Search - arcology

ah, so you'll want to make sure that the type of occupation (botanist, scientist, politician to name a few) that people working in the arcology have get's paid more. Colonists will fill up the jobs that pay the most first, and then whoever comes after them get the scraps left behind. So if you want to fill up food and water processing plants first, make botanists have a higher salary than all other jobs. I'm not sure what type of occupation an arcology job is, maybe blue collar, but find out and make that job the highest paying job and any newcomers will fill up the arcologies instead of going elsewhere. make sure to let the arcology fill up before creating another arcology though, because some people might cross between the arcologies to go to work if you don't.

Actually, there is one more downside if the occupation is blue collar. most production plants are blue collar, like steel, gold, regolith, etc. So make sure that you don't have any empty jobs in those before immigrating people into an arcology, or those people may go elsewhere to work for a steel plant instead of the arcology, even if blue collar makes the most money.
7y ago
They are mostly housing.
The normal can house 10000 people and employs 7000 people, its nice for getting a lot of people. Fantasy Land can house 16000 and employs no people, it's nice to use in areas where you have a lot of jobs in the same area

Check out the reference page for them.
Arcology:
https://www.my-colony.com/reference/general.html?search=Arcology#Arcology

Fantasy Land Arcology:
https://www.my-colony.com/reference/general.html?search=Arcology#FantasyLandArcology

Hope this helps a bit
6y ago
Would it be possible to limit the arcology workers to those resident in that particular arcology much like diplomats stay and work at an embassy? It defeats the concept of an arcology if the workers for that arcology reside elsewhere.
7y ago
Whenever I build an Arcology, my population max DOES rise, but then the number of unpopulated jobs rises even more.

Right now, I have only one subterranean house and 4 Arcologies. One isn't populated, but the house and the other 2 are.
Due to the fact that you only put 7K workers in an Arcology, but it still allows you 3K unemployed workers, shouldn't the amount of unfilled jobs dramatically shrink with an Arcology?

I had about 132 unemployed with only subterranean houses, but now, I have 40K (roughly what with my sheep farms having housing in them) population total and at max, but 50K jobs in total.

In theory, I should infact have 9K unemployed workers, but I don't, instead, I am gaining 3.5K-ish more jobs than I should be gaining. This is ending up messing with pretty much everything to do with jobs and new facilities not working upon completion.

I LOVE the idea of an Acrology. Basically the ULTIMATE solution to mass population problems such as limited clinic space and colonists have to walk to a stadium or park for entertainment, but atm I think building them isn't worth it in the long run. Fully staffed, Arcologies are seriously awesome, producing tons of cash, and just only for housing colonists more or less, but fully housed Arcologies seem to be rare, even if I think housing's supposed to be free in them, but entertainment isn't supposed to be.

3 Arcologies are fully housed, save for one, which still have about 400-ish population space. But I'm at max population atm.

If I keep building Arcologies, will the mass job openings and lack of full housing solve itself eventually?
I've done a couple of fire drills and it doesn't fix the job problems.

Didn't post this in a Bug Report forum because I think I'm just missing something than the game having a legit problem.
7y ago
Today My Colony v0.43.0 has been submitted to all platforms and should be arriving on your respective device shortly. I am still working on getting the bugs from the big engine overhaul worked out, and they are getting better for the most part, but the primary focus in this release was on new content. It had been quite a while since a new content release was made, and this is one of the largest ones ever. So without further delay, here are the release notes!

My Colony v0.43.0 Changelog

New Stuff
  • New Map Type: Ice World (LIS and Zolarg)
  • New Resource: Crystalline
  • New Structures: Fantasy Land Arcology, Ore Synthesis Lab, Big Playhouse, Micromine, Regolith Furnace, Compacted Snow Path, Diamond Crystal Reactor, Alien Enrichment Facility, Crystalmound, Ore Tunnel, Synthetic Crystalline, Independence Hall Level 2
  • New Vehicles: Tundra Rover, Tundrabug
  • New Techs: Next Gen Power Production, Crystalline Synthesis
  • New Premium Content: Monument of Heroes, Blue Residential Complex
Changes
  • A new Center Map option has been added for buildings, allowing you to select the new "center" location of the map.
  • There is a new build options screen on road tiles, with a slightly revamped upgrade flow. A similar experience might be coming for Structures too, if people like how the new one looks.
Notes
The biggest change revolves around the addition of the new Ice World map and the new Crystalline resource that was added along side it. This was my first test of having a map type work across multiple civilizations, and I think it works alright for the most part.

The Ice Maps are very micro-managy (especially on the Zolarg side), and much is yet to be added. They are fully playable right now though, just don't expect an easy ride. You particularly need to be careful to conserve Gold so that it does not run out before you have the means to produce it artificially. I expect Ice World maps to be profitable export colonies in the future.

In addition, some other much needed (in my opinion) items have been added to the game, including a Level 2 LIS capitol building, allowing the annexation of new lands. Also, a better Uranium facility, and an upgraded method for producing Ore on base-regolith type maps. A new Arcology type was added, and the old Arcology now provides education to its inhabitants. The Internet Relay Booth now also provides a small IQ boost. Oh yeah, the forum has moved too, so if you have not yet done so, you will need to create a new account.

Moving forward, the next update (besides working on more bug fixes) will probably focus on the Zolarg some more. I want to get the Zolarg race more fleshed out before adding in the next civilization, which will probably be the evil Reptilians.

One more thing, some of you might remember the My Colony Podcast I was doing a while ago. I plan on trying to merge the podcasting server here with the new forum and maybe doing another episode just to see how it goes. Then again, maybe I wont. We'll see.

So that's all for this update. There were probably more additions and changes that I didn't remember, but you get the point. Thank you to everybody for playing and stay tuned, much more to come!
7y ago
so I have been using the arcology building as housing for large blocks of buildings for example I have a central arcology and around that I have a bunch of alu generators. is this an effective way for housing or would it be better to use the tall housing tower?
6y ago
it depends, i like fantasy land arcology more as it offer workforce for the job i created. Arcology alone provide on 3k workforce, fantasy has 16k
6y ago
It says that Arcology provides an IQ of 100. So why does my colony has an average IQ of 75?
1. Does the Arcology knows that it should be schooling the residence?
2. So as I understood the only schooling what is necessary is the community college. Is that right?
3. To have a better housing structure – should the college be near the Arcology and the workplace or is the schooling a one time thing an it should be enough to have one center college schooling area?
6y ago
Siscop said:It says that Arcology provides an IQ of 100. So why does my colony has an average IQ of 75?
1. Does the Arcology knows that it should be schooling the residence?
2. So as I understood the only schooling what is necessary is the community college. Is that right?
3. To have a better housing structure – should the college be near the Arcology and the workplace or is the schooling a one time thing an it should be enough to have one center college schooling area?


I'll do my best, it's just on my experience, Bast is still working on the kinks of this rollout.

1. Not sure, my IQ bounces around a lot as well. If I have a few thousand (a few percent) unemployed, I've seen it go up to 129, if everyone is at work, it falls back into the high 70s... -shrug-
2. I think you need them all but am not sure. If your average is 75, presumably that doesn't mean everyone is. Having them all means they can progress up even if really dumb.
3. To me, it does not appear to be a one time thing. My IQ fluctuates too much for it to be a one time thing...though I think it should. I'm not sure if distance matters.

Hope that helps some, I'd like more clarification on how education works too.

Cheers!
6y ago
Thanks JaxxSilva,

Since the release came out I have built 10 Educational building each – yes even the smaller schools even though I don’t think I need them since the Arcology should substitute those ones. They are constantly in full use.
Population about 100k and growing with 1-2 Archology per day.
Could it be that my IQ stays at 75 because I am constantly understaff with about 10%-25%?
This understaffing is a side effect of building Arcology.

The average IQ of 75 does seem to come with the building of new Arcology and it doesn’t seem to be schooling the residence.
6y ago
(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
And the Arcology housing building. I think even the Fantasy Arcology one does too.
7y ago
Just to add Yes it is easy to sell AL or what every for coins and buy resources .
And yes it is possible to make enough resources for each type building in the game .
That does not change the fact I am getting less then one coin for every robot the arcology uses
and i am getting one robot for every al the robot plant makes .
The lose of these buildings would put them out of business .
7y ago
When I click on the "residents" link within an arcology, it instantly sets workers and residents to 0 and then slowly fills back up. I have done this with 4 different arcologies on my map with the same result.

Running v47 on downloaded client for OS 10
7y ago
you can see where they are working.... and if a full arcology has only 2k of 7k jobs filled, it's obvious that they aren't working in it.
7y ago
If I use Vertical Warehouse Farms exclusively to produce food, it will take ~5 VWFs to feed the population of one Arcology. If I rely on Food Processing Sweatshops I can conceivably feed 9 Arcologies off the production of one FPS.

In terms of workers the VWF would need less workers with higher pay (botanists) while the FPS will need more workers, due to the need for the FPS support buildings, but will probably cost less in wages.

In terms of space the VWFs would require less, again due to the need for the FPS support buildings.

Did I get all that right?

7y ago
I'd like to request a revised Arcology and Vertical Warehouse Farm.

Since the Arcology was *ahem* inspired by a certain game *cough*simcity200*cough* I was thinking the Vertical Warehouse Farm could be derived from another building in that game, the jungle arco.

7y ago
@Amorphus The reference lists arcology jobs as unskilled, which does pose a problem.

However, I referenced embassies in my original post. The assumption is there is some code that makes sure their diplomats stay in one place even during fire drills.
7y ago
I should compute if this schematic is compatible with my arcology-centered layout... of course if it does then it would probably cost upward of 10 billion to renovate.

EDIT: @BugFurries this is my default layout. The only things that are fixed is the arcology in the center and the outer road/border.

7y ago
malakhglitch said:I should compute if this schematic is compatible with my arcology-centered layout... of course if it does then it would probably cost upward of 10 billion to renovate.

EDIT: @BugFurries this is my default layout. The only things that are fixed is the arcology in the center and the outer road/border.



Looks pretty nice, I would have picked a format like that:



But yes, it would be very expensive.
7y ago
So basically I had this idea...its kinda simple..

And I know after reading this all your gonna say is:
"Bastecklein's engine cant support this!"
"This doesn't fit into the game genre!"
"This is a bad idea!"
"Why do you even post this if you know the engine cant do it!"

Well, that's what I think you're gonna say.
Anyways,
Actually the name explains it all.
This is just an arcology that floats in the air, is powered by oil, uranium, and water.
It houses idk, like 2 million people?
its 8x8, and it can be top of Ground buildings.

Cost:
100,000,000 Ore
100 civics
1,000,000,000 steel
10,000,000 gold
1,000,000 microchip
10,000,000 water
10,000,000 food
10,000 uranium
1,000,000 aluminum
10,000 artifact
10 triantanuim
500 plastic
3600 poterry
5000 bricks

6y ago
i this good but the engine i think can't support but can be the upgrad of the arcology more higter more production, more housing and more powered
can be just like the space elevator but with a lot of house on and in the groud like this

(it is just the idea)
Is it a feature or a bug that the Fantasy Land Arcology does not appear to generate trash?
6y ago
Hi there,

Personally I really hate inefficiency and there for I've been struggling to build the most efficient setup, However I feel like I've come to a point where I can say I actually found the way!

You don't want your conolists to walk great lengths towards work, yet don't have too many roads.

Looking at the posts already made on the forum I'm in love with the arcology setup and used that as a base template, I have yet to do the math on the best population to work ratio but so far all is looking good.

The 'Arcology setup' is a great start and my favorite way of building. However the 8x8 squares do not offer the most efficient way of building. By using rectangles of 8x21 this efficiency is increased. 1x1 2x2 and 2x3 setups.


Please forgive me for mismatching the blocks in the picture.

I personally built my latest city by handeling horizontal roads in repeated blocks of 8 4 8 and (depending on building sizes) vertical blocks of 8 4 8 for housing and essentials and then blocks of 21 / 16 for different size buildings.



Building with 3x4 and 4x3 however are somewhat less efficient in this setup. By simply building them in blocks of 3x2 and 2x2. Buildings that have larger sizes could be placed at the edges as separation of the buildings that do not need workers.

Maby a picture would make more sense then all I've been saying..





I know I'm missing some details in this post, note that it has to be worked out some more :) anyways pictures said enough I belive

6y ago
There are not that many buildings that effect IQ, I know of a few but not many (and there are probably more that I don't know of, which should be easier to find than searching every individual building). There is a museum that does it, and the arcology building increases IQ to 100. The main problem as it stands is that even if you put in IQ buildings, it makes little to no difference because nobody uses the facilities that increase their IQ.

Example, almost my whole colony of 750k people have their accommodations in an arcology building which is supposed to increase their IQ to 100. Out of the 150k entertainment spots that increase their IQ, I'm lucky if 20 people are using it at any given time.

Libraries would be nice to have as well, though I feel a library should give more than 120 IQ. Also I like your idea of prioritising certain classes of jobs by the average IQ. That may very well be introduced as bast has said in a recent update that he wants to include IQ as something that effects the game.
6y ago
Doesn't the description of the arcology specifically state it provides no entertainment ?

Fantasy Land Arcology description :

"A mega residential habitat where dreams become reality, at least until reality sets in. Robots take care of all manual tasks, so the residents can play all day. Provides massive housing but no jobs, entertainment, or other services. Consumes Toys, Rum, Cloth, and Robots."


Ok, so here's the deal...


I started the colony of glasstable https://www.coloniae.space/colonies/J8bW5kEA a few weeks ago.

As you can see i made some fair progress with her :)

Problem is, a few days ago i had the ''brilliant idea'' to go for top population colony for the fun of it.

That's when the trouble began....

All of a sudden at one point saving the game started taking 2-3 minutes instead of seconds. The game also stared lagging quite severely. I thought to myself that maybe it was the new population map that i made on the region could have caused it (i'm sure it did) , so i deleted it (buldosed that f**ker to oblivion) . So i continued playing and expanding.

Now the problem is that it only solved part of the problem.
Indeed the game was saving much better now (still no 2-3 seconds, but like 20 secs) , but i was still experiencing lags. I've been trying to fix this for days now and no success.

Funny thing is that this happened to me in the past with another region map i started back in november or something. I figured maybe the problem was solved but i was mistaken....

Bottom line is that i will be starting a new region map under my own commonwealth ( am i cheating here? ) and get a fresh start... sort of.

I'm curious if anyone else experienced any problem symilar to mine or is it just my PC that messes up things for me.

I'm actually glad to start over and hopefully not repeat the same mistake again. :)

PS : going for population messed up regular massive maps of mine as well (none-region) . Could it be the large amounts of arcology/fantasy arcology buildings?
5y ago
3. I am not sure how you are getting such a low production number (i.e. 20-40 regolith / min from a Regolith Extraction Inc.). Are you sure it isn't maybe staffed on-duty by 1-2 person only at the time of observation?

In any case, I monitored all my production buildings from time to time and compared them with the values in the Reference Table, and so far my various production buildings are always higher by the same constant (about 30-40%) when compared to the values in the Table which assumes 20 ticks/second. This is as expected, meaning that my ticks/second on the computer I play on is also faster by the same ratio. In any case, sorry I am not sure what is causing the resource yield in your game to be much lower than theoretical 20 ticks/second if fully staffed.

Discussing specific buildings you mentioned :

- Vertical Warehouse Farm is not bugged. Mine shows 8000 Food/min when staffed by 24 people on-duty out of total 35 slots, so that is as expected (again, my computer tick is higher than the assumed 20 ticks/second used in the table).

- Ore Zapper vs Regolith Extraction Inc gives the correct number. Remember Ore Zapper is only 1x1 in size and doesn't require workers, wile REI takes 9x the space while only having a bit higher yield, so Ore Zapper has much higher yield/tile. In endgame when all resources are produced in humongous quantity per second, yield/tile is the most important parameter for a production building as space is of paramount commodity. So what is the use for REI? It provides a midgame way to automate regolith production for colonies in asteroid/abandoned/lunar base instead of having to build Regolith mines over and over manually. In those worlds, you can't get Ore directly unlike in Red planets. You have to convert it from Regolith instead.

- As I mentioned before, there are at least 3 mid- and end-game buildings which has discrepancy between Reference data and in-game actual production, them being : Alien Plastic which you noticed as well, Tech Office, and Obsidian Furnace. The actual in-game production of these 3 buildings are multiplied by the worker quantity just like any other buildings requiring workers. This makes Alien Plastic being much better than Advanced Plastic Factory as it should be, Tech Office being second best money production building after endgame Star Port, and Obsidian Furnace being higher than listed. This has been discussed by the awesome owner of the Coloniae Reference (and Coloniae itself) Sobe and the developer Bast, and so far there is no clear solution why the database the Table pulls from is different from the actual in-game stat. In the grand scheme of things, this is very minor and there are much much more pressing bugs and issues to fix by the developer though. Unfortunately I have barely any knowledge about database and coding to try to analyze the issue, and Sobe has done a lot to make a new Reference which can automatically updates itself, after the old Reference had been abandoned by the previous contributor.


4. Just a tip, I personally don't think Arcology is a useful building to have, as 7000 of the colonists are tied in useless job slot which doesn't yield anything much. Fantasy Land Arcology is a different story though. If you have an abundance of resources to be used for testing and such, please feel free to proceed however, but not if you are still strapped on midgame resources.


5. In short yes, a colonist will have fixed workplace and residential place once it arrives and gets assigned a job. In reality, there are more complex dynamics involved which I don't fully understand especially when residential buildings are sold or destroyed, or the current workplace is sold or destroyed.



We are all thankful for Relic Studies, especially it is chilling to know that for the first year and more of the game, there was no Relic Studies and every endgame player was stuck on spamming UDDs and Alum generators till the end of the map.

About your balance concerns :
- Yes, Food Processing Sweatshop pretty much produces that much and will blow all other Food production buildings out of the water, because planets other than Sugar World have ways to produce Sugar as well.
- Maybe you have not seen the Research Converter, but it pretty much is the endgame production building you need to spam for 20 or so different resources.
- As for the Alien Enrichment Facility, it was a pretty decent upgrade when considering what players had for Alien Artifacts and Aluminum back then before the introduction of Relic Studies. It made Uranium much easier to get than the other 2. We wish all Alien Tech is such a big upgrade like it is for Steel, Gold, and Microchip, but alas it is not so. Now with powercreep, you have Research Converter which blows Alien Enrichment out of the water for Uranium and many other resources.




5y ago
bastecklein said:I don't plan on adjusting the ratios, I plan on adding bigger medical facilities and schools.


The ratio is good for most of the housing. Only 2 house can be problematic, and only one house can generate big problem (Fantasy Land). For all other housing the ratio should't generate problem using the already present building in game.

If you change the Fantasy land, or adding an upgrade with some medical/edu/entr slot, like the Arcology? Like a "Revenge of Fantasy Land Arcology", 20k pop, 4k inside worker, 16k normal worker, 600 medical slot, 3500 edu, 2500 entertainment? People will need to build some utility, without the need to use half of the map for education, entertainment and medical care..


ps. and the other race? because insect and draconian don't have much to offer..
4y ago
Hello guys.

A batch of ideas, with a batch of models.

Space Era units
Future Battleship, fortresses of the high seas
Space Marines, reporting for duty!
Star fighter craft, suitable for both space and atmospheric flight

Future era units
ION CANNON!
Boy's dream. Big mechs.
Airship of war, operation is not restricted by airport availability.

Buildings
Research lab for advanced research needs.
Spaceport! Provides productivity and trade.
The urban farm can provide a city a good sum of food production, at a reasonable cost.

Wonders
Academy of Domination will let all units trained from this city at heroic rank.
Ultimate cultural wonder. A massive device that integrates all minds.
The Arcology provides ultimate population support, in terms of food.
The first one who owns a fusion reactor will have unmatched industrial power!
Up into the skies, for interstellar trade of limitless cash.
This laser anti-missile system can destroy all nuclear missiles at safe distance, making all cities with your SDI defense totally immune to nuclear strikes.
Now, don't you hate it when your settlement gets destroyed with nothing left? Well, here's the Military Arcology Bunker! Has everything you need to survive a war, and can build basic units to rebuild! Food is provided, it shoots, and people can live here! What's not to like???




I've found out my problem with too many open jobs. I just merely needed to treat each arcology like it only housed 3K people, since 7K would get absorbed by the Arcologies themselves.

But there IS some poorly numbered ones even still.
7y ago
There is the fantasy land Arcology which just grants you 16k population.




7y ago
Ok so I know what else I have to do I have to build a lot of hotels and arcology I still far unfortunate
7y ago
I also want a better motel. Or a better Arcology..
7y ago
Welcome
Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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