Search - bureau of bureaucracy
In my previous post, I mentioned how it'd be nice to have wider content instead of deeper content. So here are some ideas for that content (still only human ideas except where otherwise noted):
Technologies:
Black Hole Synthesis: Requires Alien Quantum Physics.
Vehicles:
Bluebot: Premium only. A faster version of Adv builder bot.
Buildings:
Large Recycling Center: An upgrade to Medium Recycling Center. Produces plastic. Also produces one of pottery, aluminum, and toy. Requires Tall Construction, Advanced Chemical Synthesis.
Alga-Oil, Inc.: Produces Oil from trash in small-ish quantities. Requires Advanced Chemical Synthesis.
Food Disposal Center: "Just in case you ran out of trash". Turns food into large amounts of trash.
Charcoal Scrubber: Consumes Atmosphere and turns into charcoal (removes CO2). Weaker than Atmosphere scrubber.
Triantantium Mine: "When you really, really, need Triantanium, that's when you start making black holes". 5x5 top secret building which has a black hole in the center. Converts Steel and Uranium into Triantanium by dropping it into a black hole and catching what comes back out. Consumes Ether to stabilize the black hole. Much better than the other refineries. Requires Black Hole Synthesis.
Center for Black Hole Studies: Consumes ether and turns it into research. Worse than Center for Artificial Learning
Five-Star Restaurant. Premium only. Gold plated version of Restaurant. Consumes more food and produces much more money.
Mega Resort: 7x7 Building housing tons of tourists. Makes an actually large amount of money. Consumes pottery, toys, cloth, food, water, rum, and robots.
Large Space Port: Consumes Starships, brings in 100s of tourists at a time.
Bureau of Regulations: Upgrade to Bureau of bureaucracy, has 1000 jobs and produces 5x the civics.
Customs House (Human): Charge $100 from tourists who enter. A way to start actually making money from tourists. Just surround space ports with these so they have to go in.
News Station: Consumes software. Provides entertainment and civics.
Reeds, Giant Sequoia: Fir tree reskins.
Banana Tree, Apple Tree, Orange Tree, Grape Vines: Palm Tree reskins.
Complaints Processing: Early Game building which produces a few civics and has basic policy such as Fire Drill and Lottery. Requires that you don't have independence.
Solar Furnace: 5x5 building which is one of these: https://en.wikipedia.org/wiki/Solar_power_tower. Fills the gap between Solar Towers and Nuclear Reactors.
That's all I can think of for now. Maybe I'll make a Vol 2. What do you think?
Technologies:
Black Hole Synthesis: Requires Alien Quantum Physics.
Vehicles:
Bluebot: Premium only. A faster version of Adv builder bot.
Buildings:
Large Recycling Center: An upgrade to Medium Recycling Center. Produces plastic. Also produces one of pottery, aluminum, and toy. Requires Tall Construction, Advanced Chemical Synthesis.
Alga-Oil, Inc.: Produces Oil from trash in small-ish quantities. Requires Advanced Chemical Synthesis.
Food Disposal Center: "Just in case you ran out of trash". Turns food into large amounts of trash.
Charcoal Scrubber: Consumes Atmosphere and turns into charcoal (removes CO2). Weaker than Atmosphere scrubber.
Triantantium Mine: "When you really, really, need Triantanium, that's when you start making black holes". 5x5 top secret building which has a black hole in the center. Converts Steel and Uranium into Triantanium by dropping it into a black hole and catching what comes back out. Consumes Ether to stabilize the black hole. Much better than the other refineries. Requires Black Hole Synthesis.
Center for Black Hole Studies: Consumes ether and turns it into research. Worse than Center for Artificial Learning
Five-Star Restaurant. Premium only. Gold plated version of Restaurant. Consumes more food and produces much more money.
Mega Resort: 7x7 Building housing tons of tourists. Makes an actually large amount of money. Consumes pottery, toys, cloth, food, water, rum, and robots.
Large Space Port: Consumes Starships, brings in 100s of tourists at a time.
Bureau of Regulations: Upgrade to Bureau of bureaucracy, has 1000 jobs and produces 5x the civics.
Customs House (Human): Charge $100 from tourists who enter. A way to start actually making money from tourists. Just surround space ports with these so they have to go in.
News Station: Consumes software. Provides entertainment and civics.
Reeds, Giant Sequoia: Fir tree reskins.
Banana Tree, Apple Tree, Orange Tree, Grape Vines: Palm Tree reskins.
Complaints Processing: Early Game building which produces a few civics and has basic policy such as Fire Drill and Lottery. Requires that you don't have independence.
Solar Furnace: 5x5 building which is one of these: https://en.wikipedia.org/wiki/Solar_power_tower. Fills the gap between Solar Towers and Nuclear Reactors.
That's all I can think of for now. Maybe I'll make a Vol 2. What do you think?
Hello commanders.
Today I would like to introduce my ideas for expanding the base, and some ideas for buildings!
For faction identifications, I’ll use colour of the text as follows:
United Earth,
League of Independent States,
Alpha Draconians,
Zolarg Empire.
Let’s begin with base expansion.
Currently the way expanding the base in v0.4.0 relies on building buildings in a dense pack (exclude the larger construction area provided by lander and naval yard).
So if we want to expand the base in a better way, we probably need something else.
Here are my ideas.
Next up, the buildings.
Hopefully you’ll like my ideas!
Today I would like to introduce my ideas for expanding the base, and some ideas for buildings!
For faction identifications, I’ll use colour of the text as follows:
United Earth,
League of Independent States,
Alpha Draconians,
Zolarg Empire.
Let’s begin with base expansion.
Currently the way expanding the base in v0.4.0 relies on building buildings in a dense pack (exclude the larger construction area provided by lander and naval yard).
So if we want to expand the base in a better way, we probably need something else.
Here are my ideas.
- United Earth can still increase construction ranges by buildings, but I would like to have the range provided by buildings are larger.
- League of Independent States requires Pioneer Rover deploy into a Pioneer Outpost to expand into other areas.
- Alpha Draconians requires Command Node built within available areas, increasing the construction areas around the base.
- Zolarg Empire has no restrictions of construction area. Buildings are deployed freely by various Worker Drones. For example, Aerohive Drone is deployed into a Aerohive (the Zolarg facility that produces airforce).
Next up, the buildings.
- War Research Bureau (Tech II)
The War Research Bureau brings blueprints and accesses to the high class weapons of UE armory.
This UE tech building can unlock T3 contents. Model based on the Advanced Medical Research Centre. - Rocket Bunker (T2)
The Rocket Bunker is equipped with rocket launchers. It’s capable responding threats from both land and air.
It’s good against air units and decent against vehicles. However it can only target one unit at a time. - Land Fort (T3)
Land Forts are heavy defense structure of United Earth. Equipped with 4 long range proton cannons it can bombard enemies in a long range.
A very strong yet expensive land defense structure. - Drone Centre (T2)
Drone Centre is a facility for building battle drones for air warfare and also the place for at most 4 drones to stand by.
Air battle facility of UE. - Disruption Array (Superweapon)
The Disruption Array is able to create a strange quantum phenomenon which will release a massive amount of energy, called the Disruption Burst.
The primary superweapon of UE. - Warp Node (Superweapon)
One of the secret dimensional weapon develoepd by United Earth, capable to teleport a small group of troops from a place to another without the need of portals.
The support superweapon of UE. - Torpedo Platform (T2)
The torpedo platform is a naval defense structure specialised for responding naval threats.
The good news is, it can attack submerged units! Meanwhile the bad news is it’s neither anti-land nor anti-air. - Sensor Array (T3)
The frequent stealth attacks launched by LIS makes anti-stealth devices a neccessity on frontlines combating LIS. Besides giving extra sight, it also detects hidden units.
Special support structure of UE. - LIS Lander (Lander)
“Time to give this piece of land a new meaning!” - LIS Lander deploying
Resembles the UE Lander. - Infantry Camp (T1)
The Infantry Camp manages both the militias and the mercenaries of LIS forces.
Infantry training facility of LIS. Will looks like a pack of tents. Upgrading it will unlock T2 infantries. - Burner Generator (T1)
The burner generator powers LIS bases by burning diesel.
Basic power supply facility of LIS. - Watchtower (T1)
These watchtowers are manned by LIS gunners. Although it’s not a very sturdy defense at all, but it has a good firing range and sight.
Basic anti-infantry defense. - Garage (T1)
The Garage produces LIS combat vehicles.
Vehicle factory of LIS. Upgrading it will unlock T2 vehicles. - Hangar (T1)
The Hanger produces LIS aircrafts needed for supporting attacks.
Aircraft factory of LIS. Upgrading it will unlock T2 aircrafts. - Airfield (T1)
An airfield can hold one LIS fighter or bomber plane.
This is required in order to produce aircrafts other than Jetcopters if playing as LIS. - Drydocks (T1)
The drydocks is needed for constructing LIS naval warfare vessels.
Ship factory of LIS. Upgrading it unlocks T2 naval vessels. - Proxy Database (Tech II)
The Proxy Database carries all protected military information of LIS. This facility is needed for producing T3 units.
The only tech centre of LIS. Requires at least one upgraded Garage in order to build one. Unlocks T3 units like the Hacker and Solar Artillery. - Flak Turret (T1)
Flak Turrets are used by LIS to combat against airforces.
Anti-air turret of LIS. - Beam Tower (T3)
The Beam Tower utilizes strong beams to destroy enemy forces effectively.
Advanced defense of LIS. - Uplink Station (Superweapon)
The uplink station calls the devasting Solar Cannon Bombardments, which a rain a rain of solar beams from the space.
Primary superweapon of LIS. - Beam Projector (Superweapon)
The Beam Projector creates a Beam Cage which will isolate the units inside the Cage from everything.
Support superweapon of LIS. - Floating Bunker (T2)
The Floating Bunker is equipped with pounder guns and anti-air flak cannon, an all-round naval defense.
Can target an naval or land unit and an aircraft at the same time. - Pioneer Outpost
This Outpost allows LIS forces to expand into further areas.
Deployed by Pioneer Rovers. Adds a construction range around it. - Engineer Bay
The engineer bay supports extra constructions of LIS bases and also provides repairs to damaged troops.
Special support building of LIS. - Mother Command Module (Lander)
MCM in short. This is the centre of a Alpha Draconian base.
Resembles the Landers, deployed by construction probes. Upgrading this allows access to higher tier unit productions for factories within the range and new buildings. - Microreactor (T1)
A tiny reactor that is powerful enough to power up common Alpha Draconian facilities.
Basic power generator of Alpha Draconians. - Antanium Impactor (T1)
Even on battlefields, this thing is still an imoortant economy building of Alpha Draconains.
Act as a refinery. - Drone Pad (T1)
Alpha Draconians warps drones to the battlefield like how they teleport drones to their colonies for resource collection.
Infantry (drone) training centre. - Mecha Lab (T1)
The place where Alpha Draconian mechas are produced for combats.
Vehicle factory for Alpha Draconians. Also produces Draconian Orbiters (aircraft). - Sentry Module (T1)
The Sentry Module deploys and resupplies guard drones which can take down enemy infantries.
Anti-infantry and anti-air structure of Alpha Draconians. One Sentry dispatches 4 guard drones that fires rapid-fire blasters. - Ether Reactor (T2)
The Ether Reactor is powered by Ether, which provides a even massie amount of energy needed by power-intensive units and buildings.
Advanced power supply building. Strong explosion upon destruction. - Tesla Node (T2)
A very power intensive defensive weapon which is lethal to almost everything.
Advanced defense of Alpha Draconians. - Command Node (T1)
The Command Node is required to expand a Draconian base.
Provides extra construction range. Like Mother Command Module, buildings covered by the Command Node requires the Node’s upgrade to produce better units. - Draconian War Insitute (Tech II)
The Draconian War Insitute provide access for Draconain commanders to the better ways of combats.
Tech building of Alpha Draconians. - Electrosphere (Superweapon)
The Electrosphere can fire a electron ball to release deadly discharges, while can also paralyse those survived and buildings.
Primary superweapon of Alpha Draconians. - Nanocube (Superweapon)
The Nanocube contains nanites which allows to put a tempoary invincible armour onto any steel (actually also works with concretes) claded objects. Anything biological will be killed as the armour coating is biologically harmful.
Support superweapon of Alpha Draconians. - Shield Projector (T2)
The shield projector provides a extra layer of defense to any Alpha Draconian base. If the shield is destroyed it’ll regenerate over time.
Special support building of Alpha Draconians. - Command Post (Lander)
The Command Post is the core in a Zolarg warfare.
Deployed by the Queen drone, it’s same concept as the lander. However it won’t do constructions, instead it’ll create various kind of worker drones which deploys into buildings. - Sugar Burner
Very ordinary power generator in any Zolarg colony and military base.
Basic power generator of Zolarg. - Antanium Furnance
Basically an ore refinery.
Yes, an ore refinery. What else I can tell? - Barrack Mound (T1)
There’s not much difference between a Barrack Mound and any ordinary mound in Zolarg Empire, except that there’s no Queen but officiers in Barrack Mounds.
Infantry training facility of Zolarg Empire. - Watchtower (T1)
Where soldier insectoids stays on duty to keep enemies away. One of them is a Rifle-bug and another being Grenadier.
Land defense structure of Zolarg Empire. - Flak Bunker (T1)
Flak bunker fires explosives mixed with ant pastes into the sky. Those aircrafts hit by these explosives not just have their hull damaged but also move slower.
- Armourcrafts (T1)
The craftsbugs in Armourcrafts builds crude combat vehicles for Insectoid soldiers.
Vehicle factory of Zolarg Empire. - Aerohive (T1)
The air swarms are breeded and trained here, which they are used for bombarding enemies.
Aerohive is the airbase of Zolarg Empire, producing flying units. - Brood Training Centre (Tech I)
In order to get the insectoid broods ready for field service earlier and the need for better tachics and weapons, the Brood Training Centre is needed.
T2 Tech centre of Zolarg. - War College (Tech II)
The War College provides full support to any Zolarg Commander who needs stronger powers.
T3 Tech centre of Zolarg. - Boat Yard (T1)
If you think Insectoids are afraid of the seas, then you’re wrong. They are ready to conquer the seas.
Ship factory of Zolarg Empire. - Altar of Doom (Superweapon)
The Altar of Doom is powered by the Zolarg Empire’s forbidden power - Antaura. Everyone who see it would feel like it’ll summon something that will cause a doomsday.
Primary superweapon of Zolarg Empire. - The Tower of Mind (Superweapon)
Anything that has a mind will never able to escape control from this Tower of Mind.
Support superweapon of Zolarg Empire. - Shrine of Destiny (T2)
The faith will keep your brothers going.
Special support building of Zolarg Empire. It can boost up the training speed of units.
Hopefully you’ll like my ideas!
Just pushed out a quick release to My Colony, v0.47.0! It's not a major update, but it's majorly awesome (as always). Here is what's new:
My Colony v0.47.0 Changelog
New Stuff
The next update is going to expand Zolarg alien tech, who now have access to both Relics and Artifacts. I added the ability to get artifacts so that Zolarg could start gaining access to some of the Human tech tree items, which all require artifacts in the later stages. Zolarg alien buildings will probably be purple similar to the human ones, and will start infusing tech into the Zolarg colonies.
I am also going to try to add full gamepad support to My Colony in the next update, and possibly try to release it on both Android/Fire TV and Xbox One. It already has partial gamepad support which you can test now by plugging an Xbox 360 USB controller into your PC, but there is a lot that needs cleaned up before it's ready for the TV.
One final note, I believe My Colony v0.47.0 and the current build of Antiquitas both have the following bug, which I am unable to pin down, where the Ice World has a partial shaded box covering the entire map. See the following thread for an example:
https://www.ape-apps.com/viewpage.php?p=4438
If you have this issue please post in that thread with all relevant information so I can try to get it squashed before the next update.
That's all for now, the next update will probably be before next weekend, depending on how busy I get. Enjoy!
My Colony v0.47.0 Changelog
New Stuff
- New Structures: Diamond Solar Tower, Bureau of Bureaucracy, Cloth Farm, Relic Cauldron
- On Desktop/Tablet devices, there is a new toggle in the building construction popup window that lets you turn building "chaining" on or off.
- Insectoids gain the Alien Language tech that humans already have
- Ice world is now slightly less dark
- Giorgio Institute and Center for AI Learning now store Alien Relics
- Star Gate can now import/export Alien Relics
- Game will now auto-save when moved to the background
The next update is going to expand Zolarg alien tech, who now have access to both Relics and Artifacts. I added the ability to get artifacts so that Zolarg could start gaining access to some of the Human tech tree items, which all require artifacts in the later stages. Zolarg alien buildings will probably be purple similar to the human ones, and will start infusing tech into the Zolarg colonies.
I am also going to try to add full gamepad support to My Colony in the next update, and possibly try to release it on both Android/Fire TV and Xbox One. It already has partial gamepad support which you can test now by plugging an Xbox 360 USB controller into your PC, but there is a lot that needs cleaned up before it's ready for the TV.
One final note, I believe My Colony v0.47.0 and the current build of Antiquitas both have the following bug, which I am unable to pin down, where the Ice World has a partial shaded box covering the entire map. See the following thread for an example:
https://www.ape-apps.com/viewpage.php?p=4438
If you have this issue please post in that thread with all relevant information so I can try to get it squashed before the next update.
That's all for now, the next update will probably be before next weekend, depending on how busy I get. Enjoy!
I have the Bureau of bureaucracy. Soooo why is my GDP not being calculated? I have been playing continuously and it still says it can't calculate it.... I think it is an awesome function that I would like to take full advantage of! Maybe this is a bug and I should report it.. I have an online game and I am independent... Sooo I would love if you could help :)
yes, and i know how you feel as well.
But currently I feel that Investment Banks and Capitols are good enough.
If you wanted to add a civics building, i feel it would make more sense making an "efficient government building" that pumps out way more civics than all the "inefficient government buildings" already present (Bureau of Bureaucracy), rather than an Ancient Alien type building.
But currently I feel that Investment Banks and Capitols are good enough.
If you wanted to add a civics building, i feel it would make more sense making an "efficient government building" that pumps out way more civics than all the "inefficient government buildings" already present (Bureau of Bureaucracy), rather than an Ancient Alien type building.
Shortly after the great success of the independent Nation of Bait (https://coloniae.space/colonies/OQUUg0mM), The United Nations of Bureaucracy has been officially founded!
Are you a newly independent Nation that needs support / a community without wanting to join a commonwealth? Join the UNOB! Send a message to the Nation of Bait, a constant leader on the My Colony leaderboards!
Charter Code: OQUUg0mM
Our Discord: https://discord.gg/sxtcNK3
Join our discord to request free items, trade your stuff, advertise your own commonwealth and talk with My Colony pros!
Are you a newly independent Nation that needs support / a community without wanting to join a commonwealth? Join the UNOB! Send a message to the Nation of Bait, a constant leader on the My Colony leaderboards!
Charter Code: OQUUg0mM
Our Discord: https://discord.gg/sxtcNK3
Join our discord to request free items, trade your stuff, advertise your own commonwealth and talk with My Colony pros!
I hope everyone is having a good week! Today I am releasing My Colony 2 v0.36.0 and the update should be hitting all platforms within the coming days. This update cleans up a couple of things, adds a couple of things, and fixed some things. So let's take a look at all of the things...
The My Colony 2 engine now supports a second level of user color customization on buildings, besides the random splashes of settlement color found in some places. Voxel models can now specify a second replace color, allowing the user to fully customize the color of their structures. This is currently enabled on the Bunkbed Shelter, Large Living Quarters and Extra Large Living Quarters, and also the brand new Decorative Tile. The "paint job" can be done by clicking on a structure, and you will see a new color wheel option if the structure supports user defined coloring.
Custom colored structures could be a great way to give your settlement character, define districts, or just liven things up a bit. This release is sort of a test of the feature, and it will be certainly expanded to more buildings in the future. If you are a voxel model creator, you can specify areas of a building that can be custom-colored by using the cyan hex code #00ffff.
More statistics have been added to the building mini-stats popup window, which now shows capacity and utilization graphs for medical, education, entertainment and security, similar to what was available in MC1.
Moving along, the My Colony 2 Online stats window has been updated with a new listing for Settlement rankings, now showing the top 30 online settlements listed by population. I plan on adding more to this soon. You will also (at some point) be able to click on both worlds and settlements to get a detailed breakdown screen of each, and I may end up using this screen for future diplomacy related options.
Ok, now for the potentially controversial update, I have added the ability to instant-purchase any structure using Ape Coins instead of paying with resources. I realize that this is somewhat of a pay-to-win, but the truth is that since MC2 lacks the advertising found in most games, I need a way to generate more revenue for the game, that is just the sad truth of it. Let me explain more about it though.
I think I have set the Ape Coin prices high enough that it should deter just rushing through the game, unless someone really wants to pay a lot. I suspect it only to be used in one-off scenarios when someone really does not want to wait to build something, or at the very beginning of the game when prices are low anyway.
The way it works is that the Ape Coin price is calculated at run time based on the GBT value of all of the resources needed to construct the building, with a minimum price of 10 Ape Coins. Since resource prices scale up a lot on the higher end, a player would have to pay serious money in order to build the later game structures, which is why I do not think this system will be abused much later game, which I believe cuts down on the "pay-to-win" aspect of it.
The reality is that nobody is going to pay $15 to purchase an investment bank, or if they do, they sure aren't going to be using this function to spam a bunch of investment banks. So this price calculation being what it is, I think it will safely protect online stats from pay to win abuse. It also cannot be used to purchase buildings that are above your settlement level.
To build a structure using Ape Coins, you just click on the Ape Coin button instead of the green checkmark button on the new construction bottom bar. There is a confirmation dialog, so you are not going to accidentally spend coins.
One more thing to note, if you purchase a building with Ape Coins and then accidentally place it somewhere where it cannot built, like a blocked space, the building goes into a queue on the server, and you can then build it again without clicking on the Ape Coins option. There is no UI to tell you this yet, but the game will actually let you place the building, even though it says you do not have enough resources.
Finally before moving on to new content, I added structure defensive stats to the Encyclopedia window, which now shows Attack Power, Range and Rate of Fire.
I have not forgotten about the poor encyclopedia, it just has not been on the top of the priorities list.
Ok, let's go to new content now. There are three new techs added this time, Mass Data Management, Colonial Bureaucracy and Extremely Deep Excavation!
Mass Data Management is used for the new Alien Uplink Station upgrade (model by @SPARKY0303 ), while Colonial Bureaucracy gives us the new Department of Advanced Fish Mating Studies (model by @spamdude ), which is basically just a big worthless (but pretty) government jobs farm. The new Museum ( @spamdude ) is a nice entertainment/education combo structure, and the new Decorative Tile is basically a blank slate that you can choose your own color for. Could be used to do pixel art on the grounds of your settlement.
Next up, @therealchromedino provides us with the new Bunker of Last Resort. This is a good structure to place somewhere in the center of your settlement, as it can be used to rebuild in the event that you are on a sever and your settlement gets raided by an enemy army.
The Bunker provides storage for basic building materials, minor housing, utility generation, can construct Builder Bots, has an attack rating slightly better than a pillbox, and an extreme amount of hit points. It is not indestructible, and a tank army would still be able to take it down, but it is a good insurance policy, and every major settlement should have at least one or two of these in the event of an emergency.
The big new structure in this update is the Ultra Deep Drilling Facility by @spamdude and to be honest, I could not afford to build it on the colony I was doing my game testing with, so it is possible that it will need to be tweaked a bit in the next update, just let me know in the comments what you all thing. It is an across the board stat improvement over the current Advanced Drilling Platform, and also provides Crystalline which the original one did not.
Ok so I think that is all of the major stuff in this update. For the next update (v0.37.0) I plan on adding Diamonds as a Lunar World exclusive resource, that will be obtained by excavating. There will also be new units/structures associated with the diamond trade. I think I am also going to have the "Online" version of the Player Mode at least somewhat functional for next update, possibly including the star gate travel between worlds (right now there are only 9 active Star Gates in the MC2 universe). So let me know what issues you find or suggestions you have, thank you to all who contributed artwork for this update, and stay tuned for more to come!
https://www.apewebapps.com/my-colony-2/
#mycolony2
The My Colony 2 engine now supports a second level of user color customization on buildings, besides the random splashes of settlement color found in some places. Voxel models can now specify a second replace color, allowing the user to fully customize the color of their structures. This is currently enabled on the Bunkbed Shelter, Large Living Quarters and Extra Large Living Quarters, and also the brand new Decorative Tile. The "paint job" can be done by clicking on a structure, and you will see a new color wheel option if the structure supports user defined coloring.
Custom colored structures could be a great way to give your settlement character, define districts, or just liven things up a bit. This release is sort of a test of the feature, and it will be certainly expanded to more buildings in the future. If you are a voxel model creator, you can specify areas of a building that can be custom-colored by using the cyan hex code #00ffff.
More statistics have been added to the building mini-stats popup window, which now shows capacity and utilization graphs for medical, education, entertainment and security, similar to what was available in MC1.
Moving along, the My Colony 2 Online stats window has been updated with a new listing for Settlement rankings, now showing the top 30 online settlements listed by population. I plan on adding more to this soon. You will also (at some point) be able to click on both worlds and settlements to get a detailed breakdown screen of each, and I may end up using this screen for future diplomacy related options.
Ok, now for the potentially controversial update, I have added the ability to instant-purchase any structure using Ape Coins instead of paying with resources. I realize that this is somewhat of a pay-to-win, but the truth is that since MC2 lacks the advertising found in most games, I need a way to generate more revenue for the game, that is just the sad truth of it. Let me explain more about it though.
I think I have set the Ape Coin prices high enough that it should deter just rushing through the game, unless someone really wants to pay a lot. I suspect it only to be used in one-off scenarios when someone really does not want to wait to build something, or at the very beginning of the game when prices are low anyway.
The way it works is that the Ape Coin price is calculated at run time based on the GBT value of all of the resources needed to construct the building, with a minimum price of 10 Ape Coins. Since resource prices scale up a lot on the higher end, a player would have to pay serious money in order to build the later game structures, which is why I do not think this system will be abused much later game, which I believe cuts down on the "pay-to-win" aspect of it.
The reality is that nobody is going to pay $15 to purchase an investment bank, or if they do, they sure aren't going to be using this function to spam a bunch of investment banks. So this price calculation being what it is, I think it will safely protect online stats from pay to win abuse. It also cannot be used to purchase buildings that are above your settlement level.
To build a structure using Ape Coins, you just click on the Ape Coin button instead of the green checkmark button on the new construction bottom bar. There is a confirmation dialog, so you are not going to accidentally spend coins.
One more thing to note, if you purchase a building with Ape Coins and then accidentally place it somewhere where it cannot built, like a blocked space, the building goes into a queue on the server, and you can then build it again without clicking on the Ape Coins option. There is no UI to tell you this yet, but the game will actually let you place the building, even though it says you do not have enough resources.
Finally before moving on to new content, I added structure defensive stats to the Encyclopedia window, which now shows Attack Power, Range and Rate of Fire.
I have not forgotten about the poor encyclopedia, it just has not been on the top of the priorities list.
Ok, let's go to new content now. There are three new techs added this time, Mass Data Management, Colonial Bureaucracy and Extremely Deep Excavation!
Mass Data Management is used for the new Alien Uplink Station upgrade (model by @SPARKY0303 ), while Colonial Bureaucracy gives us the new Department of Advanced Fish Mating Studies (model by @spamdude ), which is basically just a big worthless (but pretty) government jobs farm. The new Museum ( @spamdude ) is a nice entertainment/education combo structure, and the new Decorative Tile is basically a blank slate that you can choose your own color for. Could be used to do pixel art on the grounds of your settlement.
Next up, @therealchromedino provides us with the new Bunker of Last Resort. This is a good structure to place somewhere in the center of your settlement, as it can be used to rebuild in the event that you are on a sever and your settlement gets raided by an enemy army.
The Bunker provides storage for basic building materials, minor housing, utility generation, can construct Builder Bots, has an attack rating slightly better than a pillbox, and an extreme amount of hit points. It is not indestructible, and a tank army would still be able to take it down, but it is a good insurance policy, and every major settlement should have at least one or two of these in the event of an emergency.
The big new structure in this update is the Ultra Deep Drilling Facility by @spamdude and to be honest, I could not afford to build it on the colony I was doing my game testing with, so it is possible that it will need to be tweaked a bit in the next update, just let me know in the comments what you all thing. It is an across the board stat improvement over the current Advanced Drilling Platform, and also provides Crystalline which the original one did not.
Ok so I think that is all of the major stuff in this update. For the next update (v0.37.0) I plan on adding Diamonds as a Lunar World exclusive resource, that will be obtained by excavating. There will also be new units/structures associated with the diamond trade. I think I am also going to have the "Online" version of the Player Mode at least somewhat functional for next update, possibly including the star gate travel between worlds (right now there are only 9 active Star Gates in the MC2 universe). So let me know what issues you find or suggestions you have, thank you to all who contributed artwork for this update, and stay tuned for more to come!
https://www.apewebapps.com/my-colony-2/
#mycolony2
This is a little brainstorming I did, if you guys like the ideas, I can work on the various stats and pictures.
-Landfill changes
Landfill does not require trash to build, but fills over time.
-Vehicle additions
-Vehicle Efficiency (Tech that unlocks the following)
Description: Allows for the creation of better vehicles.
-Universal Builder Bot
Description: Capable of building all human structures, this rugged bot is up to the challenge.
-Universal Harvesting Bot
Description: Harvests anything available starting with most available resource.
-Large Vehicle Factory
Description: An upgraded factory that can build any vehicle.(quantity building feature)
-Trade changes.
Sort by buying and selling
New building
-Trade Bureau
Description: Sells an item for you when you over produce for a small, but better than nothing return.
-New building class
-Gizmo Plant
Description: Where ideas are turned into reality and sold on shelves everywhere! Takes research, microchips, steel, ore, and gold, and turns it into cash.
-Gizmo Mega Plant
Description: Gizmo Incorporated has expanded to a new bigger facility, creating only the best hand made products! Takes research, microchips, steel, ore, and gold, and turns it into cash.
- Bureaucratic Mansion
Descriprion: A shining example of government efficiency, this giant complex does all the paperwork to maintain the imperial government. Takes lots of money and rum to maintain.
-Landfill changes
Landfill does not require trash to build, but fills over time.
-Vehicle additions
-Vehicle Efficiency (Tech that unlocks the following)
Description: Allows for the creation of better vehicles.
-Universal Builder Bot
Description: Capable of building all human structures, this rugged bot is up to the challenge.
-Universal Harvesting Bot
Description: Harvests anything available starting with most available resource.
-Large Vehicle Factory
Description: An upgraded factory that can build any vehicle.(quantity building feature)
-Trade changes.
Sort by buying and selling
New building
-Trade Bureau
Description: Sells an item for you when you over produce for a small, but better than nothing return.
-New building class
-Gizmo Plant
Description: Where ideas are turned into reality and sold on shelves everywhere! Takes research, microchips, steel, ore, and gold, and turns it into cash.
-Gizmo Mega Plant
Description: Gizmo Incorporated has expanded to a new bigger facility, creating only the best hand made products! Takes research, microchips, steel, ore, and gold, and turns it into cash.
- Bureaucratic Mansion
Descriprion: A shining example of government efficiency, this giant complex does all the paperwork to maintain the imperial government. Takes lots of money and rum to maintain.
It would be a fun feature, yeah. With it could come the bureau of propaganda or something, the building that would allow you making ad campaigns.
Also Wadaling, premium users do get the resources for free as a gift, without watching the ads.
Also Wadaling, premium users do get the resources for free as a gift, without watching the ads.
Sobeirannovaocc said:bureau of propaganda
@Sobeirannovaocc
Actually I had something similar called Imperial Propaganda Department idea posted in Internet Industries ideas Vol.3, but without the advertizing campaign function.
Anyway it’s an good idea for some not-well-known commonwealths to advertize their own, it helps them to find new members.
It might have some pictures, for effective advertizing than texts.
As king of the Sirel Empire I see the federation as a system that is consuming the galaxy. We cannot stand idly by and let the bureaucracy of the federation grow out of control.
PhilosopherPhil said:As king of the Sirel Empire I see the federation as a system that is consuming the galaxy. We cannot stand idly by and let the bureaucracy of the federation grow out of control.
elaborate on this. How exactly are we consuming the galaxy and how exactly are we growing out of control?
Any Federation (Be it FFF, NOZ or NUF) only provides benefits to the players who join.
- A fun community to discuss the game (play other games and talk about other stuff) and make friends
- Lot of knowledge about the game combined in a chatroom to help you polish your colony or simply to answer any questions you have
- Cheap trades, anyone in the FFF just provide you with anything you need as long as you're an active member who himself helps others.
How is all this in any way a bad thing?
You are correct Wardog, it makes civics. I also plan for it to have a massive number of employees, like a true bureaucracy.
Good Day IzDaBait,
You might have been looking for the Commonwealth Section. Do come join us over at NOZ.
https://discord.gg/qqCswpF
See you there
You might have been looking for the Commonwealth Section. Do come join us over at NOZ.
https://discord.gg/qqCswpF
See you there
It's now a federation, thanks for looking out for that though.
We have a brand new discord! https://discord.gg/AaxxnaZ
We have a brand new discord! https://discord.gg/AaxxnaZ
We would love for you to visit!
https://discord.gg/qqCswpF
Lets see if we can do something together.
https://discord.gg/qqCswpF
Lets see if we can do something together.
Then they got robbed -_-
Baconboi95 said:Then they got robbed -_-
big rip! it's okay though, we got our money back pretty quickly and easily.
Reminder: we have an ongoing giveaway! Join our discord to participate, no need to be un UNOB! https://discord.gg/sxtcNK3
Winner gets 4 billion ore, 2.5 billion dollars, 500 million uranium, and 50 million triantanium!
Winner gets 4 billion ore, 2.5 billion dollars, 500 million uranium, and 50 million triantanium!