Search - ant paste
These ideas are simply to cover some of the gaps that I see in the zolarg playthrough.
first of all, I think that at some point, just like humans, zolarg should gain the ability to produce every resource automatically instead of requiring micromanagement. Some people might fight me on this, but if zolarg are going to be as powerful as humans are now, they need automation just like humans.
The below names for the techs and buildings are just examples of what they could be named. It's the concepts that matter the most.
Techs:
Alien genetic engineering: The ancients were very skilled at designing organisms to their liking. Learn their ways of mass producing organic resources.
Tall construction: learn how to build and grow sturdy buildings that reach for the sky and save space.
Organic megastructures: Learn how to build massive organic structures that people can live and work in. They heal themselves as long as they receive food and water, and they allow for a higher level of industry. This technology far surpasses the ancients in the field of organic engineering. It's all uncharted territory from here.
Insectoid shipbuilding: this tech already exists, but I was thinking of expounding on it
Insectoid clay works: Insectoid have finally learned what to do with all that clay they've been collecting. Learn how to make bricks and pottery.
Resources:
Brains: These are the insectoid's version of the microchip. This organic form of computing far suprasses the microchip, and thus less are needed in order to fulfill computing needs. However, the cost to build them is high.
Organs: I feel like this one is self explanatory. Organs can be used in hospitals to heal people, and they could be used to make complex organic systems. you'll also get to see how they are used below.
Buildings:
Basic organics:
unholy brain grower: This building grows genetically engineered brains that, in all intensive purposes, are basically supercharged microchips. Since organic data storage is much more compact and powerful than traditional computing, one brain could do the work of 1 thousand microchips. This allows insectoids to now build complex structures that can do things for them. Consumes antaura, clay, food and ant paste in large quantities to prouce a small amount of brains.
Unholy Organ grower: Alien stem cell research and antaura research has given rise to organ growing, which has revolutionized the insectoid's health and technology fields. Consumes water, oil, and antaura to produce organs.
Organic robot factory: The insectoids have learned to genetically design and program organic robots to do their bidding. These robots are smarter and more flexible than rigid mechanical robots and they are cheaper to build. Some people even treat robots as pets as they can be given emotions and trained or programmed to do anything. However, the demand for these robots is higher due to organic products being less durable than mechanical ones, and there's the fact that any building that uses them requires food and water as well. consumes microchips, organs, food and water to produce robots.
Sacrificial alter: Any religion has it's share of required sacrifices, and insectoid religion is no different. By sacrificing their robotic pets, insectoids are given access to massive amounts of antaura. Consumes lots of robots, generates massive amounts of antaura.
unholy cloner: Using the ancients organic technology and the raw power of antaura to mass-produce more insectoids. requires alien artifacts, antaura, food and water during use.
Insectoid shipbuilding:
Starship grower: Consumes microchips, organs, robots, food, water, and ant paste to produce starships.
Starship lair: Houses and nourishes starships. Consumes food and water regularly.
Misc. Buildings:
Insectoid hotel: a tall, organic hotel that tourists can stay in. performs the same functions as the human hotel.
insectoid restaurant: a simple, antanium laden building that performs the same functions as the human restaurant.
large park: Insectoids have the necessary resources the build this building as well, so they should be able to build it.
Spire of revelations. When uranium is infused with antaura, it creates a powerful hallucinogen that fills an insectoid's mind with revelations from the gods. This generates pure knowledge, leading to massive amounts of research progress. however, this substance takes it's toll on the one using it and they could wither away rather quickly from radiation poisoning if they aren't given constant medical care. Would be an upgrade to the spire of knowledge.
Organic megastructures:
Unholy Paste extruder: A massive organic factory that uses antaura, water, trash, and sugar in large amounts to constantly produce a large amount of ant paste. It will still produce ant paste when out of trash, but trash accelerates the production. This gives insectoid that ability to take care of their trash problems.
clothing sweatshop: Same concept as the human sweatshop, except that this sweatshop is a massive organic factory and employs more workers. Consumes tons of cloth to produce tons of money.
Clayworks factory: Produces large amounts of pottery and bricks, but is very inefficient and uses more clay than necessary.
Organic hive: This building would be an upgrade to the unholy mound of worship, but it wouldn't produce anymore antaura. The building is entirely organic and houses many more insectoids. It pulls it's food and water from the ground through roots like a tree, so it doesn't consume anything and will never take damage.
Organic arcology: A mega-hive that houses tens of thousands of insectoids and grows it's own food and provides lots of entertainment and jobs to its residents. consumes sugar, water, and triantanium constantly to produce food, feed itself, and heal structural damage.
Unholy wood synthesizer: An organic megastructure that synthesizes wood. Ant paste, when combined with antaura and cloth and then hardened, becomes fibrous like wood and can be used in all the same ways as normal wood can. consumes antaura, ant paste and cloth to produce wood. Bast can decide how much wood is produced. It doesn't really matter as long as we get an automatic way to make wood for zolarg. I feel like cloth is largely unused but easily produced in regards to zolarg.
Overmind command center: Turn your unholy command center into an organic megastore that can think for itself and govern your people. Requires the most amount of brains to build out of any other building, but rewards you with even more civic production.
Charcoal buildings:
Charcoal hut: add the same hut that humans have in so that zolarg can use it to make charcoal. I feel like if insectoids know how to burn sugar for power, they should know how to make charcoal from wood.
dark power spire: like the power spire, but feeds off of charcoal instead of sugar. Could be useful on a sugarless planet.
I'll come up with more over time.
first of all, I think that at some point, just like humans, zolarg should gain the ability to produce every resource automatically instead of requiring micromanagement. Some people might fight me on this, but if zolarg are going to be as powerful as humans are now, they need automation just like humans.
The below names for the techs and buildings are just examples of what they could be named. It's the concepts that matter the most.
Techs:
Alien genetic engineering: The ancients were very skilled at designing organisms to their liking. Learn their ways of mass producing organic resources.
Tall construction: learn how to build and grow sturdy buildings that reach for the sky and save space.
Organic megastructures: Learn how to build massive organic structures that people can live and work in. They heal themselves as long as they receive food and water, and they allow for a higher level of industry. This technology far surpasses the ancients in the field of organic engineering. It's all uncharted territory from here.
Insectoid shipbuilding: this tech already exists, but I was thinking of expounding on it
Insectoid clay works: Insectoid have finally learned what to do with all that clay they've been collecting. Learn how to make bricks and pottery.
Resources:
Brains: These are the insectoid's version of the microchip. This organic form of computing far suprasses the microchip, and thus less are needed in order to fulfill computing needs. However, the cost to build them is high.
Organs: I feel like this one is self explanatory. Organs can be used in hospitals to heal people, and they could be used to make complex organic systems. you'll also get to see how they are used below.
Buildings:
Basic organics:
unholy brain grower: This building grows genetically engineered brains that, in all intensive purposes, are basically supercharged microchips. Since organic data storage is much more compact and powerful than traditional computing, one brain could do the work of 1 thousand microchips. This allows insectoids to now build complex structures that can do things for them. Consumes antaura, clay, food and ant paste in large quantities to prouce a small amount of brains.
Unholy Organ grower: Alien stem cell research and antaura research has given rise to organ growing, which has revolutionized the insectoid's health and technology fields. Consumes water, oil, and antaura to produce organs.
Organic robot factory: The insectoids have learned to genetically design and program organic robots to do their bidding. These robots are smarter and more flexible than rigid mechanical robots and they are cheaper to build. Some people even treat robots as pets as they can be given emotions and trained or programmed to do anything. However, the demand for these robots is higher due to organic products being less durable than mechanical ones, and there's the fact that any building that uses them requires food and water as well. consumes microchips, organs, food and water to produce robots.
Sacrificial alter: Any religion has it's share of required sacrifices, and insectoid religion is no different. By sacrificing their robotic pets, insectoids are given access to massive amounts of antaura. Consumes lots of robots, generates massive amounts of antaura.
unholy cloner: Using the ancients organic technology and the raw power of antaura to mass-produce more insectoids. requires alien artifacts, antaura, food and water during use.
Insectoid shipbuilding:
Starship grower: Consumes microchips, organs, robots, food, water, and ant paste to produce starships.
Starship lair: Houses and nourishes starships. Consumes food and water regularly.
Misc. Buildings:
Insectoid hotel: a tall, organic hotel that tourists can stay in. performs the same functions as the human hotel.
insectoid restaurant: a simple, antanium laden building that performs the same functions as the human restaurant.
large park: Insectoids have the necessary resources the build this building as well, so they should be able to build it.
Spire of revelations. When uranium is infused with antaura, it creates a powerful hallucinogen that fills an insectoid's mind with revelations from the gods. This generates pure knowledge, leading to massive amounts of research progress. however, this substance takes it's toll on the one using it and they could wither away rather quickly from radiation poisoning if they aren't given constant medical care. Would be an upgrade to the spire of knowledge.
Organic megastructures:
Unholy Paste extruder: A massive organic factory that uses antaura, water, trash, and sugar in large amounts to constantly produce a large amount of ant paste. It will still produce ant paste when out of trash, but trash accelerates the production. This gives insectoid that ability to take care of their trash problems.
clothing sweatshop: Same concept as the human sweatshop, except that this sweatshop is a massive organic factory and employs more workers. Consumes tons of cloth to produce tons of money.
Clayworks factory: Produces large amounts of pottery and bricks, but is very inefficient and uses more clay than necessary.
Organic hive: This building would be an upgrade to the unholy mound of worship, but it wouldn't produce anymore antaura. The building is entirely organic and houses many more insectoids. It pulls it's food and water from the ground through roots like a tree, so it doesn't consume anything and will never take damage.
Organic arcology: A mega-hive that houses tens of thousands of insectoids and grows it's own food and provides lots of entertainment and jobs to its residents. consumes sugar, water, and triantanium constantly to produce food, feed itself, and heal structural damage.
Unholy wood synthesizer: An organic megastructure that synthesizes wood. Ant paste, when combined with antaura and cloth and then hardened, becomes fibrous like wood and can be used in all the same ways as normal wood can. consumes antaura, ant paste and cloth to produce wood. Bast can decide how much wood is produced. It doesn't really matter as long as we get an automatic way to make wood for zolarg. I feel like cloth is largely unused but easily produced in regards to zolarg.
Overmind command center: Turn your unholy command center into an organic megastore that can think for itself and govern your people. Requires the most amount of brains to build out of any other building, but rewards you with even more civic production.
Charcoal buildings:
Charcoal hut: add the same hut that humans have in so that zolarg can use it to make charcoal. I feel like if insectoids know how to burn sugar for power, they should know how to make charcoal from wood.
dark power spire: like the power spire, but feeds off of charcoal instead of sugar. Could be useful on a sugarless planet.
I'll come up with more over time.
Hello guys!
So in order to make some of the productions competitable to that of humans, especially the ‘supremacy’ on their own ‘invention’ antanium and ant paste.
An industrial revolution is definitely needed. So here, I’ll introduce my ideas.
Of course, it not just features resource production. It also features some utility stuff...
Industrial Innovations (tech)
Turbine Mound
A 2×2 power generation structure for Insectnoids. Upgrades to the Petroplant.
Notes: does not consume water during operation.
Unholy Reactor
An upgrade for the petroplant.
Insectnoid Steelworks
A further upgrade on the Antanium Blast Furnance, additionally consumes sugar as catalyst. Utilizes software and bandwidth.
Paste Hive
An 2×2 structure for producing ant paste, more efficient than 4 smart paste tanks.
Paste Soil Sugar Farm
In case you cannot afford quantum sugar cloners but urgently needs lots of sugar, this is what you need. An upgrade of sugar farm. Consumes ant paste, of course.
Shrine of the Brewers’ Blessings
An upgrade of the Unholy Brew Pit, not just making more batches of brews, but also provides some entertainment.
Still uses Antaura, at a slightly higher amount.
Gas Cracker
Because so far insectnoid don’t really have and use helium-3, I’m going to introduce this idea.
Alchemy Hive
Of course, it’ll surely give you an automated aluminium (and gold) production, as well more ores. Burns charcoal.
Unholy Alchemy Hive
An upgrade of the Alchemy Hive. Consumes Antaura and helium-3.
Charcoal-mound
Upgrade for smoldering pit, if you need more charcoal.
So in order to make some of the productions competitable to that of humans, especially the ‘supremacy’ on their own ‘invention’ antanium and ant paste.
An industrial revolution is definitely needed. So here, I’ll introduce my ideas.
Of course, it not just features resource production. It also features some utility stuff...
Industrial Innovations (tech)
Research how to increase industrial output via innovations of machinery and tools - In Insectnoid style.
Turbine Mound
Turbines are still new to the Insectnoids, but at least they know what to do with them. Burns oil to boil water, generating electricity.
A 2×2 power generation structure for Insectnoids. Upgrades to the Petroplant.
Notes: does not consume water during operation.
Unholy Reactor
This unholy reactor is powerful as an nuclear reactor, but has an advantage of stability. Yet I’m not saying it’s absolutely safe, unholy powers can be destructive if under careless handling. Consumes Antaura and helium-3.
An upgrade for the petroplant.
Insectnoid Steelworks
‘Running out of antanium’ is never a problem with this steelwork equipped with complex (and crude) machineries, with the Insectnoid Mind Network connected for easy management.
A further upgrade on the Antanium Blast Furnance, additionally consumes sugar as catalyst. Utilizes software and bandwidth.
Paste Hive
An indoor facility, with smart indoor conditioning, for churning out lotta of ant pastes for endless constructions and food enrichment. Utilizes software and helium-3.
An 2×2 structure for producing ant paste, more efficient than 4 smart paste tanks.
Paste Soil Sugar Farm
Researches finds out ant pastes can enrich soil nutrients, thus enhancing the growth of sugar canes. This sugar farm not just utilize paste fertilizers, it’s also decorated with glazed ceramic walls.
In case you cannot afford quantum sugar cloners but urgently needs lots of sugar, this is what you need. An upgrade of sugar farm. Consumes ant paste, of course.
Shrine of the Brewers’ Blessings
While worshipping the unholy powers of Antaura, why not having some good brews of blessings from the gods? Additionally uses helium-3 and bandwidth to make the brews even better.
An upgrade of the Unholy Brew Pit, not just making more batches of brews, but also provides some entertainment.
Still uses Antaura, at a slightly higher amount.
Gas Cracker
Applying some power to crack helium-3 from atmosphere. It’s a slow process, but it will bring you the valuable Helium-3 for a couple of industrial usage.
Because so far insectnoid don’t really have and use helium-3, I’m going to introduce this idea.
Alchemy Hive
Long ago, the Insectnoids are already able to seperate aluminium and gold from ores, and also enriches the ores. But today they still don’t know it’s science, they still believe it’s a magic, it’s alchemy.
Of course, it’ll surely give you an automated aluminium (and gold) production, as well more ores. Burns charcoal.
Unholy Alchemy Hive
What would alchemy with evilness be? It’s gotta be lots of minerals.
An upgrade of the Alchemy Hive. Consumes Antaura and helium-3.
Charcoal-mound
A little mound specialized to burn wood into more charcoal.
Upgrade for smoldering pit, if you need more charcoal.
I see a lot of things missing for zolarg, although I'm still able to play the game to some extent. I feel like there are many resources that need alien or unholy versions. Below are some resources that I think need a better way to produce them:
Food: food is ridiculous, you need an entire small map full of the food fortification plants just to support 40-50k colonists over several maps. Humans can do much better as they have the tall farms that produce 500 food every couple of seconds, or the food processing factories that just spew out food.
water: just like food, you end up having to create an entire small map filled with these things in order to support your colony as it grows. Eventually, I'll end up needing another map full of them. This definitely needs to change. Humans can produce an overwhelming amount of water in end-game, even to the point of causing the atmosphere to plummet, why should zolarg be stuck with such an inferior water production
Ant paste: This one too, I have a map full of paste mixers and they still don't produce very much ant paste. Usually with basic resources like this you can usually get to the point where you produce more than you can use in just one small map, but these paste mixers are the devil in end-game.
Antanium: This one too depletes very fast even with a small map filled with them, but not nearly as fast an ant paste. Still, ant paste is for zolarg what steel is to humans, and we have a steel alien factory, so I think these should have an alien counterpart as well.
Aluminum: I think it would be nice if zolarg got their own unique alien aluminum gen that took antanium to generate aluminum. UCM's can churn out aluminum, if you build an entire medium map full of them that is. Who has time to build that many? And don't tell me that we can just build mines, because humans can generate everything automatically at end-game, and there's nothing they can't mass produce.
Wood: we're still stuck in the dark ages with wood, growing and cutting down mega trees like an idle champ I am. My idea in the "fleshing out zolarg" thread in the ideas forum mentions a building that can combine paste, cloth, and antaura to make wood. I personally don't care how much @basteklein makes this thing produce as wood isn't too high in demand, we just need a way to automate that resource so we don't have to keep resorting to mega-trees.
housing: I feel like better housing is in order. The worship mounds do the trick but you have to spam them.
Colonists: We need a better way to get colonists faster. Perhaps in bigger housing, colonists could be produced quicker.
Importing/exporting: zolarg need the third and fourth tier customs centers. I recoomend the fourth being some sort of mystic gate that acts just like the stargate and consumes antaura. But zolarg really need to be able to export more than 1k resources at a time, especially if you're trying to prepare for a medium-map sized project and need several million of each resource and you have the money to import those resources.
Starships: We have the tech, but we don't have the means. This is the end of the game currently, and I feel like it should be more like the halfway point.
triantanium: I could've swore that zolarg were the first to get triantanium, yet I can't find any buildings for zolarg that produce it. I'd say that we should be able to produce it at some point. After all, zolarg invented antanium.
Charcoal,plastic,steel, robots, toys, paintings, brick, pottery, microchips, and instructions are all missing from zolarg. I feel like zolarg could use a lot of these in their own ways, but I also think that they shouldn't have access to everything that humans do, or else playing them would be just the same as playing humans in end-game. still, at least some of these resources would be useful.
I also feel like some of the resources in the game are lacking in ways to use them, so I just sell those to make money as I get them or gift them to my other colonies.
That's all I have for now, but I'm pretty sure I can come up with more if i think further about it. Those were the major areas anyway. i realize that zolarg are still under construction, so I understand why these aren't in the game, but I feel like zolarg has been put off for too long, and it may be one of the things that is causing the lack of interest from people of late. I recommend finishing them before doing anything extensive on reptilians side as people that have zolarg colonies have been waiting much longer than reptilian colonies have.
Food: food is ridiculous, you need an entire small map full of the food fortification plants just to support 40-50k colonists over several maps. Humans can do much better as they have the tall farms that produce 500 food every couple of seconds, or the food processing factories that just spew out food.
water: just like food, you end up having to create an entire small map filled with these things in order to support your colony as it grows. Eventually, I'll end up needing another map full of them. This definitely needs to change. Humans can produce an overwhelming amount of water in end-game, even to the point of causing the atmosphere to plummet, why should zolarg be stuck with such an inferior water production
Ant paste: This one too, I have a map full of paste mixers and they still don't produce very much ant paste. Usually with basic resources like this you can usually get to the point where you produce more than you can use in just one small map, but these paste mixers are the devil in end-game.
Antanium: This one too depletes very fast even with a small map filled with them, but not nearly as fast an ant paste. Still, ant paste is for zolarg what steel is to humans, and we have a steel alien factory, so I think these should have an alien counterpart as well.
Aluminum: I think it would be nice if zolarg got their own unique alien aluminum gen that took antanium to generate aluminum. UCM's can churn out aluminum, if you build an entire medium map full of them that is. Who has time to build that many? And don't tell me that we can just build mines, because humans can generate everything automatically at end-game, and there's nothing they can't mass produce.
Wood: we're still stuck in the dark ages with wood, growing and cutting down mega trees like an idle champ I am. My idea in the "fleshing out zolarg" thread in the ideas forum mentions a building that can combine paste, cloth, and antaura to make wood. I personally don't care how much @basteklein makes this thing produce as wood isn't too high in demand, we just need a way to automate that resource so we don't have to keep resorting to mega-trees.
housing: I feel like better housing is in order. The worship mounds do the trick but you have to spam them.
Colonists: We need a better way to get colonists faster. Perhaps in bigger housing, colonists could be produced quicker.
Importing/exporting: zolarg need the third and fourth tier customs centers. I recoomend the fourth being some sort of mystic gate that acts just like the stargate and consumes antaura. But zolarg really need to be able to export more than 1k resources at a time, especially if you're trying to prepare for a medium-map sized project and need several million of each resource and you have the money to import those resources.
Starships: We have the tech, but we don't have the means. This is the end of the game currently, and I feel like it should be more like the halfway point.
triantanium: I could've swore that zolarg were the first to get triantanium, yet I can't find any buildings for zolarg that produce it. I'd say that we should be able to produce it at some point. After all, zolarg invented antanium.
Charcoal,plastic,steel, robots, toys, paintings, brick, pottery, microchips, and instructions are all missing from zolarg. I feel like zolarg could use a lot of these in their own ways, but I also think that they shouldn't have access to everything that humans do, or else playing them would be just the same as playing humans in end-game. still, at least some of these resources would be useful.
I also feel like some of the resources in the game are lacking in ways to use them, so I just sell those to make money as I get them or gift them to my other colonies.
That's all I have for now, but I'm pretty sure I can come up with more if i think further about it. Those were the major areas anyway. i realize that zolarg are still under construction, so I understand why these aren't in the game, but I feel like zolarg has been put off for too long, and it may be one of the things that is causing the lack of interest from people of late. I recommend finishing them before doing anything extensive on reptilians side as people that have zolarg colonies have been waiting much longer than reptilian colonies have.
Runway Path
+20 movement speed; +10 for flying rovers
Lighted super path. Not Premimium.
Consumes 10 power
10 steel
5 antanium
3 ant paste
10 al
5 gold
1 mc
10 dia
5 ob
Zolarg Antanium Path
5 ore
3 ant
2 ant paste
Lighted Antanium Path- 1 power
7 ore
4 ant
3 ant paste
Obsidian Path
3 ore
2 ant
3 ap
5 ob
Lighted Obsidian Path- 1 power
5 ore
3 ant
5 ap
5 ob
+20 movement speed; +10 for flying rovers
Lighted super path. Not Premimium.
Consumes 10 power
10 steel
5 antanium
3 ant paste
10 al
5 gold
1 mc
10 dia
5 ob
Zolarg Antanium Path
5 ore
3 ant
2 ant paste
Lighted Antanium Path- 1 power
7 ore
4 ant
3 ant paste
Obsidian Path
3 ore
2 ant
3 ap
5 ob
Lighted Obsidian Path- 1 power
5 ore
3 ant
5 ap
5 ob
Gonna post ALOT of my ideas for the Zolarg faction. As it stands, compared to say... United Earth, the Zolarg tech tree is VERY small.
You can reach it's end in under a day, while United Earth takes atleast a week if you suck sorta, or probly 4-5 days if you know what you're doing.
As it stands, there's currently alot of buildings that don't do much for a "late-game" colony, atleast not as much as it COULD. I will go through each one, and suggest an upgrade for each that currently doesn't exist in any capacity, if I'm wrong on if there's no better upgrade, then let me know!
Brew Pit.
This produces about 2 rum per second, according to my stats page, so that's an estimate, however even with 91 fully staffed and operating, it doesn't equal enough rum to make more than 1 crystalline patch.
Suggested upgrade: Unholy Brew Tank. At the cost of Antaura, Water and Food, this could produce well up to 50 rum per second, and be just as large as a Brew Pit, with probly about 6 workers. Likely could cost Antanium, Antaura, Wood, and Ant Paste, maybe Civics as well.
Suggested Upgrade: Brew Ravine. At the cost of some sugar, water and food, this produces less food than the Unholy Brew Tank and takes up more space, being 1x3 diagonally top right, to bottom left length-wise, but also takes less workers, only 3. Could cost antanium, alot of Civics, Tons of ant Paste, Gold, and maybe Wood.
Supply Pile.
Ofcourse, it increases storage of literally everything, but just by a little bit.
Suggested upgrade: Unholy Pit of Stuff. Would be 2x2, but would store at least 4 times more things than 4 supply piles, since it'd look like a mystic-inspired, cool hole in the ground filled with stuff, and holes hold more than piles.
This wouldn't cost Antaura to run it, but could cost Antaura to build, but less amounts of other resources compared to a money pit, since you've got basically magic doing most of the digging.
Suggested Upgrade: Sugar Matrix of Supply. Could be just as big as a Supply pile, but would contain more, being a tall sugar-powered silo that uses sugar power in ways to miniaturize the contents. (or could be a constant Antaura draw maybe?) Would require workers to keep running, and maybe 50-100 power.
Shrine of Mystics.
Produces Antaura.
Suggested Upgrade: Unholy Temple of Mystics. Would be 3x3 or 4x4, but produces WAY more antuara than a Shrine of Mystics. Needs more workers also, but also could be a tech-required building for other researches.
Suggested Upgrade: Monolith of Mystics. Would remove the worker cost of Shrines, but would cost power and produce more Antaura than a Shrine. It would cost ALOT of antanium, Antaura and Civics to produce, but no Wood whatsoever. Or it could cost no Antaura.
Mound.
Gives 200 population room and produces a decent amount of food per second.
Suggested Upgrade: Unholy Mound of Whorship. Would be a 3x3 building that would likely contain atleast 2 times more, and would produce Antaura instead of Food as an addition.
Suggested Upgrade: Hive. Would be just as large, just a taller structure, and would cost primarily Antanium, Ant Paste, Civics, and Aluminum.
Aluminum Mine
Essentially an endless source of Aluminum, provided you have the time, effort and resources to keep placing them.
Indirect Upgrade Suggestion: Unholy Core Mine. This would be much larger, but uses Antaura to power itself along with alot of power. This could also be an upgrade to the Mining Operation, it could take WAY more workers, but produces a little bit of everything one could get from the ground.
Synthetic Crystalline Patch
A placeable patch of Crystalline, you can get 400 of it from this.
Indirect Upgrade Suggestion: Crystalline Growth Pit. Would be a 3x3-ish structure that costs alot of Rum to run, but produces Crystalline. Would cost Crystalline and Rum, maybe also Aluminum and Ant Paste. Would use Power to increase the growth rate of Crystalline, maybe 200 power?
Could also cause
Indirect Upgrade Suggestion: Crystalline Growth Node. Would be a 1x1 structure that costs Antaura and power to run, requires no workers, but ends up creating Crystalline patches near it that regenerate and expand at a rate needed for high crystalline demands.
Mega Tree
A really big tree that gives 800 wood.
Indirect Upgrade suggestion: Unholy Chamber of Growth. Clones colonists, and produces a bit of everything gained from plants, so wood and sugar mainly. Costs Antaura and power to run alongside a steady supply of water and a decent workforce. Dunno on costs and size.
New Building Suggestion: Pit of Terraforming. Burns wood and Ant Paste consistently in order to produce atmosphere.
Alt Idea: Antauran Utopian Pillar. Costs alot of Antaura to consistently produce atmosphere up to 11 million atmosphere. Or 16 million, either way it produces it up to a point and either temporarily turns off once that point is reached,
New Building suggestion: Gross Shape. Uses Antaura to absorb atmosphere above smog-levels, but looks really gross and wrong. Just a big ball of concentrated pollution. Could produce Pollution as a physical resource.
That's all I can come up with, sorry for the huge wall of text, I just really enjoy Zolarg, and want more to be added, so I'm doing my part as best as I can!
You can reach it's end in under a day, while United Earth takes atleast a week if you suck sorta, or probly 4-5 days if you know what you're doing.
As it stands, there's currently alot of buildings that don't do much for a "late-game" colony, atleast not as much as it COULD. I will go through each one, and suggest an upgrade for each that currently doesn't exist in any capacity, if I'm wrong on if there's no better upgrade, then let me know!
Brew Pit.
This produces about 2 rum per second, according to my stats page, so that's an estimate, however even with 91 fully staffed and operating, it doesn't equal enough rum to make more than 1 crystalline patch.
Suggested upgrade: Unholy Brew Tank. At the cost of Antaura, Water and Food, this could produce well up to 50 rum per second, and be just as large as a Brew Pit, with probly about 6 workers. Likely could cost Antanium, Antaura, Wood, and Ant Paste, maybe Civics as well.
Suggested Upgrade: Brew Ravine. At the cost of some sugar, water and food, this produces less food than the Unholy Brew Tank and takes up more space, being 1x3 diagonally top right, to bottom left length-wise, but also takes less workers, only 3. Could cost antanium, alot of Civics, Tons of ant Paste, Gold, and maybe Wood.
Supply Pile.
Ofcourse, it increases storage of literally everything, but just by a little bit.
Suggested upgrade: Unholy Pit of Stuff. Would be 2x2, but would store at least 4 times more things than 4 supply piles, since it'd look like a mystic-inspired, cool hole in the ground filled with stuff, and holes hold more than piles.
This wouldn't cost Antaura to run it, but could cost Antaura to build, but less amounts of other resources compared to a money pit, since you've got basically magic doing most of the digging.
Suggested Upgrade: Sugar Matrix of Supply. Could be just as big as a Supply pile, but would contain more, being a tall sugar-powered silo that uses sugar power in ways to miniaturize the contents. (or could be a constant Antaura draw maybe?) Would require workers to keep running, and maybe 50-100 power.
Shrine of Mystics.
Produces Antaura.
Suggested Upgrade: Unholy Temple of Mystics. Would be 3x3 or 4x4, but produces WAY more antuara than a Shrine of Mystics. Needs more workers also, but also could be a tech-required building for other researches.
Suggested Upgrade: Monolith of Mystics. Would remove the worker cost of Shrines, but would cost power and produce more Antaura than a Shrine. It would cost ALOT of antanium, Antaura and Civics to produce, but no Wood whatsoever. Or it could cost no Antaura.
Mound.
Gives 200 population room and produces a decent amount of food per second.
Suggested Upgrade: Unholy Mound of Whorship. Would be a 3x3 building that would likely contain atleast 2 times more, and would produce Antaura instead of Food as an addition.
Suggested Upgrade: Hive. Would be just as large, just a taller structure, and would cost primarily Antanium, Ant Paste, Civics, and Aluminum.
Aluminum Mine
Essentially an endless source of Aluminum, provided you have the time, effort and resources to keep placing them.
Indirect Upgrade Suggestion: Unholy Core Mine. This would be much larger, but uses Antaura to power itself along with alot of power. This could also be an upgrade to the Mining Operation, it could take WAY more workers, but produces a little bit of everything one could get from the ground.
Synthetic Crystalline Patch
A placeable patch of Crystalline, you can get 400 of it from this.
Indirect Upgrade Suggestion: Crystalline Growth Pit. Would be a 3x3-ish structure that costs alot of Rum to run, but produces Crystalline. Would cost Crystalline and Rum, maybe also Aluminum and Ant Paste. Would use Power to increase the growth rate of Crystalline, maybe 200 power?
Could also cause
Indirect Upgrade Suggestion: Crystalline Growth Node. Would be a 1x1 structure that costs Antaura and power to run, requires no workers, but ends up creating Crystalline patches near it that regenerate and expand at a rate needed for high crystalline demands.
Mega Tree
A really big tree that gives 800 wood.
Indirect Upgrade suggestion: Unholy Chamber of Growth. Clones colonists, and produces a bit of everything gained from plants, so wood and sugar mainly. Costs Antaura and power to run alongside a steady supply of water and a decent workforce. Dunno on costs and size.
New Building Suggestion: Pit of Terraforming. Burns wood and Ant Paste consistently in order to produce atmosphere.
Alt Idea: Antauran Utopian Pillar. Costs alot of Antaura to consistently produce atmosphere up to 11 million atmosphere. Or 16 million, either way it produces it up to a point and either temporarily turns off once that point is reached,
New Building suggestion: Gross Shape. Uses Antaura to absorb atmosphere above smog-levels, but looks really gross and wrong. Just a big ball of concentrated pollution. Could produce Pollution as a physical resource.
That's all I can come up with, sorry for the huge wall of text, I just really enjoy Zolarg, and want more to be added, so I'm doing my part as best as I can!
Hello guys!
As what @bastecklein have announced about, nanotech and the nanites will be introduced to other civs as well in the later update.
(reference post: https://www.ape-apps.com/viewpage.php?p=36234)
When nanotech meets Insectoids. What will be the result combinition?
At least these would be innovations.
Here are my ideas, hopyfully you guys liked it :D
Insectnoid Robotics (tech)
¯\_(ツ)_/¯ I don’t know how they imagined that lol
Robotics knowledge should help them to learn how to build nanites :)
Automaton Assembling Yard
The recipe for insectnoid robot is microchip + antanium + aluminium + software + ant paste + wheels.
Nanocrafts Workshop
Nanite production facility for Insectoids. Needs robots to run, as well multiple ingredients including microchips and crystalline.
Nano-Infirmary Hive
Upgrade of Infirmary hive (from Part 1 of the series).
Nano-bloodletting Station
In case Bast just want something simple as that.
Unholy Nano-Nerve Stimulator
Ultimate (right now) education facility for any Zolarg colony.
Nano Ether Juicer
Finally we can have something that automatically creates ether. Yay?
Ohh, almost forgotten. It does not hire workers, the job is get done by the automatons (robots). You know the dangerous radioactivity.
Insectoid Nano-Bioreactor
Bioreactors can be useful...
Nanocircuit Foundry
An ordinary example to utilize nanotech in electronics.
Nanobakery
Humm... Now I’m imagining how it would taste like...
Nanite Paste Hive
An upgrade of the Paste Hive from Part 2 of the series.
Nano-Crystalline Farm
(I’m still try to churn out something useful)
Nano-Alchemy Hive
Ignore cobalt if nothing the insectoids can utilize the cobalt.
Upgrade of the Unholy Alchemy Hive from Part 2 of the series.
As what @bastecklein have announced about, nanotech and the nanites will be introduced to other civs as well in the later update.
(reference post: https://www.ape-apps.com/viewpage.php?p=36234)
When nanotech meets Insectoids. What will be the result combinition?
At least these would be innovations.
Here are my ideas, hopyfully you guys liked it :D
Insectnoid Robotics (tech)
Wondered how Insectnoids have come over with the ideas of, Robotics?
¯\_(ツ)_/¯ I don’t know how they imagined that lol
Robotics knowledge should help them to learn how to build nanites :)
Automaton Assembling Yard
A workshop where the skilled insectnoids put all the pieces together to build automatons, one kind of crude yet functional robots that can get the job done.
The recipe for insectnoid robot is microchip + antanium + aluminium + software + ant paste + wheels.
Nanocrafts Workshop
Only the smartest and most skillful craftsbugs are capable of crafting one of the finest things in the world - the nanites. This workshop has every tool and automatons needed for creating these tiny nanotech products.
Nanite production facility for Insectoids. Needs robots to run, as well multiple ingredients including microchips and crystalline.
Nano-Infirmary Hive
Make use of nanites to deliver medicine accuately, this high tech infirmary hive can cure almost all diseases that an Insectoid would have.
Upgrade of Infirmary hive (from Part 1 of the series).
Nano-bloodletting Station
Enhanced using nanites, this clinic in insectoid fashion will terminate all diseases an Insectoid would experience in their life.
In case Bast just want something simple as that.
Unholy Nano-Nerve Stimulator
Once it was impossible to inject Antaura into any Insectoid indivdual. But now with nanites, we can directly inject Antaura-carrying nanites to stimulate and turn the tiny brains of Insectoids into... Super-smart brains. Notes: You have been warned about some potential permanent side effects, including evil personalities.
Ultimate (right now) education facility for any Zolarg colony.
Nano Ether Juicer
Tired of collecting Ether all by yourself? Here, I’ll introduce you the Insectoid innovation that nobody ever seen - an ether symthesizing device nicknamed ‘Ether Juicer’. By reacting crystalline, uranium and helium-3 in ant paste under strong electricity, mixed with from nanites and Antaura, a small stream of Ether is created, and tapped into barrels.
Finally we can have something that automatically creates ether. Yay?
Ohh, almost forgotten. It does not hire workers, the job is get done by the automatons (robots). You know the dangerous radioactivity.
Insectoid Nano-Bioreactor
When you have water and some ores, as well some nanites and tons of power, you can literally create any biomass in the galaxy, from food to lumbers, from wools to ant pastes.
Bioreactors can be useful...
Nanocircuit Foundry
By utilizing the nanotech advances, you can create thousands of circuit boards in this Nanocircuit Foundry in a minute.
An ordinary example to utilize nanotech in electronics.
Nanobakery
Nobody ever imagined nanites can be used for processing more nutritous food that way, even the Insectoids themselves. Just dump barrels of sugar and ant paste, mixed with some raw food, into the reactor. In a few minutes, the nanites casts magic onto these ingredients, creating one of the most innovative food, Nanocakes.
Don’t worry, nanites won’t left in the nanocakes, it’s 100% safe to eat.
Humm... Now I’m imagining how it would taste like...
Nanite Paste Hive
Creating ant pastes now won’t need any labor. The nanites will do the job for you - more productive than the old methods.
An upgrade of the Paste Hive from Part 2 of the series.
Nano-Crystalline Farm
If you think the Crystalline Growth Chamber isn’t fast enough at producing crystallines, this nanite-operated Nano-Crystalline Farm will satisify your wish.
(I’m still try to churn out something useful)
Nano-Alchemy Hive
The power of nanotechnology will elevate Insectoid alchemy to another level - Not just tonnes aluminium and gold can be created, it also creates uranium (and cobalt).
Ignore cobalt if nothing the insectoids can utilize the cobalt.
Upgrade of the Unholy Alchemy Hive from Part 2 of the series.
Hello guys!
In my perspective insectnoids are still using the most prime methods for their industries, and yet, not efficient at all. So now I have come with some ideas that will reinvent insectnoids’ production.
1. Paste Hive
This is a larger and more efficient facility for mass production of ant pastes. Workers will fill the entire facility with their saliva and sugar, and then heat them up to speed up the catalyst process. Probably the most disgusting place ever, however it gives a lot more ant paste than usual.
2. Antanium Blast Furnance
Some Insectnoids from human colonies have learnt some ‘new’ ways to make alloys even faster with blast furnances. They have just modified one, for their antanium production and they found it more efficient than their old ways. But just needs more power, and consumes sugar as catalysts.
3. Honey Mound
Insectnoids will go into the mound, manage the huge flowers, and extract honey from the nectaries when they bloom. That’s how Insectnoids produce one of the most delicious and luxurious food in Insectnoid society - Honey. However the process of nectar extraction is a bit complicated and not all insectnoids are able to do it.
4. Paste Soil Sugar Farm
Recently it is discovered that mixing soil with ant paste with some minerals can increase fertility of the soil. The insectnoids make use of this discovery for growing taller and more sugarcanes.
5. Unholy Paste Dispenser
Make use of the unholy power to generate epic amounts of ant paste!
6. Stockpile Silo
Have a taller storage so you can put more stuff in.
7. Alchemy Hive
Somehow the insectnoids can turn ordinery ores into shiny gold and aluminium, using the lost way rediscovered from their ancestors. Only the smartest Insectnoids are able to do it.
8. Mound of Scholarship
This mound keeps all kinds of documents and articles written on pieces of cloth. It gives advanced education to the broodlings, along with little research. Consumes cloth.
In my perspective insectnoids are still using the most prime methods for their industries, and yet, not efficient at all. So now I have come with some ideas that will reinvent insectnoids’ production.
1. Paste Hive
This is a larger and more efficient facility for mass production of ant pastes. Workers will fill the entire facility with their saliva and sugar, and then heat them up to speed up the catalyst process. Probably the most disgusting place ever, however it gives a lot more ant paste than usual.
2. Antanium Blast Furnance
Some Insectnoids from human colonies have learnt some ‘new’ ways to make alloys even faster with blast furnances. They have just modified one, for their antanium production and they found it more efficient than their old ways. But just needs more power, and consumes sugar as catalysts.
3. Honey Mound
Insectnoids will go into the mound, manage the huge flowers, and extract honey from the nectaries when they bloom. That’s how Insectnoids produce one of the most delicious and luxurious food in Insectnoid society - Honey. However the process of nectar extraction is a bit complicated and not all insectnoids are able to do it.
4. Paste Soil Sugar Farm
Recently it is discovered that mixing soil with ant paste with some minerals can increase fertility of the soil. The insectnoids make use of this discovery for growing taller and more sugarcanes.
5. Unholy Paste Dispenser
Make use of the unholy power to generate epic amounts of ant paste!
6. Stockpile Silo
Have a taller storage so you can put more stuff in.
7. Alchemy Hive
Somehow the insectnoids can turn ordinery ores into shiny gold and aluminium, using the lost way rediscovered from their ancestors. Only the smartest Insectnoids are able to do it.
8. Mound of Scholarship
This mound keeps all kinds of documents and articles written on pieces of cloth. It gives advanced education to the broodlings, along with little research. Consumes cloth.
H3110 guys!
Part 2 - The Insectnoid Industrialization
Insectnoid have been using very crude ways for their productions, so I think it is time to get their production some upgrades and elevate their production into an industrial mass production level, as well allow them to produce more complicated goods!
New Technologies!
Part 2 - The Insectnoid Industrialization
Insectnoid have been using very crude ways for their productions, so I think it is time to get their production some upgrades and elevate their production into an industrial mass production level, as well allow them to produce more complicated goods!
New Technologies!
- The Automatons
It’s time to ask yourself. Can insectnoid build their own robots? - Insectnoid Industrialization
Learn how to bring industrial class productions into insectnoid colonies, to increase resource output and produce advanced goods! - Industrial Coolant
Sometimes water is not an efficint enough coolent to cool down super-hot stuff (like a nuclear fusion generator). Learn how to make the coolants for the purpose.
(also applies on human tech tree) - Advanced Insectnoid Agriculture
Learn how to use fertilizers to increase agricultural output and use various crops and plants for various use.
- Paste Hive
A large ant paste production facility, using heaters to foster the process of turning sugar, water and saliva into ant paste. - Antanium Blast Furnance
Using a blast furnance for producing antanium more efficient than the stone age antanium furnances! - Automaton Assembling Yard
Here is where the Insectnoids assemble the crudest yet smart insectnoid robots from antanium, microchips and aluminium. Also consumes softwares. - Coolant Shroom
You may wonder, what do this wierd mushroom do? If you feed it with petroleum and crystalline, it will return you with the 100% organic coolants! - Subterranean Crystalline Farm
Harness the amazing power of the mushrooms, by just feeding them with water and atmosphere, crystalline grows on them! - Honey Garden
A large farming facility... or saying, a beautiful garden, for growing huge flowers and extract nectars from them for making one of the most luxurious and nutritious food in a insectnoid diet - honey (but also counted as food). Also provides a place for insectnoids to relax! - Paste Soil Sugarcane Farm
Use ant pastes as fertilizers and grow sugarcanes on this fertile land. What it can give is lotta of sugar that is more than farming directly on a piece of land. - Mushroom Farm
Sometimes, instead of growing sugarcanes for making food, why not just grow some raw edible mushrooms for your dinner! - Alchemy Hive
Insectnoids has found ways to produce various expensive metals (gold and aluminium) from ordinary ore... here is where the alchemists performs the magic of the alchemy! - Cloth Hive
Begin mass producing cloth (for tourism) with this large cloth hive. - Sugar mill
A insectnoid windmill which mixes ant paste with sugar to make massive amounts of food! - Clay mill
Upgrade of the Clay Pit which it has installed a windmill for faster productions! - Insectnoid Ore Thumper
An insectnoid fracking mining operation. - Turbine Spire
Need more electricity for industries? Here comes the upgrade of the power spire! Utilizing steam turbines to generate more power!
1. Xenomaterials doesn't unlocks something to produce ant paste, you can build the advanced textile mills, who use ant paste during operation. Nobody is selling bug amounts of ant paste on the gbt.We have some ppl who do it if you ask(like me). The best way is to make it with a own Zolarg colony.
H3110 guys! (🐜ω🐜)
What I can see now are only the running ants
🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜
Total building ideas count - 33
@bastecklein
Here is my ultimate list of ideas regarding INSECTNOIDS! Re-intergrated from my previous ideas along with things new!
Warning - Extreme length, might never get complete, and potential FORUM HAZARDS.
Artworks freshly posted in comments!
New Techs
New Buildings
If you have your own ideas, post it here :-D
What I can see now are only the running ants
🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜
Total building ideas count - 33
@bastecklein
Here is my ultimate list of ideas regarding INSECTNOIDS! Re-intergrated from my previous ideas along with things new!
Warning - Extreme length, might never get complete, and potential FORUM HAZARDS.
Artworks freshly posted in comments!
New Techs
- Automatons
It’s time to ask yourself - Can Insectnoids build their own robots? - Ceramic Construction
Have some sturdy, regular-in-shape and smooth ceramic buildings so as to make a insectnoid colony look nice and comfortable! - Complex Machineries
Learn about how to construct complexed machines that will bring the rise of industrial machines. - Insectnoid Space/Storage Management
Sometimes when things go extreme - when there is lots of things and broodlings everything has to get packed altogether. Learn ways to utilize all available space wisely in a very packed space. - Industrialization
Learn how to bring industrial class productions into insectnoid colonies, to increase resource output and produce advanced goods! - Insectnoid Mind Network
This tech has already introduced into the game but it still does nothing. - Insectnoid Mega-structure
Learn how to build massive structures in insectnoid style.
New Buildings
- Automatons Assembling Yard
This is where the crudest yet functional insectnoid robots are built. - Silo of Supplies
A well-decorated intermediate storage silo fortified with ceramic. Provide 8500 units of storage for every resource. - Tower of Stuff Great Silo of Stuff
Serves as a pre-upgrade of Unholy Pit of Stuff. A large storage fortified with beautiful creamic that provides 50000 storage for each resource. - Glazed Mound
A beautiful glazed ceramic mound that serves as an intermediate, to house 400 people but loses food production advantage. - Bugzaar
A insectnoid market for selling fresh goods to your broodlings and tourists at a bargained price! Consumes food, sugar, water and rum to produce money. Good for economy. - Grand Bugzaar
A grand insectnoid market where greatest bargains deals are made! - Insectnoid Water Park
Nomatter who they are, rich and poor, big and small, they just can’t resist the fun playing in this water park. - Painted Water Vats
A ceramic fortified taller water vats decorated with paints that provides more water storage. - Potterbug’s Mound
Where insectnoid potters bake clay for making some fine ceramic goods! - Turbine Spire
A massive power spire that utilizes machines - It is modified into a powerful steam engine that generates 700 power, burning charcoal. Additionally consumes water. - Charcoal Spire
A massive power spire that burns charcoal to generate 400 power each, without caring about the chocking black smokes. - Smoldering Kiln
A better kiln for producing more charcoal efficiently than a smoldering pit. - Insectnoid Vertical Wind Turbine
Though not very efficient at all (output 45 power), it has the zero-emission advantage. - Pyramid of Processing
It's simply a powerful internet utility, but requires robots to run. - Clay Mill
A clay production facility. Serves as an upgrade for clay pit. - Thermite Reactor (3×3)
By the strong reaction between aluminium and ore, it generates 4750 electricity! Also requires water to run. - Sugar Collider (3×3)
What would happen when hot granules of sugar collides with the cold crystalline powder? It can generate lots of power by the temperature difference of them! Yields 7000 power. - Honey Garden
A large farming facility... or saying, a beautiful garden, for growing huge flowers and extract nectars from them for making one of the most luxurious and nutritious food in a insectnoid diet - honey (but also counted as food). Also provides a place for insectnoids to relax! - Antanium Blast Furnance
Using industrial blast furnances for producing antanium more efficiently than the stone age antanium furnances! - Paste Soil Sugarcane Farm
Use ant pastes as fertilizers and grow sugarcanes on this fertile land. What it can give is lotta of sugar that is more than farming directly on a piece of land. - Alchemy Hive
Insectnoids has found ways to produce various expensive metals (gold and aluminium) from ordinary ore... here is where the alchemists performs the magic of the alchemy! - Insectnoid Mineral Thumper
An insectnoid fracking mining operation that serves as a intermediate upgrade of Mining Operation, which produces more ore and gold; while also produces clay and aluminium. - Paste Plant
A large ant paste production facility, using heaters to foster the process of turning sugar, water and saliva into ant paste. - Dome of Insectnoid Fine Arts
The artworks of the Insectnoids always involved their beautiful dreamy imaginations and meditations, their painting styles are liked by most people around the galaxy.. Some insectnoids will go into this gallery in their free time and paint their own imaginations on sheets of papers (out of fresh wood) and show them to the tourists. Also requires some rum, as drunk insectnoids can have much better masterpieces... - Sauna Mound
One of the best place to relax after a entire day of tiring jobs! Meanwhile it’s also enjoyed by the tourists. - Starbucks StarDocks
An Insectnoid version starport. - Cargo Launcher Array
Large insectnoid trade facility for exports and imports of wider range and larger amount of goods. - Interstellar Alter of Integrated Thought
This serves as an upgrade as Interstellar Pad of Thoughts. But it’s stronger as the utilization of Insectnoid Mind Network is able to integrate pure and raw thoughts into greater mythical power. - Mind Bank
Serve as an upgrade for the Mound of Scholars. This is the place where pure great thoughts and knowledge accumulated and collected from the insectnoids. Provides high level education by inserting raw thoughts and knowledge into their tiny brains while also produces a minor amount of research and a trace amount of antaura from it. - Mind Meditation Hub
Here you can relax, throw away your daily troubles and enjoy the mediation accompanied with the chilling mind illusions inserted into your brain. This mind treatment is well known among every civilization in the galaxy for its high effectiveness treating depression and mental disorders. - Hall of United Minds
Establish a government institution to manage matters of insectnoid-importance that goes into the minds of your subjects. Generates civics. - Vaults of Galactic Investment
This is the investment bank for insectnoids! - Labor Camp
A massive multi-mound complex that is interconnected together with its enormous subterranean tunnel network and houses 1500 people. - Farming Well
A deep subterranean vertical farming facility for Zolarg. - Root-Chopping Burrow
Plant some megatrees. Dig a burrow below them. And begin chopping their big roots in the burrow. - The Megamound
A gigantic arena for holding all sorts of tournaments and races! - Brooding Hatchery
When you need lots of new workers in a short time, this hatchery has got lots of comfy nests for hatching new broodings.
MORE WILL COME SOON!
If you have your own ideas, post it here :-D
Currently I have a 100 or so synthetic textile mills. It was working all right but when I ran out of ant paste, the mills permanently stopped to work even if I get more ant paste. Simply put, if you run out of ant paste, your textile mills will never ever work again. I am currently playing on the 64 bit platform.
Alien buildings:
Alien wood fabricator: The ancients were the most skilled at turning one form of organic matter into another with the help of other catalysts. In this case, ether causes ant paste to become fibrous like wood. Using this, we can create synthetic wood very quickly with a lot of ant paste and a small inflow of ether.
Alien Charcoal extruder: This structure takes tons of ant paste and a steady inflow of obsidian and turns them into massive amounts of charcoal.
Alien lumber monolith: this building consumes a little ether constantly in order to soften wood and compress it into a giant upward standing beam of wood. The more wood is stored, the taller the building becomes. Should only need one inkscape image per growth stage, and maybe have like 10 stages of growth until the tower is full. Would give a cool effect. Should also be the highest level storage from wood.
Trascendent buildings:
Transcendent Diamond compression matrix: This will be a unique structure and should serve three purposes. 1.) The matrix would be the highest level charcoal and diamond storage. 2.) Each matrix likes to stay full on charcoal, so it will rapidly break diamonds stored inside it down into charcoal until it's full on charcoal. 3.) If charcoal is maxing out, then the matrices will begin turning charcoal into diamonds to make room for more charcoal. In a single map colony, they would do this automatically, but unfortunately, on a regions map you would have to go to the map with the matrices in order for them to start decompressing or compressing. I would put these in an area that you normally visit, like your capital city where you go to gift and trade.
So in simple words, it acts like a more advanced diamond generator when charcoal production is high, and it acts as an emergency charcoal generator in case charcoal production plummets, and of course it acts as the largest storage for diamonds and charcoal. Remember, if charcoal plummets, you'll get no oil, which eventually means no plastic, sugar, or toys, and without sugar, food processors stop working.
Trascendent crystalline compression matrix: same concept as the diamond version, only this time it tries to stay full on sugar and then compresses or decompresses based on how sugar production is doing. It would also act as an end game generator for crystalline, which humans don't seem to have, at least as far as i've seen.
Alien wood fabricator: The ancients were the most skilled at turning one form of organic matter into another with the help of other catalysts. In this case, ether causes ant paste to become fibrous like wood. Using this, we can create synthetic wood very quickly with a lot of ant paste and a small inflow of ether.
Alien Charcoal extruder: This structure takes tons of ant paste and a steady inflow of obsidian and turns them into massive amounts of charcoal.
Alien lumber monolith: this building consumes a little ether constantly in order to soften wood and compress it into a giant upward standing beam of wood. The more wood is stored, the taller the building becomes. Should only need one inkscape image per growth stage, and maybe have like 10 stages of growth until the tower is full. Would give a cool effect. Should also be the highest level storage from wood.
Trascendent buildings:
Transcendent Diamond compression matrix: This will be a unique structure and should serve three purposes. 1.) The matrix would be the highest level charcoal and diamond storage. 2.) Each matrix likes to stay full on charcoal, so it will rapidly break diamonds stored inside it down into charcoal until it's full on charcoal. 3.) If charcoal is maxing out, then the matrices will begin turning charcoal into diamonds to make room for more charcoal. In a single map colony, they would do this automatically, but unfortunately, on a regions map you would have to go to the map with the matrices in order for them to start decompressing or compressing. I would put these in an area that you normally visit, like your capital city where you go to gift and trade.
So in simple words, it acts like a more advanced diamond generator when charcoal production is high, and it acts as an emergency charcoal generator in case charcoal production plummets, and of course it acts as the largest storage for diamonds and charcoal. Remember, if charcoal plummets, you'll get no oil, which eventually means no plastic, sugar, or toys, and without sugar, food processors stop working.
Trascendent crystalline compression matrix: same concept as the diamond version, only this time it tries to stay full on sugar and then compresses or decompresses based on how sugar production is doing. It would also act as an end game generator for crystalline, which humans don't seem to have, at least as far as i've seen.
H3110 guys! (•ω•)
Re-mustard Version
This is the last part of my ideas regarding the IT industries, this time I will concentrate on the late-game contents!
Credits to @Westy266, who have gave me the idea about QuBits.
Here we go!
New Resource - QuBits!
Here I am adding a late-stage resource, QuBits. Qubit is literally ‘quantum-bits’, this is the basic unit for quantum computing, which, one can make a super-complicated AI for controling quantum activities.
New Technologies!
• Quantum Computing - The ancients had developed a prototype quantum computer technology, which is billion times more efficient than binery computers.
• 2nd Generation Alien Tech - The ancients had not utilize quantum computing technology into industrial productions. Learn how to combine them and bring a new industrial revolution of alien technology!
• Mass data management - Learn how to manage a large amount of data efficiently, which will also unlock smart industrial production methods.
• Automatons (Zolarg) - Time to ask yourself, can Insectnoids make robots?
• Insectnoid Plastics (Zolarg) - Discover how to make insectnoid metallic plastic from mixing oil with metals.
• Mind-driven Machines (Zolarg) - Use minds to control machines whatever you wish to ,which is anyway better than pushing the wrong buttons!
New Buildings
Human
• E-Bank - A upgraded bank utilized with internet infranstructure, which provides convenient online banking services, as well as producing more civics and money than a ordinary bank do.
• Smart Charcoal Compactor - Instead of building hundreds of crude compactors to turn charcoal into ore, why not do some improvements on it and make it churn out more ore from the same amount of charcoal.
• Quantum Server - The ultimate server that will provide tons of bandwidth and storage for softwares! Also provides QuBit storage. Requires a steady stream of water to cool down.
• Quantum Computer Lab - The lab for churning out the QuBits. Requires a steady stream of water to cool down, as well little research.
• Quantum AI Brain - An upgraded AI program compiler, which it consumes Qubits to run and make lots of softwares.
• 2nd Generation Aluminium Generator - This is the perfect upgrade of its old model. Its production speed is increased by 25 times and it can run without workers, while converting one steel into more aluminium.
• Neo Antanium Synth Lab - Make use of quantum computing technology and quantum physics, making a huge amount of antanium is possible, only using ore, gold, and sugar.
• Neo Ant Paste Synth - Using quantum automations it can synthesize the purest however cheapest ant pastes from trash and sugar.
Insectnoids
• Automaton Assembling Yard - Assemble the crude but smart insectnoid robots from wood, microchips and aluminium. Also consumes software.
• Turbine Spire - A improved design of the power spire which sugar and wood are burnt to boil water that push the turbine. Requires water to run and takes up some bandwidth for turbine adjustments, but it is way more efficient than the old burners.
• Smart Blast Furnance - This automaton-driven blast furnance is able to produce antanium in a more efficient way. Consumes robots.
• Petro-refinery - Here is where insectnoids make insectnoid metaplastics from oil and aluminium. These plastics are more sturdy than other plastics known, however with less flexibility.
• Smart Chip Foundry - Make more chips using plastic and crystalline, and boosted operation using robots.
• Smart Paste Tank - Controled by automations, ant paste production can be faster and efficient.
• Automatic Ore Scrubber - Make ore scrubbing all done by automatic machines instead of manpower!
• Smart Wet Cone - This wet cone can automatically seek for the richest source of water and pump water from them.
• Quantum Spire of Processing - A direct and untimate upgdade of pillar of processing, which quantum computers overkills your bandwidth demand in your colony!
• The Quantum Cube - This mysterious cube built using ancient relics can churn out QuBits.
• Quantum Totem of Automations - This unholy totem will make softwares under the automation worshippers! Consumes Qubits.
• 2nd Generation Sugar Cloner - Cloning mountains of sugar using quantum technology from one granule of sugar!
• Mind-driven Blast Furnace - Ultimate furnance for producing antanium!
Re-mustard Version
This is the last part of my ideas regarding the IT industries, this time I will concentrate on the late-game contents!
Credits to @Westy266, who have gave me the idea about QuBits.
Here we go!
New Resource - QuBits!
Here I am adding a late-stage resource, QuBits. Qubit is literally ‘quantum-bits’, this is the basic unit for quantum computing, which, one can make a super-complicated AI for controling quantum activities.
New Technologies!
• Quantum Computing - The ancients had developed a prototype quantum computer technology, which is billion times more efficient than binery computers.
• 2nd Generation Alien Tech - The ancients had not utilize quantum computing technology into industrial productions. Learn how to combine them and bring a new industrial revolution of alien technology!
• Mass data management - Learn how to manage a large amount of data efficiently, which will also unlock smart industrial production methods.
• Automatons (Zolarg) - Time to ask yourself, can Insectnoids make robots?
• Insectnoid Plastics (Zolarg) - Discover how to make insectnoid metallic plastic from mixing oil with metals.
• Mind-driven Machines (Zolarg) - Use minds to control machines whatever you wish to ,which is anyway better than pushing the wrong buttons!
New Buildings
Human
• E-Bank - A upgraded bank utilized with internet infranstructure, which provides convenient online banking services, as well as producing more civics and money than a ordinary bank do.
• Smart Charcoal Compactor - Instead of building hundreds of crude compactors to turn charcoal into ore, why not do some improvements on it and make it churn out more ore from the same amount of charcoal.
• Quantum Server - The ultimate server that will provide tons of bandwidth and storage for softwares! Also provides QuBit storage. Requires a steady stream of water to cool down.
• Quantum Computer Lab - The lab for churning out the QuBits. Requires a steady stream of water to cool down, as well little research.
• Quantum AI Brain - An upgraded AI program compiler, which it consumes Qubits to run and make lots of softwares.
• 2nd Generation Aluminium Generator - This is the perfect upgrade of its old model. Its production speed is increased by 25 times and it can run without workers, while converting one steel into more aluminium.
• Neo Antanium Synth Lab - Make use of quantum computing technology and quantum physics, making a huge amount of antanium is possible, only using ore, gold, and sugar.
• Neo Ant Paste Synth - Using quantum automations it can synthesize the purest however cheapest ant pastes from trash and sugar.
Insectnoids
• Automaton Assembling Yard - Assemble the crude but smart insectnoid robots from wood, microchips and aluminium. Also consumes software.
• Turbine Spire - A improved design of the power spire which sugar and wood are burnt to boil water that push the turbine. Requires water to run and takes up some bandwidth for turbine adjustments, but it is way more efficient than the old burners.
• Smart Blast Furnance - This automaton-driven blast furnance is able to produce antanium in a more efficient way. Consumes robots.
• Petro-refinery - Here is where insectnoids make insectnoid metaplastics from oil and aluminium. These plastics are more sturdy than other plastics known, however with less flexibility.
• Smart Chip Foundry - Make more chips using plastic and crystalline, and boosted operation using robots.
• Smart Paste Tank - Controled by automations, ant paste production can be faster and efficient.
• Automatic Ore Scrubber - Make ore scrubbing all done by automatic machines instead of manpower!
• Smart Wet Cone - This wet cone can automatically seek for the richest source of water and pump water from them.
• Quantum Spire of Processing - A direct and untimate upgdade of pillar of processing, which quantum computers overkills your bandwidth demand in your colony!
• The Quantum Cube - This mysterious cube built using ancient relics can churn out QuBits.
• Quantum Totem of Automations - This unholy totem will make softwares under the automation worshippers! Consumes Qubits.
• 2nd Generation Sugar Cloner - Cloning mountains of sugar using quantum technology from one granule of sugar!
• Mind-driven Blast Furnace - Ultimate furnance for producing antanium!
H3110 guys!
Here first, may I congratulate to the successful Insectnoid update (v.0.98.0) and present a big, big, heartfully thanks to @bastecklein that bring us new insectnoid contents that will bring glory to the future of Zolarg Empire and its fellow swarms!
As @bastecklein planned, the coming v0.99.0, last update before the grand v1.0.0 launch version of My Colony, will feature the contents for the long forgotten Alpha Draconians and its evil Reptilians.
Here comes my ideas!
More ideas will come in the post updates, so stay tuned!
Here first, may I congratulate to the successful Insectnoid update (v.0.98.0) and present a big, big, heartfully thanks to @bastecklein that bring us new insectnoid contents that will bring glory to the future of Zolarg Empire and its fellow swarms!
As @bastecklein planned, the coming v0.99.0, last update before the grand v1.0.0 launch version of My Colony, will feature the contents for the long forgotten Alpha Draconians and its evil Reptilians.
Here comes my ideas!
NEW BUILDINGS!
- Stealth Teleporter
This is one of the genious invenstions of Draconian engineers - The Stealth Teleporter can teleport anything except bulky starships from other colonies without being noticed and detected by any high-end anti-teleporting security systems. - Hologram Theatre
Alpha Draconian goverment often put on funny (yet ironic) political themed shows that keeps your subjects in the deep illusion that nobody except the Draconian Commanders are always right.
Serves 30 people.
Produces little of civics but consumes softwares. - Radiated Crystal Farm
With fine calculators to control radiation to optimize growth rate of crystals, nobody have to worry about crystal shortages. because this will churn out lotts of crystalline, though it’ll take some time.
Consumes crystalline, micrograms of uranium, softwares and rum. - Slave Camp Bunker
There was once a plague brought by the insectnoid slaves and it almost killed every Draconian colony. Since then some of the slave camps have built these Slave Camp Bunkers to keep the dirty bugs inside and away from the population strictly while there is good excuses for installing fortified defense that is 100% riot proof and advanced monitoring system to ensure your slaves working at all time.
Produces some basic minerals needed by colony development and some food (don’t worry those food undergoes strict sterilization process). - Bugminator VII
Look at this newest device to extract ant paste - If you zap a well-fed fat insectnoid slave, it’ll turn into lots of ant paste with some bit overcooked bug meat! - Draconian Corps Inc
This is the colonial quarters of galaxy-famous military and industrial robotics company from Alpha Draconis - Draconian Corps Inc! Here your smart people deserves working here for low pay and assembles robots for you! - Draconian Academy of Engineering
Advanced egineering is one of the important technology that leads to Alpha Draconians present day glory and excellence. Why not build one of the Academy here and have some even more value-adding education for your people! - Textile Camp
Where your insectnoid tortured to ingest lumps of aluminium and keep fine metallic textiles producing! - Slave Circus
Push the slaves into this circus and the Arbiters will punish your slaves all day to entertain your people with the deadly tricks that nobody survives! - 4th Dimensional Warehouse
The 4th dimensional storage technology is just new to the galaxy, and this warehouse, though still in half-experimental stage, harnesses the power of dimensions to store a massive amount of resources!
Requires lots of cooling water to operate. - Subterranean Slum
A dirty cheap subterranean housing complex for housing lots of people. - Mess Hall for Slaves
If the slaves can help you eat up the trash and produce more useful ant paste, why you have to teleport your trash away?
Also consumes a trace amount of helium-3 along the way. - Offshore Slum
A slum simply built with old cargo containers floating on the seas. - Court of Arbitation
Upgrade for Square of Arbitation. This also produces money but takes up bandwidth and consumes rum.
There’s a horrible fact that nobody ever returns after entering this place. - High Council of Arbiters
A formal upgrade for Council of Arbiters for unlocking more policies as well better gifting amounts. - Hybrid MicroReactor
A hybrid reactor that uses helium-3 and uranium to generate a totally evil amount of power!
More ideas will come in the post updates, so stay tuned!
Welcome to the first ICG Event!
The ICG is a community driven event to bring the players together in one space to have fun with the game in various unique and interesting ways! The Intergalactic Colonial Games (or ICG) is our branding of the many events and activities that NOZ will be hosting! With a wide variety of events and prizes, we will be hosting ICG events every weekend!
For more information, including the rules to these events, please visit https://www.ape-apps.com/viewpage.php?p=34539 before continuing.
The first event we will be hosting is... a race!
Now, what exactly is the race we have in mind you ask? Well, as the informational thread I linked above describes, a race means that participants will start an entirely new colony and race to a certain milestone to win the grand prize. The race for this event will be the collection of Civics!
Goals
There are three player groupings, with each being more challenging than the last to complete.- Group 1 is 0-250,000 population on your largest colony. The Goal will be 250,000 civics by the end of the event period.
- Group 2 is 250,000-1,000,000 population on your largest colony. The Goal will be 5,000,000 civics by the end of the event period.
- Group 3 is over 1,000,000 population on your largest colony. The Goal will be 50,000,000 civics by the end of the event period.
Prizes
These goals may seem daunting, but I assure you, they are all possible. As impossible as they may seem, there is an equally great reward! This event will not only be for fun, players may win unholy amounts of resources to the colony of their choosing by winning. So let's see some competitive spirit in here!As described in the informational thread, each tier can have up to and including 3 winners. First place will receive 3 packages of their choosing, second will receive 2, and 3rd place will receive 1 package of their choosing (each package is a large sum of one resource).
Group one may choose between the following prizes:
25,000,000
25,000,000 Ore
25,000,000 Regolith
25,000,000 Aluminum
25,000,000 Microchips
25,000,000 Gold
25,000,000 Steel
25,000,000 Alien Artifacts
25,000,000 Regolith
25,000,000 Aluminum
25,000,000 Microchips
25,000,000 Gold
25,000,000 Steel
25,000,000 Alien Artifacts
20,000,000
20,000,000 Wood
20,000,000 Charcoal
20,000,000 Oil
20,000,000 Helium
20,000,000 Ant Paste
20,000,000 Robots
20,000,000 Antanium
20,000,000 Pottery
20,000,000 Bricks
20,000,000 Uranium
20,000,000 Crystalline
20,000,000 Cloth
20,000,000 Toys
20,000,000 Clay
20,000,000 Sugar
20,000,000 Wool
20,000,000 Software
20,000,000 Diamond
20,000,000 Wheels
15,000,000
15,000,000 Alien Relic
15,000,000 Alien Instructions
15,000,000 Obsidian
5,000,000
5,000,000 Triantanium
5,000,000 Ether
Group two may choose between the following prizes:
200,000,000
200,000,000 Ore
200,000,000 Regolith
200,000,000 Aluminum
200,000,000 Microchips
200,000,000 Gold
200,000,000 Steel
200,000,000 Alien Artifacts
200,000,000 Regolith
200,000,000 Aluminum
200,000,000 Microchips
200,000,000 Gold
200,000,000 Steel
200,000,000 Alien Artifacts
150,000,000
150,000,000 Wood
150,000,000 Charcoal
150,000,000 Oil
150,000,000 Helium
150,000,000 Ant Paste
150,000,000 Robots
150,000,000 Antanium
150,000,000 Pottery
150,000,000 Bricks
150,000,000 Uranium
150,000,000 Crystalline
150,000,000 Cloth
150,000,000 Toys
150,000,000 Clay
150,000,000 Sugar
150,000,000 Wool
150,000,000 Software
150,000,000 Diamond
150,000,000 Wheels
100,000,000
100,000,000 Alien Relic
100,000,000 Alien Instructions
100,000,000 Obsidian
30,000,000
30,000,000 Triantanium
30,000,000 Ether
Group three may choose between the following prizes:
1,000,000,000
1,000,000,000 Ore
1,000,000,000 Regolith
1,000,000,000 Aluminum
1,000,000,000 Microchips
1,000,000,000 Gold
1,000,000,000 Steel
1,000,000,000 Alien Artifacts
1,000,000,000 Regolith
1,000,000,000 Aluminum
1,000,000,000 Microchips
1,000,000,000 Gold
1,000,000,000 Steel
1,000,000,000 Alien Artifacts
800,000,000
800,000,000 Wood
800,000,000 Charcoal
800,000,000 Oil
800,000,000 Helium
800,000,000 Ant Paste
800,000,000 Robots
800,000,000 Antanium
800,000,000 Pottery
800,000,000 Bricks
800,000,000 Uranium
800,000,000 Crystalline
800,000,000 Cloth
800,000,000 Toys
800,000,000 Clay
800,000,000 Sugar
800,000,000 Wool
800,000,000 Software
800,000,000 Diamond
800,000,000 Wheels
600,000,000
600,000,000 Alien Relic
600,000,000 Alien Instructions
600,000,000 Obsidian
300,000,000
300,000,000 Triantanium
300,000,000 Ether
As you can see, the prizes are well worth your time and are designed to be a great boost to anyone in the game. The top prizes are difficult to get, but they are possible.
How to enter?
It's simple! Just comment your name in game here and tell us you want to enter! You are also required to join our dedicated events commonwealth in order to enter. The charter code for the commonwealth will be revealed when the event starts. We need to know what your colony name you will be registering as will be in advance. You may put [ICG] in your colony name as, though this is not required, it will make our jobs easier when running the event.When we know the name of the participant, we can give you a small boost just to get started with to avoid the tedium of the early game. Players will receive all of the following:
5,000 Ore
4,000 Steel
3,000 Gold
2,000 Microchips
2,000 Wheels
This event will begin on the 16/11/2019 so we will accept applications to join until then! Once more, the event duration will be 1 week from the starting date.
Upon completion the event goal, comment that you have done so on this thread. We will then review your colony history before acknowledging you have completed the event.
Of course all rules and regulations must be followed by all participants. These may be found in the informational thread https://www.ape-apps.com/viewpage.php?p=34539Contact us!
Though not a requirement to participate in the events, I encourage everyone who is interested in the events to drop by the NOZ discord server for a great My Colony community. NOZ has a lot of very experienced players, whom are also very active in game. To learn more about us, please join us here at https://discord.gg/qqCswpFGood luck with the events, and may the odds be ever in your favour.
I play My Colony on a spare monitor while at work. It sorta just runs idle while I focus on other things, and I give it attention when a resource is maxed out and I can continue building. I also load it up when updates are released so I can keep progressing. However, the firewall at work makes it impossible to go online, so I have no way of buying and selling resources on the online market. Therefore, my human colony (under United Earth, not LIS) has no methods of getting ether. This normally wouldn't be an issue, except the Advanced Simulations Unlimited requires ether to build. I can deal with not having upgraded cloning facilities, but I'm kind of...stuck.
I remember something from the Alpha Draconis buildings that use ether, something about ether being a depleted form of uranium. So I propose a new building for humans as well as a concept for early/mid-game production:
Nuclear Reactors and Quantum Nuclear Reactors produce not just power, but ether as well. I sort of see ether as being "radioactive waste", and seeing as how games like Satisfactory and Factorio utilize nuclear waste in some form, why not My Colony? We can either have nuclear waste as a health hazard, similar to trash, which can then turn into ether, or just have the reactors produce ether directly. For late game, I propose the following building:
Name: "Ether Production Plant"
Description: "Just a building that takes Uranium, depletes it, then mixes it with some ant paste, rum, and oil to produce ether. Functions similar to a nuclear power plant."
Size: 3x3
Cost-
12,000 water
9,500 ant paste
2,000 rum
1,000 charcoal
65,000 ore
10,000 regolith
4,000 clay
12,500 obsidian
50,000 steel
10,000 oil
35,000 gold
20,000 aluminum
8,500 diamond
50,000 uranium
3,000 crystalline
10,000 plastic
25,000 microchips
5,000 robots
Uses (approximates):
10 water
5 uranium
4 rum
4 ant paste
4 oil
Produces:
50 ether
3,500 power
I'm not an artist, so I can't do any buildings, and this is a rough idea for how humans can create ether, but having at least something in the next update is crucial for offline colonies like mine. Any input from everyone?
I remember something from the Alpha Draconis buildings that use ether, something about ether being a depleted form of uranium. So I propose a new building for humans as well as a concept for early/mid-game production:
Nuclear Reactors and Quantum Nuclear Reactors produce not just power, but ether as well. I sort of see ether as being "radioactive waste", and seeing as how games like Satisfactory and Factorio utilize nuclear waste in some form, why not My Colony? We can either have nuclear waste as a health hazard, similar to trash, which can then turn into ether, or just have the reactors produce ether directly. For late game, I propose the following building:
Name: "Ether Production Plant"
Description: "Just a building that takes Uranium, depletes it, then mixes it with some ant paste, rum, and oil to produce ether. Functions similar to a nuclear power plant."
Size: 3x3
Cost-
12,000 water
9,500 ant paste
2,000 rum
1,000 charcoal
65,000 ore
10,000 regolith
4,000 clay
12,500 obsidian
50,000 steel
10,000 oil
35,000 gold
20,000 aluminum
8,500 diamond
50,000 uranium
3,000 crystalline
10,000 plastic
25,000 microchips
5,000 robots
Uses (approximates):
10 water
5 uranium
4 rum
4 ant paste
4 oil
Produces:
50 ether
3,500 power
I'm not an artist, so I can't do any buildings, and this is a rough idea for how humans can create ether, but having at least something in the next update is crucial for offline colonies like mine. Any input from everyone?
This is good advice, thanks. Also, I haven't played the game, so I'm not sure, but it sounds like you could push the lava completely off the map if you spread your paths out when the lava dries, as the lava has to spread from other lava, so if you push the lava out to the edges, you could eventually eradicate it from the map. However, you wouldn't get any more obsidian.
So here's what I would do:
Build paste production asap
surround every corner and edge of each lake with paste, or just start by spreading out from your main.
You will want to have a xl/mega map for this, but reserve the bottom corner of the map for your main. Put the most important stuff further into the corner, which means you should reserve a lot of space near the point of the corner for important stuff and then build paste tanks outside of that area. This way, when you finally get to annex land, you will be extending the space that your main is next to, allowing you to build more toward the corner of the new land instead of outward toward the lava.
push the lava to the top corner, which is the furthest point away from your main. Do this by claiming land with paths when the lava recedes, and then do it again when the lava recedes even further back. Do this until you have a 25x25 square to reserve for lava. If you have a pretty large map your main should be out of danger at all times as long as you isolate the eruption lobs until the cool, as they can cause lava to spread back over the barriers and toward the main.
Make sure that you make as much paste as possible for this. We will want to make a paste path grid after a while so that there isn't any wide open area left for the lava to spread in. That should slow any spread and allow you time to surround little areas of lava until they cool. It should also provide channels for easy access to obsidian since there would be so much paste path in the game and your rovers would have access to more surface area to mine. Make sure to keep that 25x25 area of lava and let it erupt and spread just a little so you can get so obsidian into the grid squares, but like cobya said, we want to keep the lava at least 40 tiles away, so don't let it spread too far out of the top corner.
So here's what I would do:
Build paste production asap
surround every corner and edge of each lake with paste, or just start by spreading out from your main.
You will want to have a xl/mega map for this, but reserve the bottom corner of the map for your main. Put the most important stuff further into the corner, which means you should reserve a lot of space near the point of the corner for important stuff and then build paste tanks outside of that area. This way, when you finally get to annex land, you will be extending the space that your main is next to, allowing you to build more toward the corner of the new land instead of outward toward the lava.
push the lava to the top corner, which is the furthest point away from your main. Do this by claiming land with paths when the lava recedes, and then do it again when the lava recedes even further back. Do this until you have a 25x25 square to reserve for lava. If you have a pretty large map your main should be out of danger at all times as long as you isolate the eruption lobs until the cool, as they can cause lava to spread back over the barriers and toward the main.
Make sure that you make as much paste as possible for this. We will want to make a paste path grid after a while so that there isn't any wide open area left for the lava to spread in. That should slow any spread and allow you time to surround little areas of lava until they cool. It should also provide channels for easy access to obsidian since there would be so much paste path in the game and your rovers would have access to more surface area to mine. Make sure to keep that 25x25 area of lava and let it erupt and spread just a little so you can get so obsidian into the grid squares, but like cobya said, we want to keep the lava at least 40 tiles away, so don't let it spread too far out of the top corner.
Hey.
What happens is that in the list of resources I see resources I do not have the producing capacity for and never bought. Like alien artifacts ant ant paste. I did not see them all at once but gradually within 5 minutes.
I have a durable goods storage but before the update these things where not shown and crystalline which I can store is not in the list (yet)
Also 1 ant paste and 1 robot appeared. Which I never bought or produced.
It seems like a bug to me.
I recently started playing one a LIS earth like world. I have a black market and just went online 1 day ago.
Also I just added a communication hub and supermarket.
And I updated the game.
Android
Build 0.75.1
Samsung s7
What happens is that in the list of resources I see resources I do not have the producing capacity for and never bought. Like alien artifacts ant ant paste. I did not see them all at once but gradually within 5 minutes.
I have a durable goods storage but before the update these things where not shown and crystalline which I can store is not in the list (yet)
Also 1 ant paste and 1 robot appeared. Which I never bought or produced.
It seems like a bug to me.
I recently started playing one a LIS earth like world. I have a black market and just went online 1 day ago.
Also I just added a communication hub and supermarket.
And I updated the game.
Android
Build 0.75.1
Samsung s7
I saw the chat in Discord and had to post my ideas. Here we go!
Nano Mining Operation:
Nano-Swarmer:
Nano-Bot:
Nano-Incinerator
Nano-Splitt:
Nano-Lumbercamp:
Nano-Shirt Company Ink.:
Nano-TV Center:
Nano-Fusion:
Nano-Paste Factory:
And I think that is going to wrap up my ideas for Nano tech for now. I will be splitting these ideas up in a 4 part series. So stay tuned for more to come!
Nano Mining Operation:
Uses Nanomites to break down the soil and collect ore and gold to bring to the surface.
Nano-Swarmer:
Small Nanomites swarm a piece of steel to make Aluminum. Sometimes they do it to fast, then it become tritanium.
Nano-Bot:
Used for making all things nano! Normal rovers are to big to make any of the nano stuff, so we need a smaller version!
Nano-Incinerator
Uses small Nanomites ot break down and decompose the trash that your colony produces.
Nano-Splitt:
Uses Nanomites to split water into Oxygen and Hydrogen. (<Part of the Oxygen supply idea set>)
Nano-Lumbercamp:
This small lumber camp can churn out loads of wood while also producing oxygen and atmosphere.
Nano-Shirt Company Ink.:
This small startup company makes shirts at an amazing pace while being contained in a 2×2 space!
Nano-TV Center:
This small yet fun learning center is for your colonists! Ps. Its just a bunch of Nanomites doing random stuff in sand.
Nano-Fusion:
Makes gold and electricity by smashing together two Nanomites at near the speed of light!
Nano-Paste Factory:
This small Ant-paste factory uses a synthetic version created by the Nanomites. Very slow, as only about 2 nanomites are able to make Ant-paste out of 10,000,000.
And I think that is going to wrap up my ideas for Nano tech for now. I will be splitting these ideas up in a 4 part series. So stay tuned for more to come!
building more textile mills is the only way if you don't have a constant inflow of ant paste (make your own colony for ant paste Production)
End game design: I use 21*21 blocks of Buildings. the whole block is 23*23 (with roads around it). this block works fine for every endgame Building.
3x4/4x3(plastic factorys, microchip factorys, etc)
2x2(alu gens, recycling centers, etc)
1x1(adv. rum distillery, gold synthetisis, etc)
3x5(cloth/toy sweatshops)
1x3(textile mills)
5x5(ultra deep dig site). If want to see a screenshot, check out my colony website:
https://www.my-colony.com/colonies/SU7sDQFn/
I hope I can help!
End game design: I use 21*21 blocks of Buildings. the whole block is 23*23 (with roads around it). this block works fine for every endgame Building.
3x4/4x3(plastic factorys, microchip factorys, etc)
2x2(alu gens, recycling centers, etc)
1x1(adv. rum distillery, gold synthetisis, etc)
3x5(cloth/toy sweatshops)
1x3(textile mills)
5x5(ultra deep dig site). If want to see a screenshot, check out my colony website:
https://www.my-colony.com/colonies/SU7sDQFn/
I hope I can help!
Ant paste is made by the Zolarg race
Jclark6544 said:Ant paste is made by the Zolarg raceso i cant get it as human? so how would i get antanium
You have to buy Ant Paste on the GBT or import it on the space elevator.
Or as an alternative, start a Zolarg colony and annex it to your human colony and you can import it cheaply that way. You would need to play the Zolarg colony long enough to get communications tech for the building needed to do that.
Or as an alternative, start a Zolarg colony and annex it to your human colony and you can import it cheaply that way. You would need to play the Zolarg colony long enough to get communications tech for the building needed to do that.
I just released My Colony v0.48.0 a few minutes ago! There are some cool new things in the update, but seeing as I am in a bit of a hurry today the release notes post will be shorter than normal, but feel free to discuss the update further in the comments. Here is what's new:
My Colony v0.48.0 Changelog
New Structures: Supermarket, Megamart, Hall of Congress, Ancient Alien Ore Refinery, Ant Paste Synthesizer, Small Sugar Processor
New Techs: Political Theater, Ant Paste Synthesis
New Vehicles: Sugar Rover
New ad-free Unit: Turbo Drone
Changes: Multiple vehicles can now be queued up in a single building for construction. I also made the Zolarg Mound create more food than it used to, to make Zolarg Ice World not so hard at the very beginning.
Fixes: Fixed an issue where Synthetic Crystalline could no longer be built. Also fixed a bug where building roads on a large map would cause a lot of lag. Other small fixes here and there.
Notes
Again, sorry for the short release notes on this one, I am getting ready to travel for a few days and wont be able to address any issues that crop up during the rest of the week, so hopefully the update goes smooth! Just want to note that the Turbo Drone is my first test at a premium-vehicle, and also my first test of a vehicle that can build faster than the normal build speed (it is 40x faster than a normal drone).
I wanted to add more gamepad support in this one but I didn't get around to it. I did test out the current Windows 10 build of My Colony on my Xbox One though and it runs pretty good, the interface just needs cleaned up. So maybe before long My Colony will be coming to a TV near you.
That's all for now, enjoy the update!
My Colony v0.48.0 Changelog
New Structures: Supermarket, Megamart, Hall of Congress, Ancient Alien Ore Refinery, Ant Paste Synthesizer, Small Sugar Processor
New Techs: Political Theater, Ant Paste Synthesis
New Vehicles: Sugar Rover
New ad-free Unit: Turbo Drone
Changes: Multiple vehicles can now be queued up in a single building for construction. I also made the Zolarg Mound create more food than it used to, to make Zolarg Ice World not so hard at the very beginning.
Fixes: Fixed an issue where Synthetic Crystalline could no longer be built. Also fixed a bug where building roads on a large map would cause a lot of lag. Other small fixes here and there.
Notes
Again, sorry for the short release notes on this one, I am getting ready to travel for a few days and wont be able to address any issues that crop up during the rest of the week, so hopefully the update goes smooth! Just want to note that the Turbo Drone is my first test at a premium-vehicle, and also my first test of a vehicle that can build faster than the normal build speed (it is 40x faster than a normal drone).
I wanted to add more gamepad support in this one but I didn't get around to it. I did test out the current Windows 10 build of My Colony on my Xbox One though and it runs pretty good, the interface just needs cleaned up. So maybe before long My Colony will be coming to a TV near you.
That's all for now, enjoy the update!
Argh! I will need to remove some of my recycling centers to make ant paste synthesizers. At least now I won't need to import/trade ant paste.
I'm not sure why this isn't producing, there is no status bar and I do not see ant paste in my totals, not even at zero meaning its never made any in the two days (4 hours or so of game play).
I have tons of trash and atmosphere, along with electricity. Any ideas?
Thanks in advance.
I have tons of trash and atmosphere, along with electricity. Any ideas?
Thanks in advance.
I believe that there should be more trees and greenery.
Fir Tree Substitutes:
-Birch; Lumberbot, Greenbot
-Oak; LB, GB
-Maple: Premium; LB, GB
Smaller Harvestable Trees
-Desert Scrub; Enslaved Lumberbug
Costs 7 water
5 Wood
Spreads faster than fir tree but slower than sugarcane.
-Yucca Tree; EL, Lumberbug, LB, GB, Worker Drone
Costs 20 water
10 wood, 25 sugar, 15 food
Slower than fir
Larger Harvestable Trees
-Wild Cypress; LB, GB
Costs 350 water
200 wood
Faster than fir
-Cedar; LB, GB
Costs 1250 water
1000 wood
Slower than fir
-Forest; 5*5; LB, GB
Costs 20000 water, 2000 sugar, 1500 ant paste, and 1000 food
15000 wood
Does not spread
Other Spreading Plants
-Shrub; WD
Costs 15 water
25 food and 50 sugar
Faster than sugarcane
-Wild Flowers; GB
Costs 5 water
Spreads same rate as fir
-Bamboo; GB, WD
Costs 40 water
Spreads same rate as fir
Other Plants
-Hedge; GB
Costs 25 water
Great landscaping that provides some privacy.
Does not spread
-Dogwood/Cherry; Premium; GB
Costs 25 water
No wood content
Doesn't spread
Bamboo Grove; Premium; GB
Costs 1500 water, 50 wood, 10 clay
Peaceful Grove; Premium; GB
Costs 2500 water, 150 wood, 50 clay
Various trees around a pool of water
Dec. Shrub; GB, EL, LB, WD
Costs 15 water
Just a little decorative shrub.
Buildings
-National Park
Upgrade from Park
Costs 50000 water, 25000 ore, 15000 gold, 10000 sugar, 5000 ant paste, 50000 wood, 50000 clay, 100 plastic, 100 pottery, 100 brick
10 workers
10000 entertainment
5000 tourists
$5 admission
-Lake
10*10
Costs 250000 water, 150000 clay, $25000, 50000 wood, 15000 ore, 1500 plastic, 500 oil, 5000 steel, 1500 bricks
Consumes 250 power, oil, water, clay, and food
Produces money
100 workers
10000 entertainment
25000 tourists
-Campground
25000
Not complete. Will be edited later.
Fir Tree Substitutes:
-Birch; Lumberbot, Greenbot
-Oak; LB, GB
-Maple: Premium; LB, GB
Smaller Harvestable Trees
-Desert Scrub; Enslaved Lumberbug
Costs 7 water
5 Wood
Spreads faster than fir tree but slower than sugarcane.
-Yucca Tree; EL, Lumberbug, LB, GB, Worker Drone
Costs 20 water
10 wood, 25 sugar, 15 food
Slower than fir
Larger Harvestable Trees
-Wild Cypress; LB, GB
Costs 350 water
200 wood
Faster than fir
-Cedar; LB, GB
Costs 1250 water
1000 wood
Slower than fir
-Forest; 5*5; LB, GB
Costs 20000 water, 2000 sugar, 1500 ant paste, and 1000 food
15000 wood
Does not spread
Other Spreading Plants
-Shrub; WD
Costs 15 water
25 food and 50 sugar
Faster than sugarcane
-Wild Flowers; GB
Costs 5 water
Spreads same rate as fir
-Bamboo; GB, WD
Costs 40 water
Spreads same rate as fir
Other Plants
-Hedge; GB
Costs 25 water
Great landscaping that provides some privacy.
Does not spread
-Dogwood/Cherry; Premium; GB
Costs 25 water
No wood content
Doesn't spread
Bamboo Grove; Premium; GB
Costs 1500 water, 50 wood, 10 clay
Peaceful Grove; Premium; GB
Costs 2500 water, 150 wood, 50 clay
Various trees around a pool of water
Dec. Shrub; GB, EL, LB, WD
Costs 15 water
Just a little decorative shrub.
Buildings
-National Park
Upgrade from Park
Costs 50000 water, 25000 ore, 15000 gold, 10000 sugar, 5000 ant paste, 50000 wood, 50000 clay, 100 plastic, 100 pottery, 100 brick
10 workers
10000 entertainment
5000 tourists
$5 admission
-Lake
10*10
Costs 250000 water, 150000 clay, $25000, 50000 wood, 15000 ore, 1500 plastic, 500 oil, 5000 steel, 1500 bricks
Consumes 250 power, oil, water, clay, and food
Produces money
100 workers
10000 entertainment
25000 tourists
-Campground
25000
Not complete. Will be edited later.
It works now, apparently you need to have a crazy amount of ant paste for the machines to start synthesizing. If you only have like 2k, they don't work but after that they do. Also. the ant paste zapper works to reduce trash but not the micro incinerator. I think the trash problem might be linked there. Do you still want me to show you the picture?
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
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
Here’s another survival utility.
Also features some Alpha Draconian buildings.
<Decontamination>
Needed in: Lost World planet.
The Lost World planets are highly contaminated by a variety of biotoxic contaminants from ether streams, and the contaminants can stick onto objects easily. If untreated, colonists might bring the contaminants with their objects inside the airtight rooms, eventually creating a deadly chamber that kills the colonists when the contaminants are released.
Even though the contaminants can be seperated from the objects using household scrubbers, the contaminants must be drained and put under further treatment using specialised utilities, otherwise the contaminants would still cause long-term health threats to the colonists.
Also features some Alpha Draconian buildings.
<Decontamination>
Needed in: Lost World planet.
The Lost World planets are highly contaminated by a variety of biotoxic contaminants from ether streams, and the contaminants can stick onto objects easily. If untreated, colonists might bring the contaminants with their objects inside the airtight rooms, eventually creating a deadly chamber that kills the colonists when the contaminants are released.
Even though the contaminants can be seperated from the objects using household scrubbers, the contaminants must be drained and put under further treatment using specialised utilities, otherwise the contaminants would still cause long-term health threats to the colonists.
- Contaminant Vent
A simple pump is used to drain the contaminants away from household scrubbers, and then left inside underground chambers for decaying into a safely-disposable form.
- Contaminant Neutralization Plant
Through some chemical neutralization processes, the contaminants are reducd into compacted trash that are safe for disposal.
- Janitor Hive
Janitors are assigned to clean the contaminated objects and locations, and then launch the barreled contaminant out of the colony using a cannon.
- Scrubbing Centre
Scrubbing Centre provides more decontamination services. Contaminants from various cleaning operations are collected, and processed into ant paste. Don’t worry, the ant paste produced is not toxic.
- Contaminant Processing Centre
The contaminants from Lost World planets are indeed deadly. But these contaminants do have some military values, so the contaminants from various scrubbers are collected here, and then processed into biochemical weapons. Those biochemical weapons worth a lot of money if sold in Alpha Draconia, the capital of Alpha Draconians.
(All is for Human races only)(United Earth & League of Independent States)
First things first, I apologize for there being any grammar mistakes, am doing this from my phone, and I also don’t like to be too formal because I don’t really see a point of it.
Do I need to get rid of Trash and limit the amount of Atmosphere I have?
Atmosphere and Trash have absolutely no negative effects to your colony(as of right now), in fact it’s best to get as much of these two resources as you can. Reason for that being that Trash can eventually be used to make Plastic (Small Recycler) and eventually Plastic and Aluminum as well! (Medium Recycler)Also, if you really wanna boost your the amount of Atmosphere you have, the incinerator ( 2x2 building) produces a TON of atmosphere at the expense of burning away a lot of trash. Atmosphere can be used eventually to create a lot of water which is really useful in some colonies. The Ant Paste Synthesizer consumes trash as well to make Ant Paste.
(Do note, Atmosphere and Trash may effect gameplay negatively in a future update, however as of right now it does not)
(I personally currently have 42.8 Billion atmosphere, and 12.6 Billion Trash)
Aluminum! If you have this resource in your world DO NOT use all of it! Save as much aluminum as you possibly can because one it goes away, there’s not another way of making more until you get Alien Tech or you unlock the Medium Recycling Center! Aluminum can also be pricy at times aswell, but with that being said it is also an option to purchase it from the trade market, and also the Uranium Enrichment Facility allows you to purchase some Aluminum in amounts of 100.
Uranium Enrichment Facility? This building requires Uranium and Aluminum in order to function. It takes in 1 Uranium and produces 2. Meaning every time the bar is filled you will receive 1 Uranium.
Best way to get Civics? The most efficient way of generating high amounts of civics for United Earth is the Imperial Propaganda Office, while the Investment Bank generates more, the IPO is more space, and cost (the second clue for the challenge is a building not looked highly upon for it produces a resource only useful for the government and pubs) efficient considering the IB requires 4 tiles, 5k workers, and a couple thousand resources as well as $2.5M.
Best way of generating Research? The most efficient way of generating resource is without a doubt the Center for Artificial Learning. It generates about 1100 Research a second at max worker capacity.
What is the Department of Fish Mating Studies & is it Worth it? The DFMS is and was designed to simply be a building to send extra colonists to work without damaging your production lines. It simply just generates Research in amounts of 1 extremely fast while using Money, Rum, and Software. It can hold 5,500 workers, and it is a 3x3 sized building. It isn’t worth it if you have to worry about the resources required to build it, it is simply a job filler.
What is Tourism? Tourism is a quick way of earning passive income without the need of consuming a lot of resources. While you do not get resources produced by it you do get money. The amount of Tourists you can support can be found to the right of your Population number and it has the symbol of a colonist wearing a blue shirt, a red hat, and is looking through binoculars. Tourists will come in from the Space Port, and to increase your Tourism capacity, simply build more tourist buildings.
How do I get rid of Depression in my colony? In order to cure the depression within your colony simply build more entertainment buildings.
How do i cure Fatigue? Fatigue is caused by your colonists having to take too long of a trip in order to get to and from work, entertainment, education, and medical buildings. It is best to keep all of these buildings at an absolute max of 50 tiles, and a preferred max of 25 tiles. This means the path the colonists would have to walk, not a direct route through buildings. (like pac-man)
What is Ether and where can I get it? Ether is a resource primarily obtained by the Draconian and Zolarg race, however recently League of Independent States have been granted the ability to obtain it as well. When i say obtain i mean actually produce it from a source. The source can be found on Abandoned Planet and is found by Ether River tiles that have an infinite amount of Ether. This is obtained by building the Worker/Vehicle that can get get the Ether. Ether is used for human races for only two buildings currently, those being the Advanced Cloning Facility, and the Ether Tree Farms. Both buildings are the best for what they both do. (Immigration & Wood)
Is it useful to always Group Up my rovers? In most cases yes, however do not group them up if they are harvesting resources because it will slow down the rate at which you get said resources. If the rover is strictly for building, then yes group it up. Also, group if you are experiencing high amounts of lag.
Also, it is best to place a Resource Depot next to the resource you are harvesting (at most one tile away). This way the rovers do not have to take trips back and fourth and can constantly pick up and drop off immediately.
Why is Mobile so errr poor quality in some ways?
Well when it comes to this, and it’s from my experience considering I am a mobile player only and I do not actually own a computer. (am using an Iphone 8+) You have to consider the processing power of mobile phones, I mean, think of trying to calculate hundreds of buildings, manage the population, manage new buildings being built, the trees growing over time, the GDP of your colony, and more all at once. While many say this game is poorly optimized for mobile, it honestly is really optimized. While yes it may fry your phone and murder your battery, the fact that it’s possible to run something of this size at all from something in your pocket is insane.
If your colony is lagging horribly it’s best to group up your rovers, limit the number of buildings being built as low as you can, zoom in away from the majority of your buildings, and turn your settings down. With that being said, if you play in a Region you shouldn’t worry too much about lag however if your a single city colony, if you start experiencing lag even though everything i just listed is being done, then unfortunately there’s not much you can do.
What are Starships?Starships are another Endgame resource that does not currently really have a use other than for selling it for high amounts of money, I sell about 150k at a time and make a good $10-15 billion. Also, don’t sell it as a contract in the Trade Market unless you are doing it as a way of storage, nobody ever really buys them. If you want to make money, I would sell directly.
What is the Regional Bussing Authority? This is a recently added mass transit feauture that is useful simply for Regions only, it allows you to place one of these down in a Regional City that just has Housing & Colonists only, and place one down in an adjacent (right next to) Regional city that just has Jobs, and the colonists will then come from one city to another to work. It does not allow colonists to move from one city to another and stay there, they will only work. From what i have seen, 1 bussing authority transfers 400 colonists to an adjacent city. And as far as i know it is stackable. However in my personal opinion, it is better to just build the Housing and Jobs in the same city.
Is there a way to stop babies from being born? Unfortunately there is currently no way from stopping babies from being born within your colony, however there is an policy option granted by building the Hall of Congress that allows you to deport children from your colony.
How long does it take for them to grow up? If i am correct, and note i have not confirmed this nor has anyone else confirmed this for me. But it takes 15 minutes for a month to pass by in the game. The aging system is actually based on in game time so they will grow up based upon time, so it might take a good day or so for one generation of kids to grow up and begin working.
What are Embassies and are they worth it? Embassies are basically like a friend system, they allow you to build a building that allows a quick way to gift resources and send messages together regardless of if they are talking in global chat or not. Also, if you are human for example, and you get an embassy from a zolarg/draconian race. you will then also get zolarg/draconian colonists as well. and vice versa if your another race. The cross-race system has no benefits or downfalls, it is simply just a for looks or for bragging rights type of thing.
Is the arcologies worth it? if you have to ask yourself if it’s worth it even after i describe what they are then they are not, also note, the black/normal arcology consumes less resources than the Fantasy Arcology and has 500 medical slots, 2k education slots, 500 tourist slots, and 10k housing population capacity. However the downfall is it has 7k worker capacity. With the new addition of the sliders allowing you to make it so no one will work in it, it has become more useful if you need more education/medical/entertainment, however the Fantasy Arcology houses 16k people with no jobs or anything else, however it does use resources like Toys, Rum, and Cloth.
Is there any way to passively generate Clay without the need of constantly building Clay Mines? Yes! if you build the Ultra Deep Dig site (built by drones) then you will get more alien artifacts as well as some clay over time!
Lastly, I just want people to understand this. This game is not something that will be perfect, I mean, it can, and it already basically is. But of course there will always be bugs and issues. That’s just apart of expanding a game. Not to mention that this game isn’t on some million dollar budget, it is made by one, amazing person, someone who makes hundreds of different games, all free to play! Bast is only human, so please do cut him some slack on some things okay...? Yes there are some issues with My Colony, some big, some small. But we gotta take it one step at a time and we gotta help bast, not bombard him with a million problems at once and expect him to fix it all in that moment.
Bast is the only developer I know. He is the only person I know that actually gets this involved with the community and actually reads all the forum posts and provides feedback. Like I personally could never! The amount of time, and patience that would be required to have something of this scale and keep it in tip top shape to ensure thousands of people are happy at once? Like that’s honestly insane, yet bast somehow manages to do it flawlessly. So @bastecklein, I would like to say thank you.Thank you for giving us something that brings us all together, and something that we can all enjoy. To the part of the community that has been here with us and has supported, guided, and provided helpful feedback. Thank you.
I hope this answers some questions you may have!
If you have any other questions, please comment below and I will do my best to answer!
Posted 11-30-2020 (30th of November)
Update Version: 1.10.0
First things first, I apologize for there being any grammar mistakes, am doing this from my phone, and I also don’t like to be too formal because I don’t really see a point of it.
Do I need to get rid of Trash and limit the amount of Atmosphere I have?
Atmosphere and Trash have absolutely no negative effects to your colony(as of right now), in fact it’s best to get as much of these two resources as you can. Reason for that being that Trash can eventually be used to make Plastic (Small Recycler) and eventually Plastic and Aluminum as well! (Medium Recycler)Also, if you really wanna boost your the amount of Atmosphere you have, the incinerator ( 2x2 building) produces a TON of atmosphere at the expense of burning away a lot of trash. Atmosphere can be used eventually to create a lot of water which is really useful in some colonies. The Ant Paste Synthesizer consumes trash as well to make Ant Paste.
(Do note, Atmosphere and Trash may effect gameplay negatively in a future update, however as of right now it does not)
(I personally currently have 42.8 Billion atmosphere, and 12.6 Billion Trash)
Aluminum! If you have this resource in your world DO NOT use all of it! Save as much aluminum as you possibly can because one it goes away, there’s not another way of making more until you get Alien Tech or you unlock the Medium Recycling Center! Aluminum can also be pricy at times aswell, but with that being said it is also an option to purchase it from the trade market, and also the Uranium Enrichment Facility allows you to purchase some Aluminum in amounts of 100.
Uranium Enrichment Facility? This building requires Uranium and Aluminum in order to function. It takes in 1 Uranium and produces 2. Meaning every time the bar is filled you will receive 1 Uranium.
Best way to get Civics? The most efficient way of generating high amounts of civics for United Earth is the Imperial Propaganda Office, while the Investment Bank generates more, the IPO is more space, and cost (the second clue for the challenge is a building not looked highly upon for it produces a resource only useful for the government and pubs) efficient considering the IB requires 4 tiles, 5k workers, and a couple thousand resources as well as $2.5M.
Best way of generating Research? The most efficient way of generating resource is without a doubt the Center for Artificial Learning. It generates about 1100 Research a second at max worker capacity.
What is the Department of Fish Mating Studies & is it Worth it? The DFMS is and was designed to simply be a building to send extra colonists to work without damaging your production lines. It simply just generates Research in amounts of 1 extremely fast while using Money, Rum, and Software. It can hold 5,500 workers, and it is a 3x3 sized building. It isn’t worth it if you have to worry about the resources required to build it, it is simply a job filler.
What is Tourism? Tourism is a quick way of earning passive income without the need of consuming a lot of resources. While you do not get resources produced by it you do get money. The amount of Tourists you can support can be found to the right of your Population number and it has the symbol of a colonist wearing a blue shirt, a red hat, and is looking through binoculars. Tourists will come in from the Space Port, and to increase your Tourism capacity, simply build more tourist buildings.
How do I get rid of Depression in my colony? In order to cure the depression within your colony simply build more entertainment buildings.
How do i cure Fatigue? Fatigue is caused by your colonists having to take too long of a trip in order to get to and from work, entertainment, education, and medical buildings. It is best to keep all of these buildings at an absolute max of 50 tiles, and a preferred max of 25 tiles. This means the path the colonists would have to walk, not a direct route through buildings. (like pac-man)
What is Ether and where can I get it? Ether is a resource primarily obtained by the Draconian and Zolarg race, however recently League of Independent States have been granted the ability to obtain it as well. When i say obtain i mean actually produce it from a source. The source can be found on Abandoned Planet and is found by Ether River tiles that have an infinite amount of Ether. This is obtained by building the Worker/Vehicle that can get get the Ether. Ether is used for human races for only two buildings currently, those being the Advanced Cloning Facility, and the Ether Tree Farms. Both buildings are the best for what they both do. (Immigration & Wood)
Is it useful to always Group Up my rovers? In most cases yes, however do not group them up if they are harvesting resources because it will slow down the rate at which you get said resources. If the rover is strictly for building, then yes group it up. Also, group if you are experiencing high amounts of lag.
Also, it is best to place a Resource Depot next to the resource you are harvesting (at most one tile away). This way the rovers do not have to take trips back and fourth and can constantly pick up and drop off immediately.
Why is Mobile so errr poor quality in some ways?
Well when it comes to this, and it’s from my experience considering I am a mobile player only and I do not actually own a computer. (am using an Iphone 8+) You have to consider the processing power of mobile phones, I mean, think of trying to calculate hundreds of buildings, manage the population, manage new buildings being built, the trees growing over time, the GDP of your colony, and more all at once. While many say this game is poorly optimized for mobile, it honestly is really optimized. While yes it may fry your phone and murder your battery, the fact that it’s possible to run something of this size at all from something in your pocket is insane.
If your colony is lagging horribly it’s best to group up your rovers, limit the number of buildings being built as low as you can, zoom in away from the majority of your buildings, and turn your settings down. With that being said, if you play in a Region you shouldn’t worry too much about lag however if your a single city colony, if you start experiencing lag even though everything i just listed is being done, then unfortunately there’s not much you can do.
What are Starships?Starships are another Endgame resource that does not currently really have a use other than for selling it for high amounts of money, I sell about 150k at a time and make a good $10-15 billion. Also, don’t sell it as a contract in the Trade Market unless you are doing it as a way of storage, nobody ever really buys them. If you want to make money, I would sell directly.
What is the Regional Bussing Authority? This is a recently added mass transit feauture that is useful simply for Regions only, it allows you to place one of these down in a Regional City that just has Housing & Colonists only, and place one down in an adjacent (right next to) Regional city that just has Jobs, and the colonists will then come from one city to another to work. It does not allow colonists to move from one city to another and stay there, they will only work. From what i have seen, 1 bussing authority transfers 400 colonists to an adjacent city. And as far as i know it is stackable. However in my personal opinion, it is better to just build the Housing and Jobs in the same city.
Is there a way to stop babies from being born? Unfortunately there is currently no way from stopping babies from being born within your colony, however there is an policy option granted by building the Hall of Congress that allows you to deport children from your colony.
How long does it take for them to grow up? If i am correct, and note i have not confirmed this nor has anyone else confirmed this for me. But it takes 15 minutes for a month to pass by in the game. The aging system is actually based on in game time so they will grow up based upon time, so it might take a good day or so for one generation of kids to grow up and begin working.
What are Embassies and are they worth it? Embassies are basically like a friend system, they allow you to build a building that allows a quick way to gift resources and send messages together regardless of if they are talking in global chat or not. Also, if you are human for example, and you get an embassy from a zolarg/draconian race. you will then also get zolarg/draconian colonists as well. and vice versa if your another race. The cross-race system has no benefits or downfalls, it is simply just a for looks or for bragging rights type of thing.
Is the arcologies worth it? if you have to ask yourself if it’s worth it even after i describe what they are then they are not, also note, the black/normal arcology consumes less resources than the Fantasy Arcology and has 500 medical slots, 2k education slots, 500 tourist slots, and 10k housing population capacity. However the downfall is it has 7k worker capacity. With the new addition of the sliders allowing you to make it so no one will work in it, it has become more useful if you need more education/medical/entertainment, however the Fantasy Arcology houses 16k people with no jobs or anything else, however it does use resources like Toys, Rum, and Cloth.
Is there any way to passively generate Clay without the need of constantly building Clay Mines? Yes! if you build the Ultra Deep Dig site (built by drones) then you will get more alien artifacts as well as some clay over time!
Lastly, I just want people to understand this. This game is not something that will be perfect, I mean, it can, and it already basically is. But of course there will always be bugs and issues. That’s just apart of expanding a game. Not to mention that this game isn’t on some million dollar budget, it is made by one, amazing person, someone who makes hundreds of different games, all free to play! Bast is only human, so please do cut him some slack on some things okay...? Yes there are some issues with My Colony, some big, some small. But we gotta take it one step at a time and we gotta help bast, not bombard him with a million problems at once and expect him to fix it all in that moment.
Bast is the only developer I know. He is the only person I know that actually gets this involved with the community and actually reads all the forum posts and provides feedback. Like I personally could never! The amount of time, and patience that would be required to have something of this scale and keep it in tip top shape to ensure thousands of people are happy at once? Like that’s honestly insane, yet bast somehow manages to do it flawlessly. So @bastecklein, I would like to say thank you.Thank you for giving us something that brings us all together, and something that we can all enjoy. To the part of the community that has been here with us and has supported, guided, and provided helpful feedback. Thank you.
I hope this answers some questions you may have!
If you have any other questions, please comment below and I will do my best to answer!
Posted 11-30-2020 (30th of November)
Update Version: 1.10.0
Hello, everyone. Today, I will be asking an question about narcotics. Please read the entire topic for your confidence.
Today, in one of my colonies, I had auto-trade enabled and it sent me some ant paste (human narcotics, according to Coloniae online reference). Upon the resource arrival from auto-trade, the ant paste had not been consumed by anybody in the colony and it was just sitting there in storage as if it was never used. I would like to ask you these questions:
Today, in one of my colonies, I had auto-trade enabled and it sent me some ant paste (human narcotics, according to Coloniae online reference). Upon the resource arrival from auto-trade, the ant paste had not been consumed by anybody in the colony and it was just sitting there in storage as if it was never used. I would like to ask you these questions:
- I already know what narcotics are (in real life), but what is their purpose in the game?
- Why is nobody consuming the narcotic resource for their race?
- What will narcotics do to colonists, and how will it affect them?
- How does the narcotic system work?
.47 chrome
take your time on this one as much time as you like .
was expecting the past boilers to eat ant past but nope sasy it will but does not use any and yes I have 600 k past .
Not complaining as i now have 100 built and going to build 200 as I want 1 million atmosphere fast as possible had planed on gifting ant past till done but other then building usage no ant past needed at this time .
take your time on this one as much time as you like .
was expecting the past boilers to eat ant past but nope sasy it will but does not use any and yes I have 600 k past .
Not complaining as i now have 100 built and going to build 200 as I want 1 million atmosphere fast as possible had planed on gifting ant past till done but other then building usage no ant past needed at this time .
Hello commanders!
Each weapon has its own use against a certain range of enemies, as in the real life and applied in many real time strategy games.
Maybe here are some simple ideas I can share.
Damage Types
Each unit may have resistance against certain damages, and weaknesses.
Here, I’ll represent their protection through the percentage of damage they recieve. The damage type will be in their short form.
Taking Medium Tank of UE as example:
P - 50%
Exp - 180%
F - 20%
Bio - 100%
Ele - 150%
B - 250%
For other damage types, 100% damage is recieved.
And maybe the LIS Militia as well.
P - 120%
AP - 40%
F - 500%
Bio - 180%
Ele - 200%
Ant - 125%
For other damage types, 100% damage is recieved.
If we have a Hazmat Trooper:
P - 130%
AP - 40%
F - 120%
Bio - 10%
Ele - 10%
Rad - Immune (0%)
Ant - 125%
For other damage types, 100% damage is recieved.
Additionally I was thinking can vehicles run over smaller units (welp, maybe let’s not go that complicated)
So what do you think about it?
Each weapon has its own use against a certain range of enemies, as in the real life and applied in many real time strategy games.
Maybe here are some simple ideas I can share.
Damage Types
- Physical Projectile (P)
Just some ordinary rounds fired by rifles, machineguns, and etc, yet basically good against infantries and lightly armoured units. - Armour Piercer (AP)
This kind of projectile is good at breaking armour plates. - Explosive (Ex)
Explosives is always the best weapon of destruction! Blow ’em up! - Fire (F)
Fire is the fatal weakness for any infantry and buildings. - Biohazard (Bio)
Biohazard weapons such as acids belongs to this type. Devasts infantries and also a trouble for those steel-claded stuff. You’ll need a hazmat suit. - Electrical (Ele)
Deadly electrical sparks are generally good against everything - Besides able to fry those infantries into ashes, it’s also has a decent anti-armour strength. - Radiation (Rad)
Radiation is dangerous, of course. It’s something released from nukes, ether and other radioactive stuff. - Light Beam (B)
Energy intensive beams are the strongest armour cutting weapon... as long as there’s no energy barriers. - Antaura (Ant)*
The divine power will crush everything!
Each unit may have resistance against certain damages, and weaknesses.
Here, I’ll represent their protection through the percentage of damage they recieve. The damage type will be in their short form.
Taking Medium Tank of UE as example:
P - 50%
Exp - 180%
F - 20%
Bio - 100%
Ele - 150%
B - 250%
For other damage types, 100% damage is recieved.
And maybe the LIS Militia as well.
P - 120%
AP - 40%
F - 500%
Bio - 180%
Ele - 200%
Ant - 125%
For other damage types, 100% damage is recieved.
If we have a Hazmat Trooper:
P - 130%
AP - 40%
F - 120%
Bio - 10%
Ele - 10%
Rad - Immune (0%)
Ant - 125%
For other damage types, 100% damage is recieved.
Additionally I was thinking can vehicles run over smaller units (welp, maybe let’s not go that complicated)
So what do you think about it?
but can you send more than 2.5k paste at once to your main colony?