
7y ago
Soon Bast plans on having to much trash and to much atmosphere get colonists sick .
Over 15 million atmos and problems will start so I have been testing how well the Medium recycling plants and trash burners handle this .
First trash burners are out even at only 9 k colonists I had 7 and they by them self put in a whopping 15 k atmosphere more then 100 medium atmos producers do and was still just maintaining trash . So using them is out as they will add even if you have 100 s of alien condensers .
Trash pits well again at 9 k colonists even they would quickly take up alot of space the one i built is 3/4 empty now from 250 k, and it took over 20 hours .
So the final test was the medium recycling center and here the good news gets great .

Medium recycling center timer is 12 seconds ( apx ) it produces 8 plastic a mint and 2 AL
also it recycles as much trash as the Medium burner burnes .

I have 2 plastic plants they produce 36 plastic and use oil .
I have 3 Advanced plastic plants they produce 279 plastic and use oil and robots .
I now have 5 medium recycling plants that are getting ride of trash I don't want so cost NOTHING to run .
They produce 71 plastic using NO robots or oil- produce NO atmosphere and get ride of trash. I expect to need ten at that point they will be producing 140 plastic my trash income will be even and no bots or oil needed .
With a colony of 30 or 40 k They will out produce Advanced Plastic plants easily again at no cost .
And no atmosphere produced .
Ps plan to do away with Advanced plastic plants all together as once I have 40 or 50 medium recycling plants The advanced plastic plant will not be needed .
7y ago
Do not build any structures that consume robots (Advanced Synthetic Oil Lab, Advanced Plastic Factory and Center for Artificial Learning) unless you have enough Robot Factories..

Robot Factories, in turn, require a lot of Aluminum and Microchips.

To build Advanced Microchip Factories you will also need a substantial amount of Aluminum.

Aluminum, once your surface supply runs out, requires either a lot of money so you can buy it or a lot of Aluminum Generators so you can make your own..

Aluminum Generators require a lot of Microchips and Gold. (See above warning about Advanced Microchip Factories).

7y ago
Come on really why do so many buildings eat robots ?
Exactly what am I even getting from this building for the 40 some robots it uses ?
38 COINS .
Really if you going to have buildings charge a arm and leg when they use resources it should alest Hold SOME minim value for the resources the building uses .
Needing 500 Al plants for 20 advanced robot plants and gain so little for the cost .
The Managers need to be fired these places would be out of business in a week .
The value of AL and robots are MUCH MUCH higher then 38 Coins .
The balance in this game is louse ( heck there is no Balance just extremely small returns on buildings that use million of coins in value of resources .
In other words the Advanced robots factory could use a boost .alest !
right now I have one Advanced robots factory and the two fan archaeology
and two advanced oil plants are using over 75% alone
7y ago
Have you already build the advanced builder bot? The advanced solar tower can be build by the normal and advanced bot but other buildings can only be built by the advanced one.
7y ago
malakhglitch said:Do not build any structures that consume robots (Advanced Synthetic Oil Lab, Advanced Plastic Factory and Center for Artificial Learning) unless you have enough Robot Factories..

Robot Factories, in turn, require a lot of Aluminum and Microchips.

To build Advanced Microchip Factories you will also need a substantial amount of Aluminum.

Aluminum, once your surface supply runs out, requires either a lot of money so you can buy it or a lot of Aluminum Generators so you can make your own..

Aluminum Generators require a lot of Microchips and Gold. (See above warning about Advanced Microchip Factories).


Once you get enough resources, the Robot HQ is a god when it comes to robot production. I get about 60/min with just 200 out of the 700 workers.
7y ago
After the ancient alien gold synthesis lab was added I realised that most advanced versions of resource producing buildings now had an ancient alien version, making it easier for advanced players to get the tons of resources that they needed. But, after a certain point, your demand for plastic rises a lot because you need it for the triantanium refinery and since it isn't available on the stargate you will need to make a lot of advanced plastic factories that will fill up most of your space.
So, perhaps in the next update an ancient alien plastic factory could be added to help more advanced players get more plastic faster.
This version of the plastic factory could still use robots besides all the other materials needed (such as oil, uranium or alien artifacts).
It could also be as if not more expensive than the alien enritchment facility to not make it so overpowered.

Or simply make the plastic resource available on the stargate.
6y ago
DKpro said: ☭Welcome in the Great USSR!☭

Zdrastvujta'! It appears that you chose the right link clicking here. It seems that you are looking for some good commonwealth. You are probably lost in that all class struggle, and general mess. Don't worry, Uncle Stalin will help you in making the right choice.
________________________________________

Why USSR?

• We have active, growing community, that is only waiting for YOU to join!

• We are the most innovative commonwealth here, scroll down for some Great Communism Ideas

• We have the most player-based community packs over here called Stalin 5 Year Plans. Just take a look:

________________________________________
• 1 Year- You just joined this game and want some help? Don't worry, the only thing that you need to do is post a request in a post here with a name of your colony. First pack includes:

100 000 ore to help you start out very fast
100 000 steel to help you out start even faster!
10 000 water and
10 000 food because rushing water pumps and greenhouses sucks
1 000 rum just for you!
10 000 $ (secret pension plan, shhh)

• 2 Year- You now have self-sustaining small colony, with 100 people. That means that you need more advanced resources!
30 000 gold for advanced buildings
20 000 microchips for some even more advanced buildings
1 000 rum. Another one.
50 000$ for having fun without spamming gold mints

• 3 Year- It seems that your 1000 colony could benefit from having a GBT. Sadly you need 400 wood for it. Don't worry, we have this, and some extra advanced atmosphere resources:

400 wood for your new GBT that you can now waste all your money on overpriced resources
10 000 clay some buildings need that one
50 000 bricks for building all that you want
10 000 aluminum as a premium
999 rum because I drunk one of them before sending
1 000 000 $ as a start-up for your new GBT oriented buisness

• 4 Year - Your 2500 colony is lacking some aluminum? Lack no more, I'm here to help with your aluminum problem!

20 000 aluminum just for you
1000 alien artifacts for building some alu gens earlier
30 000 wood for dig sites
998 rum, take one down, we still have 997 rum

• 5 Year - Your final pack. Congratulations for getting this one, it means that you have 5000 pops. You could probably left this commonwealth, but you decided to not do so.

30 000 uranium for some fancy quantum magic
10 000 alien artifacts, cause you need to spam Aluminum Generators
1 Golden, Highest Quality Russian Rum

These are not the only resources you will get here comrade, you can always request what you want here in thread or...

• In official First Future Federation Discord channel: https://discord.gg/fr7sHpt . Ranks and fancy logo included. We also have our own Slavic channel there, for posting True Slavic Videos.

• We have dancing bears, водка, rum, smetana, kompot, Gopniks, borsch and pierogies. What are you waiting for?


________________________________________

Payroll assistance.

You: Can I have 100% payroll assistance?
Me: Best I can do is 200%...
You: What about 150%?
Me: 300%, take it or leave it.
You: Okay, seems fair to me.



Best Comrades Ranked By Pops:
1. Me, 67,857
2.British Socialist Republic, 2013
3. Aztecas, 1318
4. Russian Interstellar Federation, 1089
5. British Socialist Republic's Puppet of Newark, 116






Our Charter Code (spam this everywhere): QrbLvRu0


If you have ideas for our commonwealth, write them here.









Hey, stop it, join it already










Please, do it.









I would like to know if this is still active

Ok, I give up, go somewhere else.
6y ago
Luker124 said:
Bot Repair Station A high tech way to practically duplicate you bots, using ancient alien technology and advances in quantum computing.


Why? we don't need 10 building for make bots, just 2.

Luker124 said:
Tritanium Reactor An extreme feat in engineering involving a drop of lava, a block of Tritaniam, and 2 city blocks have led us to this amazingly powerful core generator!


Seems reasonable. But the power supple need to be balanced. Having just 1-2 reactor is not.. very funny.

Luker124 said:
Nuclear Waste Recycler Impliments 1 resource into the game, nuclear waste, generated from anything that uses uranium in its use. Recycles 60% of that uranium for reuse.


In real world we can't recycles uranium, because after the "break" is not uranium anymore, but other little atoms. And we have already a building for increase. Uranium can be enriched again, but the building is already in game.

Luker124 said:
Advanced Coal generator uses several ingredients on the cosmic table that will make you question its usefulness, but trust me, it gets the job done.


The game in any stage don't need a large Coal quantitative. Humans, only they unlock all tech, are ok.

Luker124 said:
Advanced Underground Housing Module. Uses many base materials to keep residents happy and provide healthcare, schooling, and housing. Holds 250k people.


For keep residents happy, you need to place the houses close to the job, essentially. A 250k single unit.. it's just big no. No way be correctly implemented.

Luker124 said:
Water Vaperizor Uses (Insert resourse here) and vaporizes water to create unholy amounts of Atmosphere


Human already have unholy way to create Atmosphere, the problem is to balance the in/out, specially in region maps.

Luker124 said:
Advanced Ore Mine Uses extreme tech to create an ultra deep 4×2 hole that 100s of miners work at all day(for people that dont have charcoal converters).


Why you ask for something similar to structure already present in game? Different map have different approach.

Luker124 said:
Extere Tree Cutter allows for extremely fast wood collecting, while staying environmentally friendly by using trash as a fertilizer.


This..

In human race, until we build a massive quantitative of converter, wood is a problem (like bricks, or pottery), because we only have old school building, with low production. Specially when we start to build many converter or ship structure.


Luker124 said: yeah but for giant colonys they dont have tons of space and have to have thousands of workers. Maybe raise the cap to 250k?


Because we have already a clean and nice solution, Region Map. I know.. when we play and build pieces after pieces, day after day, month after month a single colony.. start a new colony in region map can be.. hard, like a betrayal. But Region Map are the answer to pretty much all your points.

Even now, the biggest house can be only use in few building, well, 3. Bank, advanced robot factory, maybe with converter.
5y ago
Ansom said:
Luker124 said:
Bot Repair Station A high tech way to practically duplicate you bots, using ancient alien technology and advances in quantum computing.


Why? we don't need 10 building for make bots, just 2.

Luker124 said:
Tritanium Reactor An extreme feat in engineering involving a drop of lava, a block of Tritaniam, and 2 city blocks have led us to this amazingly powerful core generator!


Seems reasonable. But the power supple need to be balanced. Having just 1-2 reactor is not.. very funny.

Luker124 said:
Nuclear Waste Recycler Impliments 1 resource into the game, nuclear waste, generated from anything that uses uranium in its use. Recycles 60% of that uranium for reuse.


In real world we can't recycles uranium, because after the "break" is not uranium anymore, but other little atoms. And we have already a building for increase. Uranium can be enriched again, but the building is already in game.

Luker124 said:
Advanced Coal generator uses several ingredients on the cosmic table that will make you question its usefulness, but trust me, it gets the job done.


The game in any stage don't need a large Coal quantitative. Humans, only they unlock all tech, are ok.

Luker124 said:
Advanced Underground Housing Module. Uses many base materials to keep residents happy and provide healthcare, schooling, and housing. Holds 250k people.


For keep residents happy, you need to place the houses close to the job, essentially. A 250k single unit.. it's just big no. No way be correctly implemented.

Luker124 said:
Water Vaperizor Uses (Insert resourse here) and vaporizes water to create unholy amounts of Atmosphere


Human already have unholy way to create Atmosphere, the problem is to balance the in/out, specially in region maps.

Luker124 said:
Advanced Ore Mine Uses extreme tech to create an ultra deep 4×2 hole that 100s of miners work at all day(for people that dont have charcoal converters).


Why you ask for something similar to structure already present in game? Different map have different approach.

Luker124 said:
Extere Tree Cutter allows for extremely fast wood collecting, while staying environmentally friendly by using trash as a fertilizer.


This..

In human race, until we build a massive quantitative of converter, wood is a problem (like bricks, or pottery), because we only have old school building, with low production. Specially when we start to build many converter or ship structure.


Luker124 said: yeah but for giant colonys they dont have tons of space and have to have thousands of workers. Maybe raise the cap to 250k?


Because we have already a clean and nice solution, Region Map. I know.. when we play and build pieces after pieces, day after day, month after month a single colony.. start a new colony in region map can be.. hard, like a betrayal. But Region Map are the answer to pretty much all your points.

Even now, the biggest house can be only use in few building, well, 3. Bank, advanced robot factory, maybe with converter.


Alrighty fun police, maybe I'll dial some of it back BUT THIS IS ALPHA THINKING
I am litterly just saying the stuff that comes from my mouth. By brain has no say in this yet. So give me maybe 3-6 days, and I'll get back to you with a "reasonable" idea.
5y ago
Note: This is all for human colonies.

So I've currently got a region colony which currently has quite a few problems regarding resources. I've got 2 maps full of just tree farms, a map where 1/4 is full of wool, my clay production is sad, and my bricks, pottery, and toys have nothing to do. Additionally, the endgame right now is pretty fast to get to, and as buildings and techs are easier to add to the game than new features, I think it'd be nice to have quite a bit more content. So, to fix these problems and a few more, here are some idea for buildings and some other general improvements I have:

General:
Make megatrees grow A LOT faster. They are so slow, you can barely sustain a middling zolarg colony with them. Sugar canes covered the entire map before I even got 5 new megatrees.

Disable auto-trading on the GBT. It's really cluttered now.

Widen the game. Currently, the tech tree is growing upwards, with new techs and building being added for later in the game than current ones. Instead, focus on adding more buildings and techs to current techs and mid-game play.

Resources:
Miniships

Techs:
Advanced Biology: Requires Low Gravity Husbandry. Unlocks: Underground Tree Farm.

Bioengineering: Requires Advanced Biology, Human Cloning. Unlocks: Megatree, Megatree Farm, Human Repair Lab.

Synthetic Biology: Requires Bioengineering, Transcendence. Unlocks: Bioprinter.

Commercial Shipping: Requires Faster Than Light Travel, Galactic Finance Theory. Unlocks: Small Shipyard, Planetary Freight, Ship Showroom, Refueling Station, Mega-Elevator.

Asteroid Mining: Requires Commercial Shipping. Unlocks: Asteroid Tether.

Buildings:
Underground Tree Farm: An upgrade to the tree farm which goes 5 stories underground for 5x faster production. About the same cost as a dig site. Requires: Advanced Biology

Megatree Farm: An upgrade to the underground tree farm for 2x production. Requires: Bioengineering.

Human Repair Lab: Heal humans by giving them robotic parts. Consumes civics and robots. Requires: Bioengineering.

Bioprinter: A 3x3 building which prints any organic material and consumes food, water, and robots. Produces 5 units of one of wood, charcoal, sugar, or wool every 5 ticks. Needs no workers. Requires Synthetic Biology.

Clay Mixer: Produces clay by consuming ore and water. Requires Clay Production.

Advanced Clay Mixer: Produces clay by consuming ore and ant paste. Requires Ant Paste Synthesis and Clay Production.

Toy Store: Just sells toys in exchange for money.

Build-N-Bricks: Sells toys for even more money than the toy store (they're Lego knock-offs). Has a lot of entertainment capacity, too.

Ansible Array: Produces 10000 Bandwidth. Consumes ether, software, and a lot of power.

Ape-Apps-plex: An endgame software producing building, churning out software by the thousands while consuming robots. As an idea, make it require a technology called "Singularity".

Small Shipyard: 5x5 building. Produces Miniships much faster than the shipyard produces starships. Consumes less resources too. Still very expensive. Requires: Commercial Shipping.

Planetary Freight: 2x7 building like interstellar freight. It is not an upgrade. Enables a new feature for auto-trading with commonwealth members. Requires: Commercial Shipping.

Ship Showroom: 9x9 building. Consumes both Starships and Miniships very slowly. Sells them for an unholy amount of money to the richest of your colony. Requires: Commercial Shipping.

Refueling Station: 5x5 building, is just a pipeline leading to the sky like the space elevator. Refuels Starships, produces an unholy amount of money while consuming oil, crystalline, and ether. Requires: Commercial Shipping.

Mega-Elevator: 2x7 upgrade to Space-Elevator. Is much wider. Even bigger trading capacity and immigration. Requires: Commercial Shipping.

Asteroid Tether: a 7x7 building which is unbelievably expensive (like really expensive, 10x hall of congress maybe?) and costs many Miniships to make (you have to pull the asteroid over), but produces immense amounts of ore, regolith, aluminum, gold, diamond, uranium, and alien artifacts. Maybe 10000 ore, 10000 regolith, 50000 gold, 10000 aluminum, 10000 uranium, 5000 diamond, and 100 alien artifacts every 150 ticks? Requires: Asteroid Mining
5y ago
Today I am putting the finishing touches on the v0.95.0 patch for My Colony, and it should be hitting all platforms within the coming days. I've actually got a fairly big update in store for you guys today, so I hope you enjoy it. Let's take a look at what's new!

First let's start with the small stuff. In this release I have added 40 new flag logos that you can add to your colony flags, including all letters of the alphabet. I have also fixed issues on a couple of the logos that did not let you adjust their color properly.

Next up, I have made stat adjustments/tweaks to a few of the maps and buildings in the game. The Star Gate, Star Port, and Medium Range Star Gate can now all import and export Software. The Antaura production has been increased on the Interstellar Pad of Thought. Newly created Water World maps will no longer contain the Fresh Water deposits on the map, as they making getting Water way too easy. The Crudebot can now be constructed on Water World and Desert World maps, and the Diamond Miner can now be build on the Water World. Finally, the Center for Artificial Learning has been slightly nerfed, and the Research Converter now requires a little more research to operate.

A number of UI tweaks have been made in this update. Now when you are in building mode (as in, you have a new building for construction selected), the Chat Notification area will disappear. Before the chat log was in the way when you were trying to build things, so now it should no longer be a problem.

I have also added a new, faster way to reply to chat messages without having to open up the actual chat window, although you do need to be using a keyboard in order to use it. But now if you are connected to a chat server, you can simply press the Tab key (customizable in Engine Settings) to open up the new chat reply input box.

This makes it a lot faster and easier to reply to chats in-game.

There are also a couple of chat text color changes. When a Developer posts in chat (I'm the only one), they will have Gold text color. When a Moderator posts in chat ( @cry8wolf9 is the only one), their text will appear Blue. When somebody playing an offline colony posts, they will have a Teal text color. This is helpful because a lot of times new players ask for resources in chat, and they do not even know they are playing offline.

I believe that these interface changes make the in-game chat a whole lot better.

Next, the Desktop Build Confirm costs area now shows Power and Bandwidth requirements when queuing up multiple buildings.

Obviously this is good information to have, and probably should have been there to begin with!

Next, you will probably notice that the resource amount numbers in the Resources display are now colored.

The colors gradiate from red to orange to green, and allow you to see at a glance how full your storage is. Green means you have full storage, orange is half way, red is empty. This should be especially helpful on mobile, since you can't hover over the readout to see the little bar graphs.

In addition, the Resource view that only shows down-trending resources will now only show resources that are both down-trending and under 95% storage capacity.

Also, a new feature has been added for Federations. The Federation president can now kick member colonies out of the Federation for whatever reason.

Now on to the new content. In this update I have added one new resource (Salt Water) and 11 new structures. Mixing things up a bit, a lot of the new content in this update relates to the Water World map. Here is a list of the new stuff, and then I will discuss some of the structures afterwards.

New Structures
  • Fine Arts Warehouse
  • Counterfeit Market
  • Integrated Aluminum Generator
  • Advanced Ship Yard
  • Department of Advanced Fish Mating Studies
  • Mesh Platform
  • Salt Water Pump
  • Salt Water Tank
  • Desalination Factility
  • Fishery
  • Fish Cannery
The Fine Arts Warehouse and Counterfeit Market provide additional storage for Paintings, Pottery, and Cloth, and are for United Earth and L.I.S., respectively. The L.I.S. version has less storage and also exchanges some of the goods for money.

The Integrated Aluminum Generator brings a long awaited upgrade to the old Aluminum Generator, costing more and utilizing Software and Bandwidth.

I have also added the new upgraded double decker Advanced Ship Yard for faster Human Star Ship production, also requiring Software and Bandwidth.

Next, United Earth players get a new wasteful government building in the form of the Department of Advanced Fish Mating Studies. This building creates research but, more importantly, offers over 5000 useless jobs, for larger colonies with a lot of unemployment.

The remainder of the new content is for the Water World map.

The Mesh Platform is a new bridge structure with no particular orientation, so you can connect them together without issue. You can now also harvest ocean Salt Water with the new Salt Water Pump, which is built directly onto Salt Water tiles. The water is stored using the Salt Water Tank, and can be converted into massive amounts of fresh Water using the new Desalination Factility.

For island Food production, I have added the Fishery, which is built directly onto water and harvests large amounts of Fish, and the Fish Cannery, which turns said fish into large amounts of Food. Fish will soon be making it's way to the GBT and, like Ether on the Ether map, will only be harvestable on the Water World map, since I said that I would be adding more unique map-specific resources to the game.

There is still more I.T. stuff to add, but I was playing my Water World map the other day and wanted to add some content to it, and I saw a post about Water World in the suggestions forum, and decided to go for it. I also want to add additional structures that can be built over water tiles, like tourist stuff, some unique housing, and an offshore drilling platform. I want to add boats or a water based bot, but I don't know if I will, since I will have to create a whole additional collision map for water tiles, which will take up a lot of runtime memory. We will see.

So that about sums it up for today's update. Like I said, it will be making it's way to all platforms in the coming days, so be on the lookout for the update. And as always, keep those suggestions coming, and thanks for playing My Colony!
5y ago
Hello commanders.

Today I would like to introduce my ideas for expanding the base, and some ideas for buildings!

For faction identifications, I’ll use colour of the text as follows:
United Earth,
League of Independent States,
Alpha Draconians,
Zolarg Empire.




Let’s begin with base expansion.
Currently the way expanding the base in v0.4.0 relies on building buildings in a dense pack (exclude the larger construction area provided by lander and naval yard).
So if we want to expand the base in a better way, we probably need something else.

Here are my ideas.
  • United Earth can still increase construction ranges by buildings, but I would like to have the range provided by buildings are larger.
  • League of Independent States requires Pioneer Rover deploy into a Pioneer Outpost to expand into other areas.
  • Alpha Draconians requires Command Node built within available areas, increasing the construction areas around the base.
  • Zolarg Empire has no restrictions of construction area. Buildings are deployed freely by various Worker Drones. For example, Aerohive Drone is deployed into a Aerohive (the Zolarg facility that produces airforce).


Next up, the buildings.
  • War Research Bureau (Tech II)
    The War Research Bureau brings blueprints and accesses to the high class weapons of UE armory.

    This UE tech building can unlock T3 contents. Model based on the Advanced Medical Research Centre.
  • Rocket Bunker (T2)
    The Rocket Bunker is equipped with rocket launchers. It’s capable responding threats from both land and air.

    It’s good against air units and decent against vehicles. However it can only target one unit at a time.
  • Land Fort (T3)
    Land Forts are heavy defense structure of United Earth. Equipped with 4 long range proton cannons it can bombard enemies in a long range.

    A very strong yet expensive land defense structure.
  • Drone Centre (T2)
    Drone Centre is a facility for building battle drones for air warfare and also the place for at most 4 drones to stand by.

    Air battle facility of UE.
  • Disruption Array (Superweapon)
    The Disruption Array is able to create a strange quantum phenomenon which will release a massive amount of energy, called the Disruption Burst.

    The primary superweapon of UE.
  • Warp Node (Superweapon)
    One of the secret dimensional weapon develoepd by United Earth, capable to teleport a small group of troops from a place to another without the need of portals.

    The support superweapon of UE.
  • Torpedo Platform (T2)
    The torpedo platform is a naval defense structure specialised for responding naval threats.

    The good news is, it can attack submerged units! Meanwhile the bad news is it’s neither anti-land nor anti-air.
  • Sensor Array (T3)
    The frequent stealth attacks launched by LIS makes anti-stealth devices a neccessity on frontlines combating LIS. Besides giving extra sight, it also detects hidden units.

    Special support structure of UE.
  • LIS Lander (Lander)
    “Time to give this piece of land a new meaning!” - LIS Lander deploying

    Resembles the UE Lander.
  • Infantry Camp (T1)
    The Infantry Camp manages both the militias and the mercenaries of LIS forces.

    Infantry training facility of LIS. Will looks like a pack of tents. Upgrading it will unlock T2 infantries.
  • Burner Generator (T1)
    The burner generator powers LIS bases by burning diesel.

    Basic power supply facility of LIS.
  • Watchtower (T1)
    These watchtowers are manned by LIS gunners. Although it’s not a very sturdy defense at all, but it has a good firing range and sight.

    Basic anti-infantry defense.
  • Garage (T1)
    The Garage produces LIS combat vehicles.

    Vehicle factory of LIS. Upgrading it will unlock T2 vehicles.
  • Hangar (T1)
    The Hanger produces LIS aircrafts needed for supporting attacks.

    Aircraft factory of LIS. Upgrading it will unlock T2 aircrafts.
  • Airfield (T1)
    An airfield can hold one LIS fighter or bomber plane.

    This is required in order to produce aircrafts other than Jetcopters if playing as LIS.
  • Drydocks (T1)
    The drydocks is needed for constructing LIS naval warfare vessels.

    Ship factory of LIS. Upgrading it unlocks T2 naval vessels.
  • Proxy Database (Tech II)
    The Proxy Database carries all protected military information of LIS. This facility is needed for producing T3 units.

    The only tech centre of LIS. Requires at least one upgraded Garage in order to build one. Unlocks T3 units like the Hacker and Solar Artillery.
  • Flak Turret (T1)
    Flak Turrets are used by LIS to combat against airforces.

    Anti-air turret of LIS.
  • Beam Tower (T3)
    The Beam Tower utilizes strong beams to destroy enemy forces effectively.

    Advanced defense of LIS.
  • Uplink Station (Superweapon)
    The uplink station calls the devasting Solar Cannon Bombardments, which a rain a rain of solar beams from the space.

    Primary superweapon of LIS.
  • Beam Projector (Superweapon)
    The Beam Projector creates a Beam Cage which will isolate the units inside the Cage from everything.

    Support superweapon of LIS.
  • Floating Bunker (T2)
    The Floating Bunker is equipped with pounder guns and anti-air flak cannon, an all-round naval defense.

    Can target an naval or land unit and an aircraft at the same time.
  • Pioneer Outpost
    This Outpost allows LIS forces to expand into further areas.

    Deployed by Pioneer Rovers. Adds a construction range around it.
  • Engineer Bay
    The engineer bay supports extra constructions of LIS bases and also provides repairs to damaged troops.

    Special support building of LIS.
  • Mother Command Module (Lander)
    MCM in short. This is the centre of a Alpha Draconian base.

    Resembles the Landers, deployed by construction probes. Upgrading this allows access to higher tier unit productions for factories within the range and new buildings.
  • Microreactor (T1)
    A tiny reactor that is powerful enough to power up common Alpha Draconian facilities.

    Basic power generator of Alpha Draconians.
  • Antanium Impactor (T1)
    Even on battlefields, this thing is still an imoortant economy building of Alpha Draconains.

    Act as a refinery.
  • Drone Pad (T1)
    Alpha Draconians warps drones to the battlefield like how they teleport drones to their colonies for resource collection.

    Infantry (drone) training centre.
  • Mecha Lab (T1)
    The place where Alpha Draconian mechas are produced for combats.

    Vehicle factory for Alpha Draconians. Also produces Draconian Orbiters (aircraft).
  • Sentry Module (T1)
    The Sentry Module deploys and resupplies guard drones which can take down enemy infantries.

    Anti-infantry and anti-air structure of Alpha Draconians. One Sentry dispatches 4 guard drones that fires rapid-fire blasters.
  • Ether Reactor (T2)
    The Ether Reactor is powered by Ether, which provides a even massie amount of energy needed by power-intensive units and buildings.

    Advanced power supply building. Strong explosion upon destruction.
  • Tesla Node (T2)
    A very power intensive defensive weapon which is lethal to almost everything.

    Advanced defense of Alpha Draconians.
  • Command Node (T1)
    The Command Node is required to expand a Draconian base.

    Provides extra construction range. Like Mother Command Module, buildings covered by the Command Node requires the Node’s upgrade to produce better units.
  • Draconian War Insitute (Tech II)
    The Draconian War Insitute provide access for Draconain commanders to the better ways of combats.

    Tech building of Alpha Draconians.
  • Electrosphere (Superweapon)
    The Electrosphere can fire a electron ball to release deadly discharges, while can also paralyse those survived and buildings.

    Primary superweapon of Alpha Draconians.
  • Nanocube (Superweapon)
    The Nanocube contains nanites which allows to put a tempoary invincible armour onto any steel (actually also works with concretes) claded objects. Anything biological will be killed as the armour coating is biologically harmful.

    Support superweapon of Alpha Draconians.
  • Shield Projector (T2)
    The shield projector provides a extra layer of defense to any Alpha Draconian base. If the shield is destroyed it’ll regenerate over time.

    Special support building of Alpha Draconians.
  • Command Post (Lander)
    The Command Post is the core in a Zolarg warfare.

    Deployed by the Queen drone, it’s same concept as the lander. However it won’t do constructions, instead it’ll create various kind of worker drones which deploys into buildings.
  • Sugar Burner
    Very ordinary power generator in any Zolarg colony and military base.

    Basic power generator of Zolarg.
  • Antanium Furnance
    Basically an ore refinery.

    Yes, an ore refinery. What else I can tell?
  • Barrack Mound (T1)
    There’s not much difference between a Barrack Mound and any ordinary mound in Zolarg Empire, except that there’s no Queen but officiers in Barrack Mounds.

    Infantry training facility of Zolarg Empire.
  • Watchtower (T1)
    Where soldier insectoids stays on duty to keep enemies away. One of them is a Rifle-bug and another being Grenadier.

    Land defense structure of Zolarg Empire.
  • Flak Bunker (T1)
    Flak bunker fires explosives mixed with ant pastes into the sky. Those aircrafts hit by these explosives not just have their hull damaged but also move slower.
  • Armourcrafts (T1)
    The craftsbugs in Armourcrafts builds crude combat vehicles for Insectoid soldiers.

    Vehicle factory of Zolarg Empire.
  • Aerohive (T1)
    The air swarms are breeded and trained here, which they are used for bombarding enemies.

    Aerohive is the airbase of Zolarg Empire, producing flying units.
  • Brood Training Centre (Tech I)
    In order to get the insectoid broods ready for field service earlier and the need for better tachics and weapons, the Brood Training Centre is needed.

    T2 Tech centre of Zolarg.
  • War College (Tech II)
    The War College provides full support to any Zolarg Commander who needs stronger powers.

    T3 Tech centre of Zolarg.
  • Boat Yard (T1)
    If you think Insectoids are afraid of the seas, then you’re wrong. They are ready to conquer the seas.

    Ship factory of Zolarg Empire.
  • Altar of Doom (Superweapon)
    The Altar of Doom is powered by the Zolarg Empire’s forbidden power - Antaura. Everyone who see it would feel like it’ll summon something that will cause a doomsday.

    Primary superweapon of Zolarg Empire.
  • The Tower of Mind (Superweapon)
    Anything that has a mind will never able to escape control from this Tower of Mind.

    Support superweapon of Zolarg Empire.
  • Shrine of Destiny (T2)
    The faith will keep your brothers going.

    Special support building of Zolarg Empire. It can boost up the training speed of units.

Hopefully you’ll like my ideas!
Hello @bastecklein!

Although I'm much less active on forums for these months, I do have an idea I wish to share. I had this idea since several months ago, a turn-based galactic civilization strategy game. Now here are the (not-so-detailed) details I have in my mind at this moment.

- What the game idea is about -
The game is about building the best galactic civilization, a rivalry between the 4 powers of the galaxy - United Earth, League of Independent States, Zolarg Empire and Alpha Draconians. Develop new technologies, construct fleets, colonize new worlds, conquer or ally with other civilizations, build the greatest cities......

- Gameplay Mechanics -

Resources
Resources are classified into 3 types: Yields, Special Commodites and Strategic Resources.
  • Yields
    They are resource outputs from any city and colony. Among the Yields, Supplies is for population growth, Industry determines how fast the city/colony can produce, Research contributes to technological development progress, Income adds money to your national treasury, Energy powers local special facilities. Except money, other yields are not stockpiled - only has supply and demand.
  • Special Commodities
    They are rare but vital resource for maintaining obedience of your civilization as well as valuable commodities for trade and boosting economy. Like yield, they are not stockpiled, and only has supply and demand. Examples such as Spices from My Starship and Marbles can only be extracted from available deposits, but things like Rum and Arts does not come from deposits but specific buildings (that are available for any cities and colonies).
  • Strategic Resources
    They are vital resources for building some advanced structures, and especially, building up your military. Strategic resources in my mind so far are Titanium (advanced metal), Uranium (fuel), Crystalline (advanced electronics raw material), Ether (advanced chemical) and Triantanium (super alloy). They are the only type of resources that can be stockpiled, and only accessible from extracting corresponding deposits in the system.

Research
I think the research gameplay would be more or less the same as the one in My Empire. For a common or a different tech tree between different factions, it is up to your consideration and decision.

Military and Combat
Of course, most battles involved would be space battles. But let's make battles on planetary surfaces also count - The planet is only "captured" after winning the land battle or the blockade is long enough for the local forces to surrender. The system can have local defensive forces on land (e.g. militias), and there are some starships that are specially designed for landing warfare (e.g. dropships).

Next idea. Space vessels, no matter civilian vessels like colony ship or military vessels even the lightest frigate, can only operate in limited range where logistics are available. These operation range are normally provided by colonized systems, but if you need a further reach, you can build space stations - which serve as logistics depot that expands operation range as well as a defense station that can repel small scale offensives.

Political Territory
Political territory decides what are yours, what are others' properties, and what are neutral. You can only extract resources in your political territory, and relatively, other civilizations normally cannot have access to what inside your territory. These entities provides political territories - Space Stations, Colonies and Cities. Colonies provides relatively weaker political influence.

Diplomacy and Minor Civilizations
As always for a civilization sim - diplomacy has its importance. Good diplomacy opens opportunities and allows you having access to some exotic resources (without using "much" violence), as well as establishing some reliable alliances that protects you from potential foreign threats.
Diplomacy with minor civilizations would be very simple. A good relations opens up trade with them, a better relation turns them into puppet state members of your great empire. Of course, a bad diplomacy with these smaller empires still have some consequences, militaristic minor civilizations may even invade your empire with their own fleet.

Obedience
Although the word describing it might not be accurate, but generally..... public order, morale and happiness. Each system politically belongs to yours will have a rating of obedience, which impacts battles occurring and yields in the corresponding system. Luxuries, social infrastructures and presence of some defensive troops with martial law trait (e.g. United Earth's Security Forces) generates and adds obedience. Enemy blockades, sabotages, losing battle and overcrowding are major factors decreasing local obedience.

If a enemy blockade takes place, when obedience dropped to certain level, the local government surrenders to the blockade enforcing civilization.

Using your fleet to blockade your own planets does also lower obedience, but the obedience value is maintained to at least certain level. When things have gone far worse, using the might of your fleet can restore some public order.

Not considering wartime situations, if local obedience dropped to 0, it would become renegade city state, attempting to break off from your civilization.

Capturing an enemy system will always decrease the obedience of the captured system, but would never drop beyond certain level (which if the value is lower than the limit when the system is captured, the obedience would instead increase to minimal value).

Hopefully you like these ideas so far.
Greetings!

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.
Greetings!

Here are my ideas about LIS.


Buildings
  • 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.

Units
  • 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).
I know that many players have been patiently waiting for the next My Colony 2 update, but now the way is finally over as MC2 has just been updated to v0.31.0, and along with the usual bug fixes, this update brings with it a massive new content dump! So what all is inside? Let's take a look!


If you look at the screenshot above and think that something seems a bit fishy, then you would be correct. This update adds fish as a new resource, and you will now see them swimming around in the oceans on the Water World map! Fish are technically a Terrain type object in the game engine much like Ore and Gold deposits, except this is the first terrain class that can be generated in the water. The object also rotates in a circle, to give the appearance that the fish are swimming. They will spread too, similar to synthetic crystalline (although at a slower rate). The oceans on Water World are so overflowing with fish, that I doubt anybody will ever run out.

To go along with the new fish resource are the also-new Fish Dropoff structure and the Trawler unit, which are available pretty early on in the game and made with models provided by @spamdude . The Fish Dropoff can store 2500 Fish and also converts some of it into food, but once you unlock Salt Water production, you can also build the shore based Refrigerated Fish Bins for additional Fish storage. In addition to the new content, the existing Fish Hatchery gains fish storage and slight generation.

Moving on, there was a massive dump of community submitted MC2 models on the Official Discord Server recently, with contributions coming in from @spamdude , @SPARKY0303 and @DoYouHaveAnyOats , so please take a moment to thank these three users for their contributions to the game! In the screenshot below, you can see many of the new structures.


New buildings provided by @SPARKY0303 are the Hospital, the Virtual Music Experience and the Integrated Nuclear Reactor. The Hospital was a much needed upgrade to the two infirmary structures which were increasingly unable to keep up with the medical demands of larger colonies. The Virtual Music Experience adds a new semi-early game entertainment structure for your colonists (which also generates some money) and the Integrated Nuclear Reactor is another much needed structure, providing a power boosting upgrade to the existing Small Nuclear Reactor.

In addition to the new Fish related content already mentioned, further contributions from @spamdude include the new Medium Software Studio, Advanced Drilling Platform, Integrated Warehouse, and Medium Security Station. The Medium Software Studio, Integrated Warehouse and Medium Security Station each represent new mid-game upgrades to some of the existing structures that badly needed upgrade options, with the new Integrated Warehouse in particular adding storage for many resources that the regular Warehouse did not cover.

The new Advanced Drilling Platform might just be everyone's new favorite structure. Currently the most expensive building in the game and requiring the new Ultra Deep Excavation tech, the Advanced Drilling Platform consumes Helium 3 (as well as a fair amount of Power, Water and Bandwidth) while producing Ore, Regolith, Gold, Aluminum, Oil, Salt Water, the new Clay resource, and even a few Alien Artifacts! Clearly you are going to need to get your hands on some Helium 3 in order to operate this thing, but you can either find it in the Galactic Board of Trade, or the new Integrated Nuclear Reactor also produces enough Helium 3 to operate one Advanced Drilling Platform. I have also added a new Helium 3 Tank to the game, since it is clear that more He3 storage will be needed going forward.

From @DoYouHaveAnyOats we have three new structures, the Elementary School, High School and the nonsense Fish 'R Us building.


The two school models to me looked like they required an Atmospheric environment, so they are only available on worlds which would have an atmosphere. They both sit below the current Vocational Training Center in terms of education output, but are good early game education structures. The Fish R Us is similar in mechanics to the existing Canteen, except it utilizes Fish instead of Rum. I'm not going to post a picture of it here, you just have to see it in-game.

There are a few other new structures to arrive in this update as well. The new Ancient Alien Quantum Physics tech unlocks two new Alien structures, the Alien Solar Tower and the Quantum Food Silo, which both represent much needed Alien upgrades to existing structures. Climate Science Theory tech has also been added to the game, and unlocking it will allow you to build the new Nuclear Water Synthesis Plant, which I felt was needed particularly on the Lunar and Abandoned Worlds.


On top of all of the new content, some tweaks have been made to some of the existing items in the game. I have increased the charcoal output of the Charcoal Factory, slightly reduced the rum consumption of the Canteen, increased the spice and ether storage on the Lander, added a small amount of Helium 3 and Salt Water storage to the Lander, and added several new upgrade paths for existing structures to take advantage of the new content.

There are also some technical changes and fixes. Firstly, I corrected an issue where players who were not logged in to an Ape Apps Account were unable to play the game. I fixed a bug where MC2 was unable to load using the new Ape Apps Launcher. Structures can now be placed directly over Terrain objects, doing so will automatically bulldoze the terrains underneath. I corrected several technical issues with the Galactic Board of Trade. Fixed a bug where you could no longer properly build Palm Trees or Synthetic Crystalline deposits. There were also several minor fixes and UI tweaks made to the game.

All in all, this update includes 1 new Terrain object, 3 new Techs, 2 new Resources, 1 new Unit, and 16 new Structures. I want to thank everyone who contributed content to this release (as well as bug reports and suggestions), and I hope that you all take a moment to show them some gratitude as well! This update took a bit longer than normal, but I think you will find that it was worth the wait. It should be available to play right now on the Launcher and on the Web, and should be hitting Android and iPhone over the coming days, so let me know what you think, let me know what issues you find, and stay tuned for more!

https://www.apewebapps.com/my-colony-2/

#mycolony2
2y ago
Right now, excavation is pretty much limited to a single tile of depth and the good ol’ excavator. I get the feeling that this is likely in part due to technical limitations, but if overcome, excavation could become a much fuller and more engaging part of MC2, possibly even introducing room for lore. In my visions for a new system of excavation, settlements could eventually dig holes a hundred tiles deep with the help of a new branch of excavation-related techs, structures, and vehicles. Scarce or “delicate” resources such as clay would be found in abundance at specific depths and many new structures would be specialized to tap into underground phenomena, for example, magma-powered electrical plants or supercharged water pumps. Terrain editing would also become available with vehicles called Landmovers, allowing you to form artificial mountains or reclaim islands on ocean worlds.

The major gist of this new excavation system would be the separation of the ground into many roughly-defined layers, each containing distinct resources and geological features, though different world types would have disparate layer compositions as well as their own unique features. Rich deposits of Crystalline could occur in heavily saturated caves on Frozen or Desert Worlds, rare heavy metals could be scattered beneath the surfaces of Lunar Worlds as a result of ancient meteorites, and naturally, oil deposits could be found beneath the ocean floors on Ocean Worlds. Alien ruins would also become more and more common at greater depths, eventually culminating in an ancient layer of all planet types housing the remnants of a staggeringly advanced Alien civilization.

The Alien layer would contain hundreds of unbuildable Ancient Alien buildings clustered into small outposts and larger cities in various states of disrepair, spaced relatively far apart from each other. These Alien buildings, operating beyond the knowledge of the current corpus of Ancient Instructions, could produce valuable resources such as artifacts to any settlement which harnessed them, but all Alien settlements would be guarded by extremely powerful automatic turrets, capable of vaporizing a Main Battle Tank from three chunks off. In fact, they'd deal extremely high, unmitigated area damage, so that low-level settlements would not be able to immediately tap into them. Many of the “true” alien buildings found in a conquered alien settlement would provide powerful and unique benefits to its conqueror, such as specialized Artifact production or efficiency boosts for certain utility providing buildings in other settlements. A new intermediate class of "inspired" alien buildings would also be exclusively unlocked by controlling alien settlements.
Possible research branches and associated mechanics

  • Deep Excavation (existing tech, unlocks Excavators with 5-tile excavation range)
  • Advanced Geochemistry (requires Deep Excavation, unlocks entry-level elevation-specific structures and Survey Probes, gateway tech to other excavation-related techs)
  • Earthmoving Techniques (requires Advanced Geochemistry with a level 3 settlement, unlocks Landformers for filling in holes/creating mountains and Borers with 10-tile excavation range)
  • Underground Infrastructure (requires Advanced Geochemistry and Ancient Alien Manufacturing with a level 4 settlement, unlocks more permanent elevation-specific structures and large Mobile Excavation Platforms with 20-tile excavation range)
  • Ultra Deep Exploration (requires Underground Infrastructure and Artificial Intelligence with a level 4 settlement, unlocks expensive Quantum Boring Platforms with 50-tile excavation range)

Possible significant excavation depths

  • 3 tiles: Alien structures begin to appear occasionally
  • 6-10 tiles: Planet-specific underground phenomena begin to appear
  • 15-17 tiles: “Intrinsic” underground phenomena such as saturated rock begin to appear
  • 20-23 tiles: Isolated alien structures begin to appear very rarely
  • 37-40 tiles: Alien layer begins

Overall, this system might end up significantly changing the progression to Alien and subsequent tech, but I believe it will be a good thing for preventing Alien Artifacts from becoming just another individually nondescript resource as it did in My Colony. Bast took steps towards making Artifacts special with the initial introduction of the excavation system, and similarly with Spice and Spice Veins. MC2 was designed in 3D, so I think it may as well play into that topographically as well. Thanks for reading, and let me know what you think of this idea in the comments!
1y ago
Red planet:
Cobalt: Cobalt is a really pretty blue gem that can be made into jewelry, commonly found on mars. Some cobalt is radioactive and can be used to treat cancer, and it is used as a blue color in glass and ceramics. It's also used in batteries because of it's corrosive resistant nature, and it's used in alloys that make up aircrafts. Most of those uses aren't interesting in relation to my colony, but using our fictional imagination, we could find many uses for it.

Cobalt could be required in later game buildings on lava world to prevent corrosion damage from the high atmosphere levels of CO2. In early game on lava world, buildings would wear out very quickly and explode due to the corrosive atmosphere. Thus it would take an abundant amount of cobalt to build up your colony to the point where it is impervious to the atmosphere. Cobalt could also be used to make better solar towers than diamond towers, and it could also be consumed in certain commercial buildings to produce money, as it is a jewel. The more advanced hospitals could also consume cobalt in small amounts periodically. I'm sure that yall could think of some more uses for such a resource. I couldn't think of what resource to give the red planet type and this one seemed the most interesting.

Lava world:
Acid: With lava world having 500 million atmosphere, it's atmosphere becomes very corrosive towards anything that can be eaten by acid. Insectoids get around this with their hard, acid-proof shells, and reptilians have shields that block the air from crushing and eating them up, but without cobalt, humans could never survive under such conditions.

Thus, Xolarg and reptilians gain a new valuable resource called acid, being able to take it directly from the atmosphere of lava planets, rapidly reducing the atmosphere in the process. It's main usage is it's ability to drastically increase a planet's atmosphere, yet only late-game players should be able to use it, or else early game players could be gifted some acid so that they could raise their atmosphere without having to play the game correctly. Acid can also be used to break down more solid organic resources, like plastic and wood, into lots of more abundant and less valueable resources, like sugar, food, and oil.

You could also implement a new policy with this resource: Purge. Purge will eradicate a fraction of you colonists. How big of a portion of you populate is killed off depends upon your choice, but you would need 1 unit of acid per 10 colonists killed off. The real-life principal behind this is simple; randomly select some of your populate and have them poison themselves. The only reason you would need to do this is if you colony has grown too large for your food supply and a mass starvation event would occur that would wipe out your colony, and there may be too many for you to just kill them one by one. A purge would drastically lower happiness, but may save your colony in the long run. For region planets especially, this may be necessary.


5y ago
I really hope that this advancement can make the cut for 0.47.
11mo ago
Although I haven't made very many submissions lately, I was looking for some general feedback from others so I can get an idea of which one of my creations would be the best fit for 0.47 or for a different update.

Integrated Rum Distillery
https://www.ape-apps.com/viewpage.php?p=49785

Dozen Stairs
https://www.ape-apps.com/viewpage.php?p=49601

Advanced Jewelry Store
https://www.ape-apps.com/viewpage.php?p=49235
8mo ago
Today I have posted the v0.48.0 release of My Colony 2 which should soon be hitting all platforms. Let's take a look at what is new!


Since I have been pretty backed up on my other projects lately, I primarily wanted to get a bug fix patch out to correct an issue where units could not be selected on touch screen devices (which is a pretty big deal). This should now be fixed in this update, but let me know if you are still having issues.

In addition, I have added four new structures that were posted here in the forums: the Potters Den ( @therealchromedino ), Integrated Rum Distillery, Dozen Stairs Meeting Center, and Advanced Jewelry Store ( @RekEm1999 ). To support the new structures, the Pottery resource has also been added to the game.

I have not had a whole lot of time to work on the My Colony series of games lately and that probably will not be changing any time soon, but as long as the games are in pretty good shape, I don't think it's a very big deal, since they both have quite a bit of content as-is. But please let me know what issues you find in the game so that I can get a patch issued!

https://mycolony2.com/

#mycolony2
7mo ago
Gold ? the gold labs are unaffected its the Advanced Plastics plant that could be deleted .
And as for robots fact is the Advanced plastic plants does not use many But seeing as how every thing else uses ALOT it saves a few so that is a plus .
And finely the medium recycling plants will take every employ who lost a job from deleting the advanced plastic plants as they employ 65 and that plant employs 50 .
I now have 11 medium recycling plants and am bringing in a extra 180 plastic .and 18 al
Were did get Gold labs from ? recycling plant does not make gold .
7y ago
Welcome
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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