Search - civics zero
This idea would change the method of colony organization by maps for region colonies. Default style colonies with just one map would continue to be shown on the map as normal. Note that this idea is solely for premium features and would not impact the free to play aspect of mc.
I imagine a map with planets, not one planet per colony, but one planet that houses many colonies.
ONLINE PLAYERS:
For online colonies, when a player starts a new colony, their choice of planet type will determine what planet they get added to. Each planet would have a square planetary map with procedurally generated oceans, land masses, mountains, and other terrain features that bast would like to add. The terrain features would be spread naturally across the planet. The planet would have a grid that would split the map into sections/regions that would house many colonies per planet. The player would be able to choose a region based on it's position to certain terrain features, and once they choose a region, a new region colony is formed. They will not be able to chose regions occupied by other colonies.
Yes, this means that multiple players would be able to make colonies on the same planet. All region colonies would contribute to the same atmosphere level, but their civics, power, research, antaura, money, and other resources would not be shared with other region colonies on the same planet.
This would pose a challenge for region colonies that would balance the game out and prevent paid gamers from having more of an advantage than free gamers, because they would need to work together in order to ensure that the planet is terraformed. So by working together, players will ensure that all players on a given planet are able to advance through the game. The advantages to this would be that each region colony would be able to set up trade routes with other colonies and regularly ship products to each other without the cost of civics, and would be able to communicate with each other without the communications array.
However, there is one setback that could happen with this idea. What if one of your fellow region colonies on the same planet doesn't play nice, refuses to contribute to the team, goes inactive indefinitely, or decides to isolate themselves from the rest of the regions. what do we do then? This is where the idea of exiling comes into play. All of the region colonies on a planet can vote together to remove a colony from their planet to free up a region for another colony to come in and take over.
However, exiling should take time to do, and the colony in jeopardy would have lot's of time to act and repent before they are exiled. I propose a merit system. Each colony will have a merit score that will go from -250 to 250. Everyone starts with a score of 0. Each day, that colony will be able to go through all of the other colonies on their planet and either add a +1 or a -1 to each colony's score. Since there would probably be about 36 region colonies to a planet, that means that the most that any one colony could ever be demerited in one day would be -35 points per day. That means that it would take a little over a week for that colony to be exiled.
The exiled colony would be moved to an orbiting moon of the same planet, and would still be able to trade freely with the region colonies on the planet, would still keep their terrain, and would still be categorized under tha planet in the galactic map, but would have to build up it's own atmosphere(albeit the amount of atmosphere needed would be decreased as the moon would be smaller.). Each planet can have infinite moons, and they wouldn't show up under the planetary map view, but would be hidden until a player wishes to search through them for an exiled player to trade with..
OFFLINE PLAYERS:
Now for offline players. I imagine a more campaign-like gameplay to keep things interesting for offline paid players.
Upon creating a colony, the player would need to pick a race. Once the race is picked, a solar system would be generated which would contain all of the planet types available to that race. The player must then choose where to establish their first colony in this new-found solar system. They would do this be selecting a planet, selecting a region of that planet to develop as the first colony based on the terrain features of each region, and then proceed to build up their first region. Once their first region is well established, they can proceed to colonize other regions and establish trade routes between each region of the same planet.
All regions of the same planet would share research, civics, and contribute to the planets atmosphere level. However, they will each have their own money and resource supplies, and the player would only be able to operate in one region at a time, and only in one map in that region at a time. So you can see how involved a player would need to be to make sure that their planet prospers.
Eventually, once the regions of the planet have been well established and have declared independence(civics requirement should be raised significantly to require the contribution of all regions on a planet). The player can proceed to colonize other planets. They will need lots of civics to organize the movement and research to develop new technologies, and they will need startships to be produced in order to send colonizers, and of course, with any good space endeavor, lots of money is involved.
Each planet would be able to set up trade routes with other planets, but with a regular cost of civics and money, and a very small but regular cost of starships. The resources of each planet would be able to be produced while on the solar system screen, albeit estimated and not real time. These would be based on the production rates of the entire planet right before the player last exited the planet. The downside to this would be that you wouldn't be able to tell if one of a planet's regions is starving just by looking at the solar system view. That is unless you add a small symbol that appears next to the planet name that would indicate that some parts of the planet are starving.
Through this feature, the player would be able to set up an empire that spans an entire solar system of planets. But if you wanted to take this even further, you could implement the use of multiple solar systems. This would be crazy in-depth. However, I doubt that any player would ever get to that level. It is a long process to develop a single region now, so an entire planet of regions would take ages, and a solar system of planets would take ages of ages to develop, so I wouldn't implement multiple solar systems unless you can come up with a way to let the player auto-generate cities on each map based on the player's needs, and then eventually autogenerating cities in every map of a region based on the player's needs, and then tying both of these to certain techs that would need to be researched. This would help the player to quickly be able to splash some resources at a region and completely develop it in a few minutes time, but only after they've spent lots of time developing their empire to be able to do that.
Just as a reminder, this would all be for premium players that play offline only.
I hope that this idea is understandable and helpful to the developing of my colony.
I imagine a map with planets, not one planet per colony, but one planet that houses many colonies.
ONLINE PLAYERS:
For online colonies, when a player starts a new colony, their choice of planet type will determine what planet they get added to. Each planet would have a square planetary map with procedurally generated oceans, land masses, mountains, and other terrain features that bast would like to add. The terrain features would be spread naturally across the planet. The planet would have a grid that would split the map into sections/regions that would house many colonies per planet. The player would be able to choose a region based on it's position to certain terrain features, and once they choose a region, a new region colony is formed. They will not be able to chose regions occupied by other colonies.
Yes, this means that multiple players would be able to make colonies on the same planet. All region colonies would contribute to the same atmosphere level, but their civics, power, research, antaura, money, and other resources would not be shared with other region colonies on the same planet.
This would pose a challenge for region colonies that would balance the game out and prevent paid gamers from having more of an advantage than free gamers, because they would need to work together in order to ensure that the planet is terraformed. So by working together, players will ensure that all players on a given planet are able to advance through the game. The advantages to this would be that each region colony would be able to set up trade routes with other colonies and regularly ship products to each other without the cost of civics, and would be able to communicate with each other without the communications array.
However, there is one setback that could happen with this idea. What if one of your fellow region colonies on the same planet doesn't play nice, refuses to contribute to the team, goes inactive indefinitely, or decides to isolate themselves from the rest of the regions. what do we do then? This is where the idea of exiling comes into play. All of the region colonies on a planet can vote together to remove a colony from their planet to free up a region for another colony to come in and take over.
However, exiling should take time to do, and the colony in jeopardy would have lot's of time to act and repent before they are exiled. I propose a merit system. Each colony will have a merit score that will go from -250 to 250. Everyone starts with a score of 0. Each day, that colony will be able to go through all of the other colonies on their planet and either add a +1 or a -1 to each colony's score. Since there would probably be about 36 region colonies to a planet, that means that the most that any one colony could ever be demerited in one day would be -35 points per day. That means that it would take a little over a week for that colony to be exiled.
The exiled colony would be moved to an orbiting moon of the same planet, and would still be able to trade freely with the region colonies on the planet, would still keep their terrain, and would still be categorized under tha planet in the galactic map, but would have to build up it's own atmosphere(albeit the amount of atmosphere needed would be decreased as the moon would be smaller.). Each planet can have infinite moons, and they wouldn't show up under the planetary map view, but would be hidden until a player wishes to search through them for an exiled player to trade with..
OFFLINE PLAYERS:
Now for offline players. I imagine a more campaign-like gameplay to keep things interesting for offline paid players.
Upon creating a colony, the player would need to pick a race. Once the race is picked, a solar system would be generated which would contain all of the planet types available to that race. The player must then choose where to establish their first colony in this new-found solar system. They would do this be selecting a planet, selecting a region of that planet to develop as the first colony based on the terrain features of each region, and then proceed to build up their first region. Once their first region is well established, they can proceed to colonize other regions and establish trade routes between each region of the same planet.
All regions of the same planet would share research, civics, and contribute to the planets atmosphere level. However, they will each have their own money and resource supplies, and the player would only be able to operate in one region at a time, and only in one map in that region at a time. So you can see how involved a player would need to be to make sure that their planet prospers.
Eventually, once the regions of the planet have been well established and have declared independence(civics requirement should be raised significantly to require the contribution of all regions on a planet). The player can proceed to colonize other planets. They will need lots of civics to organize the movement and research to develop new technologies, and they will need startships to be produced in order to send colonizers, and of course, with any good space endeavor, lots of money is involved.
Each planet would be able to set up trade routes with other planets, but with a regular cost of civics and money, and a very small but regular cost of starships. The resources of each planet would be able to be produced while on the solar system screen, albeit estimated and not real time. These would be based on the production rates of the entire planet right before the player last exited the planet. The downside to this would be that you wouldn't be able to tell if one of a planet's regions is starving just by looking at the solar system view. That is unless you add a small symbol that appears next to the planet name that would indicate that some parts of the planet are starving.
Through this feature, the player would be able to set up an empire that spans an entire solar system of planets. But if you wanted to take this even further, you could implement the use of multiple solar systems. This would be crazy in-depth. However, I doubt that any player would ever get to that level. It is a long process to develop a single region now, so an entire planet of regions would take ages, and a solar system of planets would take ages of ages to develop, so I wouldn't implement multiple solar systems unless you can come up with a way to let the player auto-generate cities on each map based on the player's needs, and then eventually autogenerating cities in every map of a region based on the player's needs, and then tying both of these to certain techs that would need to be researched. This would help the player to quickly be able to splash some resources at a region and completely develop it in a few minutes time, but only after they've spent lots of time developing their empire to be able to do that.
Just as a reminder, this would all be for premium players that play offline only.
I hope that this idea is understandable and helpful to the developing of my colony.
Hello.
So let’s see some even higher level utilizations of Gaiarium!
Technologies!
Buildings
So let’s see some even higher level utilizations of Gaiarium!
Technologies!
- Advanced Gaiarium Usage
Obtain access to Gaiarium usage under authorization of Secret Lab Authority, and research ways to use Gaiarium in your colony.
After aquiring this technology, your colony will be able to use Gaiarium for more beneficial purposes.
Requires:
- Standard Gaiarium Authorization
- Xenomaterials Research
- 115000 Research
- 25000 Civics
- 200 Gaiarium
- G-Dimension Science
The power of the Gaiarium comes from its connection to dimensions, which opens the gate to the even-advanced dimensional theories - Which is the ultimate value of Gaiarium.
Thanks to Gaiarium, UE is able to pioneer interdimensional powers - Which, it’s not just something like portals and warping beams.
Requirements:
- Advanced Gaiarium Usage
- Interdimensional Transportation
- 50000000 Research
- 100000 Civics
- 5000 Gaiarium
- Top-Secret Dimensions-Powered Manufacturing
This will allow you to access one of the most confidential archieved secret blueprints of Secret Lab Authority - using the power of the dimensions to manufacture goods.
Yes. Finally something valuable for improving manufacturing!
Requires:
- G-Dimension Science
- Faster-Than-Light Travel
- 500000000 Research
- 450000 Civics
- 10000 Gaiarium
- Top-Secret Instant Remote Teleporting
Teleporting now don’t even need portals. What you need is just a Gaiarium-powered teleport node to warp objects from place to place.
You’ll think about logistics of goods, but UE has another way utilizing it...
Requires:
- G-Dimension Science
- Transcendence
- 500000000 Research
- 450000 Civics
- 10000 Gaiarium
- Top-Secret Interdimensional Influence Theory
Data from Gaiarium interdimensional observers has shown that by influencing the subdimensions, the reality can be influeced. What will this theory changes to UE?
This. Will. Be. Interstin.
Requires:
- G-Dimension Theory
- 58000000 Research
- 450000 Civics
Buildings
- Interdimensional Observeration Lab
An properly-disguised underground secret lab facility where secret scientists do dimensional observations using the Gaiarium interdimensional observers. While they are locked inside to keep them under strict overwatching, the relaxing, supervision-free living quarters are also built inside to accomodate them and provide them daily support. Generates a even vast amount of research using software, ancient instructions and Gaiarium, while also producing trash from accomodations...
It’s an upgraded Standard Gaiarium Experiment Lab. Not just provides a stronger output of research from Gaiarium, it also provides accomodation and entertainment for keeping the scientists inside the lab - not just effectly reducing the chance of intelligence leak, they’ll be able to make themselves like home here.
Requires G-Dimension Science. - Advanced Gaiarium Refinery
Equipped with better alien artifact powered appratus to extract more Gaiarium using ore and crystalline, while the workers are fooled to produce ‘steel‘ here.
A better facility to produce Gaiarium, for the later larger demands.
Requires G-Dimension Science. - Secret Interdimensional Power Reactor
Using the power of the dimensions to generate electricity is still a very new concept to the Galaxy... While the Alpha Draconian engineers scratching their bald head wondering the equation they need, the United Earth have already developed this prototype reactor in their secret backyard. Consumes software, Gaiarium and Helium-3.
[LAUGHS IN UNITED EARTH]
Requires G-Dimensional Theory. - Interdimension-Compression Alloy Forge
By using the strong force of interdimesional compressions, alloys can be synthesized without strong heating - only by crushing aluminium, uranium and sugar, crumpling them together tightly. Uses some Gaiarium to trigger the reaction.
Randomly produces antanium or triantanium, triantanium at lower occuarence.
Requires Top-Secret Dimensions-Powered Manufacturing. - Secret Etherization Plant
Now you won’t have to buy ether from others - bacuse you know how to create them - By accelerating the etherization using the effects of dimensions. The magic will happen inside this Consumes ant paste, Gaiarium and uranium.
For game balance, it’ll produce ether slowly...
Requires Top-Secret Dimensions-Powered Manufacturing. - Biocrystal Plantation
When artificial crystalline fuses with biomasses under the effect of Gaiarium, what it results is a more fast-growing, aggressive biocrystals. Because biocrystals are dangerous, the plantation has to be built into the deep underground with all-time control to avoid disasters.
It uses rum, water and a trace amount of Gaiarium to operate.
Requires Advanced Gaiarium Usage. - Instant Arrest Centre
Now, with the remote teleporting technologies, maintaining security no longer needs cops to catch the thieves. Now you just need security cameras everywhere, and a warp node to zap those criminals into this instant arrest centre - instantly.
It requires less staff to operate. And with more jail cells.
Requires Top-Secret Instant Remote Teleporting. - 4th-Dimensional Warehouse
The fourth dimension is far larger than the third dimension we’re in - By making use of that, almost endless storage space can be provided.
A very simple idea, isn’t it. Can be an exclusive warehouse upgrade for United Earth.
Requires Top-Secret Dimensions-Powered Manufacturing. - Interdimensional Influence Brainwash Node
The ultimate weapon of peace and order is never nukes and bombs. It’s actually the irresistible brainwashing... Unless having a tin foil hat.
Generates a terrible amount of civics from brainwashing people... It gotta be terrible.
Consumes software and very little Gaiarium for maintenance.
Requires Top-Secret Interdimensional Influence Theory and Political Theatre. - Dimensional Manufactory of Knowledge
Utilizing the power of the dimensions, not just sheets of research can be converted into various actual objects, even the pure traces of thoughts and knowledges can be converted into objects - Everything is possible.
It’s something like an upgrade for Research Convertor... It’s just an idea anyway.
Requires all three top-secret techs.
I was thinking about the retirement function in my colony and it's relatively underutilized. I believe that more needs to be done in this area. So I propose the creation of the "Retirement Plan" tech path. It could cost mere 10k-15k research, but if you want to be funny you could make it cost 401k money/civics/research, (personally I would want 10k research & 401k money). All of the following will require at least Advanced Building Technology (except small old folks hab). It will be in successive tiers starting from Eldercare Essentials and ending in Cryogenics I know this is exhaustive but I hope some of the features get implemented or can be built off of, as I think it would lead to a better simulation and make the retirees and the older age group in My Colony.
*The biggest feature would be allowing control over the retirement age, potentially bringing back stimulus, and most importantly having the policy of deportation come sooner then Level 7 Government… should be closer to Level 4-5.
Human Technologies: (The order is tiered meaning you need that tech to unlock the next)
- Eldercare Essentials (Early Game)
- Retirement Planning (Mid Game)
- Advanced Eldercare (Mid Game)
- Cryogenics (Late Game)
Humans Eldercare Essentials:[/u]
(Requires: 10,000 Atmosphere) (Colonists: 20, Jobs: 5 *unskilled*) (Size 2*2) (Colonial Finance Theory)
- Colonial Elks Club/Colonial Branch Office of the Benevolent and Protective Order of Elks:
A fun place to hang out where you can listen to your music from 60 years ago. Provides entertainment to the retired and a place for them to hang out so they don't get depressed. Requires a small rum and food to keep the party going.
(Requires: 10,000 Atmosphere, Power: 6) (Entertains: 25, Jobs: 5 *White Collar?*) (Colonial Finance Theory, Microgravity Brewing)(Size: 1 * 2)
- Old Folks Home: A nice housing unit that takes care of retirees like Grandpa and Grandma so they don't take up homes meant for workers. Requires a modest amount of money and food to keep them out of your way but produce some civics and cloth from all those quilts they make.
(Requires: 5,000,000 Atmosphere) (Colonists: 60, Jobs: 20 *Unskilled? Heals: 2) (Low Gravity Manufacturing, Colonial Civics, Low Gravity Masonry). *Building produces cloth based on the number of residences?* (Size: 2 * 5, 1-2 stories)
- Senior’s Living Chamber: A small housing unit for the retired that want a little privacy, costs little to no maintenance and prioritizes retirees over working citizens.
(Requires: 10,000 Atmosphere, Power:1) (Colonists: 4) (size 1 * 1)
- Humans (Retirement Plan):
- Slot Machine: An automated slot machine booth that will entertain your people for days while slowly pouring their money into your pockets. (Requires: 0 Atmosphere, Power: 4) (Tourist Traps, Eldercare) (Entertains: 2, Tourists: 2) (Size: 1*1) (Produces: 5-30 money per minute depending on use?)
- CAARP: The Colonial Auto & Home Insurance Program is here to insure your housing unit and rover against the dangers of colonial life. Generates Civics and Money by assuring citizens they won't lose it all.
(Requires: Atmosphere: 10,000, Power: 50, Bandwidth: 10) (Galactic Commerce, Eldercare, I.T,Low Gravity Manufacturing) (Jobs: 45) (Size: 4 * 2)
- 401k Consult: A quaint place to plan your future retirement. Using the power of software you can raise, or lower, the retirement cutoff to a certain extent. *This may be overpowered* *Maybe just produce civics or help lower the poverty line?* *may not be necessary*
(Requires: 10,000 Atmosphere, Power:35, Bandwidth: 25) (Galactic Commerce, Solar Governance, IT, Eldercare) (Jobs:35 *white collar*) (Size: 2*2)
Advanced Eldercare:
- Medium Old Folks Hab: A larger and better version of the Small Old Folks Hab. You can use it to shove dozens of retirees into the same space and make some money well your at it. Requires employees to oversee those who live there and ensure they are well taken care of. They might also use some software out of thin air by watching all those relatives on the net.
- Office of the Old: A new job sink for educated workers at low wages. Also used to give seminars to colonists over the age of 50 or retired, giving them an intelligence boost and a quiet reminder to go back into the workforce.
(Requires: 10,000 Atmosphere, Power: 60, Bandwidth: 35) (Self Government, Nationalism, Low Gravity Manufacturing). (Jobs:80 *Unskilled* *people with IQ over 90) (Size: 2*2)
- Golf Course: A place for people to have fun, hit a few holes, and make deals. A must-have for any self-respecting colony. Use the magic of aluminum golf balls and rum to make lots of money, civics, and keep people entertained. (Large size use… requires atmosphere)
- Integrated (Seniors) Living Chamber: Using the magic of software and robots, scientists have created an amazing house fully automated to provide premium assisted living. Seniors will likely spend all their time talking to their robot pals so you never have to call.
- Retirement Community: A large living complex suited especially for the retired population. Provides large entertainment, and produces pottery and paintings from all those art classes. Basically a human version of a Zolarg labor camp… but with pickling classes. (requires atmosphere and bricks to make… not sure of quantity).
Cryogenics:
Essentially allows you to extend the lifespan of citizens and improve health. Precursor to Nano-Clincs? Could use Cobalt, Crystalline and Ant paste as part of the storage process. *Maybe could effect food use*
*The biggest feature would be allowing control over the retirement age, potentially bringing back stimulus, and most importantly having the policy of deportation come sooner then Level 7 Government… should be closer to Level 4-5.
Human Technologies: (The order is tiered meaning you need that tech to unlock the next)
- Eldercare Essentials (Early Game)
- Retirement Planning (Mid Game)
- Advanced Eldercare (Mid Game)
- Cryogenics (Late Game)
Humans Eldercare Essentials:[/u]
(Requires: 10,000 Atmosphere) (Colonists: 20, Jobs: 5 *unskilled*) (Size 2*2) (Colonial Finance Theory)
- Colonial Elks Club/Colonial Branch Office of the Benevolent and Protective Order of Elks:
A fun place to hang out where you can listen to your music from 60 years ago. Provides entertainment to the retired and a place for them to hang out so they don't get depressed. Requires a small rum and food to keep the party going.
(Requires: 10,000 Atmosphere, Power: 6) (Entertains: 25, Jobs: 5 *White Collar?*) (Colonial Finance Theory, Microgravity Brewing)(Size: 1 * 2)
- Old Folks Home: A nice housing unit that takes care of retirees like Grandpa and Grandma so they don't take up homes meant for workers. Requires a modest amount of money and food to keep them out of your way but produce some civics and cloth from all those quilts they make.
(Requires: 5,000,000 Atmosphere) (Colonists: 60, Jobs: 20 *Unskilled? Heals: 2) (Low Gravity Manufacturing, Colonial Civics, Low Gravity Masonry). *Building produces cloth based on the number of residences?* (Size: 2 * 5, 1-2 stories)
- Senior’s Living Chamber: A small housing unit for the retired that want a little privacy, costs little to no maintenance and prioritizes retirees over working citizens.
(Requires: 10,000 Atmosphere, Power:1) (Colonists: 4) (size 1 * 1)
- Humans (Retirement Plan):
- Slot Machine: An automated slot machine booth that will entertain your people for days while slowly pouring their money into your pockets. (Requires: 0 Atmosphere, Power: 4) (Tourist Traps, Eldercare) (Entertains: 2, Tourists: 2) (Size: 1*1) (Produces: 5-30 money per minute depending on use?)
- CAARP: The Colonial Auto & Home Insurance Program is here to insure your housing unit and rover against the dangers of colonial life. Generates Civics and Money by assuring citizens they won't lose it all.
(Requires: Atmosphere: 10,000, Power: 50, Bandwidth: 10) (Galactic Commerce, Eldercare, I.T,Low Gravity Manufacturing) (Jobs: 45) (Size: 4 * 2)
- 401k Consult: A quaint place to plan your future retirement. Using the power of software you can raise, or lower, the retirement cutoff to a certain extent. *This may be overpowered* *Maybe just produce civics or help lower the poverty line?* *may not be necessary*
(Requires: 10,000 Atmosphere, Power:35, Bandwidth: 25) (Galactic Commerce, Solar Governance, IT, Eldercare) (Jobs:35 *white collar*) (Size: 2*2)
Advanced Eldercare:
- Medium Old Folks Hab: A larger and better version of the Small Old Folks Hab. You can use it to shove dozens of retirees into the same space and make some money well your at it. Requires employees to oversee those who live there and ensure they are well taken care of. They might also use some software out of thin air by watching all those relatives on the net.
- Office of the Old: A new job sink for educated workers at low wages. Also used to give seminars to colonists over the age of 50 or retired, giving them an intelligence boost and a quiet reminder to go back into the workforce.
(Requires: 10,000 Atmosphere, Power: 60, Bandwidth: 35) (Self Government, Nationalism, Low Gravity Manufacturing). (Jobs:80 *Unskilled* *people with IQ over 90) (Size: 2*2)
- Golf Course: A place for people to have fun, hit a few holes, and make deals. A must-have for any self-respecting colony. Use the magic of aluminum golf balls and rum to make lots of money, civics, and keep people entertained. (Large size use… requires atmosphere)
- Integrated (Seniors) Living Chamber: Using the magic of software and robots, scientists have created an amazing house fully automated to provide premium assisted living. Seniors will likely spend all their time talking to their robot pals so you never have to call.
- Retirement Community: A large living complex suited especially for the retired population. Provides large entertainment, and produces pottery and paintings from all those art classes. Basically a human version of a Zolarg labor camp… but with pickling classes. (requires atmosphere and bricks to make… not sure of quantity).
Cryogenics:
Essentially allows you to extend the lifespan of citizens and improve health. Precursor to Nano-Clincs? Could use Cobalt, Crystalline and Ant paste as part of the storage process. *Maybe could effect food use*
CodyStormz said:I was thinking about the retirement function in my colony and it's relatively underutilized. I believe that more needs to be done in this area. So I propose the creation of the "Retirement Plan" tech path. It could cost mere 10k-15k research, but if you want to be funny you could make it cost 401k money/civics/research, (personally I would want 10k research & 401k money). All of the following will require at least Advanced Building Technology (except small old folks hab). It will be in successive tiers starting from Eldercare Essentials and ending in Cryogenics I know this is exhaustive but I hope some of the features get implemented or can be built off of, as I think it would lead to a better simulation and make the retirees and the older age group in My Colony.
*The biggest feature would be allowing control over the retirement age, potentially bringing back stimulus, and most importantly having the policy of deportation come sooner then Level 7 Government… should be closer to Level 4-5.
Human Technologies: (The order is tiered meaning you need that tech to unlock the next)
- Eldercare Essentials (Early Game)
- Retirement Planning (Mid Game)
- Advanced Eldercare (Mid Game)
- Cryogenics (Late Game)
Humans Eldercare Essentials:[/u]
(Requires: 10,000 Atmosphere) (Colonists: 20, Jobs: 5 *unskilled*) (Size 2*2) (Colonial Finance Theory)
- Colonial Elks Club/Colonial Branch Office of the Benevolent and Protective Order of Elks:
A fun place to hang out where you can listen to your music from 60 years ago. Provides entertainment to the retired and a place for them to hang out so they don't get depressed. Requires a small rum and food to keep the party going.
(Requires: 10,000 Atmosphere, Power: 6) (Entertains: 25, Jobs: 5 *White Collar?*) (Colonial Finance Theory, Microgravity Brewing)(Size: 1 * 2)
- Old Folks Home: A nice housing unit that takes care of retirees like Grandpa and Grandma so they don't take up homes meant for workers. Requires a modest amount of money and food to keep them out of your way but produce some civics and cloth from all those quilts they make.
(Requires: 5,000,000 Atmosphere) (Colonists: 60, Jobs: 20 *Unskilled? Heals: 2) (Low Gravity Manufacturing, Colonial Civics, Low Gravity Masonry). *Building produces cloth based on the number of residences?* (Size: 2 * 5, 1-2 stories)
- Senior’s Living Chamber: A small housing unit for the retired that want a little privacy, costs little to no maintenance and prioritizes retirees over working citizens.
(Requires: 10,000 Atmosphere, Power:1) (Colonists: 4) (size 1 * 1)
- Humans (Retirement Plan):
- Slot Machine: An automated slot machine booth that will entertain your people for days while slowly pouring their money into your pockets. (Requires: 0 Atmosphere, Power: 4) (Tourist Traps, Eldercare) (Entertains: 2, Tourists: 2) (Size: 1*1) (Produces: 5-30 money per minute depending on use?)
- CAARP: The Colonial Auto & Home Insurance Program is here to insure your housing unit and rover against the dangers of colonial life. Generates Civics and Money by assuring citizens they won't lose it all.
(Requires: Atmosphere: 10,000, Power: 50, Bandwidth: 10) (Galactic Commerce, Eldercare, I.T,Low Gravity Manufacturing) (Jobs: 45) (Size: 4 * 2)
- 401k Consult: A quaint place to plan your future retirement. Using the power of software you can raise, or lower, the retirement cutoff to a certain extent. *This may be overpowered* *Maybe just produce civics or help lower the poverty line?* *may not be necessary*
(Requires: 10,000 Atmosphere, Power:35, Bandwidth: 25) (Galactic Commerce, Solar Governance, IT, Eldercare) (Jobs:35 *white collar*) (Size: 2*2)
Advanced Eldercare:
- Medium Old Folks Hab: A larger and better version of the Small Old Folks Hab. You can use it to shove dozens of retirees into the same space and make some money well your at it. Requires employees to oversee those who live there and ensure they are well taken care of. They might also use some software out of thin air by watching all those relatives on the net.
- Office of the Old: A new job sink for educated workers at low wages. Also used to give seminars to colonists over the age of 50 or retired, giving them an intelligence boost and a quiet reminder to go back into the workforce.
(Requires: 10,000 Atmosphere, Power: 60, Bandwidth: 35) (Self Government, Nationalism, Low Gravity Manufacturing). (Jobs:80 *Unskilled* *people with IQ over 90) (Size: 2*2)
- Golf Course: A place for people to have fun, hit a few holes, and make deals. A must-have for any self-respecting colony. Use the magic of aluminum golf balls and rum to make lots of money, civics, and keep people entertained. (Large size use… requires atmosphere)
- Integrated (Seniors) Living Chamber: Using the magic of software and robots, scientists have created an amazing house fully automated to provide premium assisted living. Seniors will likely spend all their time talking to their robot pals so you never have to call.
- Retirement Community: A large living complex suited especially for the retired population. Provides large entertainment, and produces pottery and paintings from all those art classes. Basically a human version of a Zolarg labor camp… but with pickling classes. (requires atmosphere and bricks to make… not sure of quantity).
Cryogenics:
Essentially allows you to extend the lifespan of citizens and improve health. Precursor to Nano-Clincs? Could use Cobalt, Crystalline and Ant paste as part of the storage process. *Maybe could effect food use*
I could really use this for Terra Nova ngl. I am starting to ramp up my old people population. Even some of my reptillian and insectoid immigrants are getting old lol. I hope that bast notices this.
Having same problem. Statistics does not report anything consuming civics. I increased civic production and what ever consumes the civics continues to take ALL the civics no matter much I produce.
Ok, so here would be my idea of how to add this building. So, make it an upgrade to the fl arc, so it would still require an empty plot of land. Then, the building would look like a big space elevator, only with a gigantic station at the top. This station would also support massive amounts of immigration and tourism, would produce large amounts of money and civics, and would produce enough food, power, entirtainment, and jobs to support itself with a good amount of each left over to support other structures.
I would make it consume several more resources, or at least most of the durable goods since this thing would not only support lots of housing, but it would be the center of commerce. So, water, oil, uranium, he3, steel, antanium, gold, aluminum, chips, pottery, toys, cloth, rum, robots, plastic, charcoal, atmosphere. In order to build and support this thing, you would have to have built up all of those production areas. I would mak certain productions of the space station halt when certain resources are depleted. For instance, a lack of water will hault food production, a lack of uranium or he3 would halt power production, a lack of cloth would halt money production and reduce tourist space to zero, or a lack of rum would do the same but also halt civic production. These are just several examples. Even if every needed resource is depleted, housing will never be disabled as long as the power grid can still support the station when the station stops producing power. I think that this would be easily hard coded for this particular structure, so the engine should be able to run it just fine.
I would only allow up to eight to be built, but i would make it produce enogh and house enough to be totally worth building. You could also make several upgrade choices that would cause the station to focus on a particular area. I would make 10 choices: residential station focuses food and housing, commerce station focuses tourism and money, administration station focuses civics and money, funland station focuses tourism and entertainment, support station focuses power and food, luxury station focuses housing and money, data warehouse station focuses power and civics, warehouse station focuses raw and durable goods storage, research station adds and focuses research production and a lunar station allows you to gain access to the planet’s moons and terraform and annex them for additional space(this one may not be possible).
I would change the name to “orbital Space station.” The whole point of this building would be to consolidate several functions and resource productions into one single space to provide more room for bigger colonies.
I would make it consume several more resources, or at least most of the durable goods since this thing would not only support lots of housing, but it would be the center of commerce. So, water, oil, uranium, he3, steel, antanium, gold, aluminum, chips, pottery, toys, cloth, rum, robots, plastic, charcoal, atmosphere. In order to build and support this thing, you would have to have built up all of those production areas. I would mak certain productions of the space station halt when certain resources are depleted. For instance, a lack of water will hault food production, a lack of uranium or he3 would halt power production, a lack of cloth would halt money production and reduce tourist space to zero, or a lack of rum would do the same but also halt civic production. These are just several examples. Even if every needed resource is depleted, housing will never be disabled as long as the power grid can still support the station when the station stops producing power. I think that this would be easily hard coded for this particular structure, so the engine should be able to run it just fine.
I would only allow up to eight to be built, but i would make it produce enogh and house enough to be totally worth building. You could also make several upgrade choices that would cause the station to focus on a particular area. I would make 10 choices: residential station focuses food and housing, commerce station focuses tourism and money, administration station focuses civics and money, funland station focuses tourism and entertainment, support station focuses power and food, luxury station focuses housing and money, data warehouse station focuses power and civics, warehouse station focuses raw and durable goods storage, research station adds and focuses research production and a lunar station allows you to gain access to the planet’s moons and terraform and annex them for additional space(this one may not be possible).
I would change the name to “orbital Space station.” The whole point of this building would be to consolidate several functions and resource productions into one single space to provide more room for bigger colonies.
Recently I've been playing with Insectoid race and I just today claimed Independence, but after I did that everything went ok until my civics out of nowhere went back to zero than climbs to like 1500-3500 civics than it disappears again over and over. It's weird and I don't know to not lose it all because I've been trying to farm it for a core mine upgrade, but it just keeps on disappearing. It getting upset about this. Update asap if you can! :)
so I noticed that the moment I get independence,and leave one map on my region,civics disapere,and keep disapereing every few seconds indefanatly.made a new ape app account,uninstalled and reinstalled,nothing's correcting this.and it is a big issue.no civics,no research.need some kinda emergency patch on this bug.
If it was, it has resurfaced. I am still getting it in local game, United Earth, Earthlike, region. In my selected city, I declared independence then immediately built a regional bus depot. As long as I stay in that city, civics accumulates as expected. If I leave the city, to either the regional view or another, I start losing civics, around 19k to 20k a tick. It depletes much faster than it can accumulate, leading to a persistent zero. I am running a paid copy from the Microsoft Store, so tracking down log files is a challenge.
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!
That's a good idea, but there's already a tall bank building that offeres a lot of jobs. Build a bunch of those and you would be able to make good money and civics and provide a bunch of jobs. Bast would not be likely to add another skyscraper that makes money because the tall bank makes money and civics and doesn't consume any resource at all except power.
Now if you replace money with civics and call it an Administration tower, that would employ a lot of people and make tons of civics needed to make big trades in the billions. Mostly, if we want Bast to use our ideas, they have to fill a certain need where other buildings don't.
Make sure to include the resource costs, building size, and the production and consumption rate. Also, if you include a picture from inkscape, bast will be likely to add it if he thinks it fills a need that other buildings don't.
Now if you replace money with civics and call it an Administration tower, that would employ a lot of people and make tons of civics needed to make big trades in the billions. Mostly, if we want Bast to use our ideas, they have to fill a certain need where other buildings don't.
Make sure to include the resource costs, building size, and the production and consumption rate. Also, if you include a picture from inkscape, bast will be likely to add it if he thinks it fills a need that other buildings don't.
The civics costs are ridiculous on the gbt, I can't afford the cash price for stuff most the time and the civics on top of that just kills me. I normally only have around 15-25k civics and am always saving for research stuff.
So far the best way I have found for producing civics is of course investment bank, but I also just spammed a bunch of low-level capitols. I am trying to get 100 million civics for Transcendence research in the United Earth tech tree. What are other ways for producing a mass amount of civics in the later game?
Dear My Colony devs,
I think the ability to share civics, research, and buildings would be a great feature. It would be more realistic(accept for the buildings sharing), give a use of research and civics for those who have so much and don't have anything to do with it, and would make the game more fun. The building sharing could be limited in someway, like it is where you need the builder that would build it to build the shared building. For the civics and research sharing, maybe both parties need the transmission hub, which would give it a great use. The building sharing could use a special building, which you have to research. I would love to see this in the next update.
Thank you,
ChooChoo
I think the ability to share civics, research, and buildings would be a great feature. It would be more realistic(accept for the buildings sharing), give a use of research and civics for those who have so much and don't have anything to do with it, and would make the game more fun. The building sharing could be limited in someway, like it is where you need the builder that would build it to build the shared building. For the civics and research sharing, maybe both parties need the transmission hub, which would give it a great use. The building sharing could use a special building, which you have to research. I would love to see this in the next update.
Thank you,
ChooChoo
H3110 guys!
There’s a way to give more playability to the gameplay - By implementing the unpredictability. It not just give challenges to the gameplay, it also makes the entire gameplay more exciting and fun (maybe...)
Here’s my idea,
The Random Events.
When you’ll see your first random event? That will appear shortly after your consulate is built in your colony. Don’t worry about these events are difficult to overcome, all events have their trigger conditions. Every event will come in a constant manner, about every 30 minutes of gameplay.
In every random event you may need to make important choices, and some may not need.
And if choices are required to be made, you might have to face the consequences after making a choice.
Okay, here are part of my proposed events!
Stay tuned for further updates!
More ideas are coming!
There’s a way to give more playability to the gameplay - By implementing the unpredictability. It not just give challenges to the gameplay, it also makes the entire gameplay more exciting and fun (maybe...)
Here’s my idea,
The Random Events.
When you’ll see your first random event? That will appear shortly after your consulate is built in your colony. Don’t worry about these events are difficult to overcome, all events have their trigger conditions. Every event will come in a constant manner, about every 30 minutes of gameplay.
In every random event you may need to make important choices, and some may not need.
And if choices are required to be made, you might have to face the consequences after making a choice.
Okay, here are part of my proposed events!
- Roaming Trader
A freelance trader will try to make a little deal with your colony.
The trade will require a small amount of resource, one kind only. Successful trade will yield money and reputation, and will also bring in better traders later.
Unsuccessful or rejected trade will bring no impacts.
Trigger condition: Gov. level ≥1 - Colonial Investment (Small)
The colonial finance advisor have proposed an investment campaign for your colony, and now it only require your permission to perform it.
Costs $1500.
If permission is granted, there’s a 55% chance to profit $2500 (returns $4000), 25% chance to earn nothing (returns $1500) and 20% chance to loss $500 (returns $1000).
Successful investment will also brings in higher yield investments.
Rejection will have no impacts.
Trigger condition: Gov. level ≥1<3 or 0 times of success in Colonial Investment (Small) - Pirate ATTACK! (Small)
Code red! A small group of pirates are approaching!
This event stands for 50 security threat (this will be explaind in Security and Crimes MKII).
If your security is strong enough (remainding security point ≥50) , your colony suffers no loss and reputation is earned.
If the colony don’t have enough security strength to defend, you have two more options:
All colonists defend the colony together. This might cause casualties (at least one deaths), but earns little reputation.
Evacuate all colonists and have 60% loss of all resources. Buildings will be damaged.
Trigger condition:
Gov. level ≥1<2 - Rumors about the Government
There’s rumors about the colonial government spreading in your colony.
You have the following choices:
Do nothing and have tempoary decrease in approval rating (-10%) and happiness (-10%).
Launch a campaign to tell everybody it’s a fake news without evidence (Costs civics, amount = 0.5 × total population ).
Trigger condition:
Gov. level ≥1. - Visit of Commonwealth Officer
The colony officer of your commonwealth is visiting your colony for evaluating your newly established colonial government, and you have limited time to prepare everything to welcome him before he comes. Try not to give a rude impression on other colonies and your host commonwealth.
This event is an non-rejectable quest (Quests will be explained in Quest & Orders part), time limit is 20 minutes, you'll need to prepare 500 food, 15 rum and 50 civics in time so you can earn 500 civics and 1000 money with 50 reputation. If you failed to prepare... relationship with ALL commonwealth members get a temporary decrease of 65%.
This is the FIRST event after you have established a government through the consulate and only take place once. - Birthday of Imperial Noble
Under the name of Galactic Emperor, an Imperial Noble is celebrating the birthday and your colony is asked to prepare a 'small proportion' of gift, if you are willing to.
This event is a quest, time limit is 15 minutes. Requires 150 civics to reject it; If you accepted you have to prepare 1500 rum, 2000 gold, 50000 food and 200 money. If you failed to prepare the present on time your colony will have -5% relationship with the Galactic Empire (Will further explain in Galactic Diplomacy).
Stay tuned for further updates!
More ideas are coming!
This idea is simple, to develop a way to use bandwidth and software to make large amounts of money and civics.
The data mining mainframe consumes lots of software and takes up a large amount of bandwidth and produces money and civics. You could consider it an upgrade to the investment bank. Costs tons of resources to build, but would award you with absolutely tons of money and civics. This building is for humans.
Tower of endless thinking: A zolarg data miner, same functions, although you might want to tweak some of the rates and construction costs.
Collective Slave Maitrix: The reptilians have learned how to use organic insectoid minds to process raw binary data. The insectoids need food and water in order to continue operating, but this drastically reduces the bandwidth the building takes up and the consumption rate of software, and generates much more money and civics. Those reptilians always know how to achieve great feats, even if they are committing mass-genocide in the process.
The data mining mainframe consumes lots of software and takes up a large amount of bandwidth and produces money and civics. You could consider it an upgrade to the investment bank. Costs tons of resources to build, but would award you with absolutely tons of money and civics. This building is for humans.
Tower of endless thinking: A zolarg data miner, same functions, although you might want to tweak some of the rates and construction costs.
Collective Slave Maitrix: The reptilians have learned how to use organic insectoid minds to process raw binary data. The insectoids need food and water in order to continue operating, but this drastically reduces the bandwidth the building takes up and the consumption rate of software, and generates much more money and civics. Those reptilians always know how to achieve great feats, even if they are committing mass-genocide in the process.
This would be a good time to produce a building that specifically brings in one type of race, like maybe an upgrade to the slave gate that allows immigration from the Zolarg Empire. Then there could be jobs that could be specific to one race...arbiters and brewmasters could be draconian only, or jobs could be set to only allow certain races as workers, that way it makes more sense for insectoid housing to exist, and for insectoid specific jobs to exist. It's just an idea, something I've thought should be in place for a while.
Regardless of if bast does that or not, what about:
Insect Fattener- It turns out if you overfeed your insects, they will start to vomit up sugar and ant paste as they get sick from overeating. Collect both these resources from the poor bugs! Consumes Food to keep those insects fed, and water to clean up the gross insectoid germs!
Slave Labor Camp- Using state-of-the-art insectoid technology, create your own Labor Camps for those insects to work! Creates many valuable resources for your colony! (This is the draconian version of the labor camp like they have their own version of the mining pit too). Requires a couple of Reptillian supervisors to make sure those insects don't slack off!
Drunken Market- It's a well-known fact that tourists and citizens alike act much dumber when they're drunk. Here you can get people drunk and sell them terrible knockoffs for high prices while their inhibitions aren't in the way! Transforms 2 rum, 1 pottery, 1 painting into $3000, and creates unhappy people! Can entertain 30 tourists (I'm not sure how many it should entertain, 30 seemed reasonable).
Plastic Polymerizer- I'm sorry, I couldn't come up with something clever for this one. Uses bandwidth, power, 1 oil and 1 water to make 80 plastic.
Hacker's Den- Tired of how all that coding work nets you so little software? How about having that code be used to steal other people's programs instead! That coder will bring in much more software now! Uses much more bandwidth and a bit more power to net you much more software.
Triantanium Impactor- Using antanium, uranium, and helium, you can create a decent amount of triantanium to use to usher in the newest age of technology. Uses 1 u, 1 an, 1 he to make 40 triantanium. Requires bandwidth, power, and software as utilities.
Robomaker's Den- Provides housing and job(s). Uses aluminum, software, microchips, and crystalline to make robots.
Cell Phone Factory- Tired of hearing your younger citizens complain about the slow postal system? Want to make the elderly colonists feel stuck in the past? Well, start making and selling cheap cell phones that will stop working as soon as the warranty ends! (Warning: small chance phones may explode!) Produces civics as a byproduct of people feeling the illusion of being able to contact customer service (even if they are always on hold). Transforms 1 microchip, 1 plastic, 1 software into $200. Uses power, robots, and bandwidth as well.
New Tech- Next-Gen Technology: Costs 30 million research, 3 million civics, $8 million, 5k plastic, robots, and triantanium. (Can modify costs, just what I thought of based on other draconian techs) Needed for everything after this point:
Next-Gen Chip Transporter- Tired of how slow the normal transporter is? Using plastic and other state-of-the-art materials you can upgrade those last-gen transporters into the future! Now requires bandwidth, but produces 30 microchips per round in return. (or alternatively, produces chips at the same conversion ratio, but at a drastically increases speed).
Ultra-High Frequency Node- Are your people complaining about not having enough internet access? Does it feel too slow for you? Well never fear! Using next-gen fiber optic technology, you can make superior nodes to provide all your people with bandwidth!
Deep Space Hacker- Using next-gen data-stealing technologies, upgrade your deep space interceptors to hack even the most secure transactions and communications! (not sure how much of an upgrade it should be, but should definitely give you more money and research, but should now also get you civics from hacking into secure government databases halfway across the universe).
Next-Gen Triantanium Impactor- Using next-gen technology you can create massive amounts of triantanium! Creates 140 triantanium from 1 an, 1 u, 1 he. Utilities: robots, bandwidth, and power
Next-Gen Polymerizer- you know the words by now, using next-gen technology, blah blah blah :P. Produces 160 plastic per round using same components as original polymerizer.
Next-Gen Microreactor (upgrade from hybrid microreactor, because I thought of this idea but don't want to step on wadaling's toes)- Using the power of next-gen technology, create absurd amounts of electricity! Uses bandwidth, triantanium, and helium to make power. Also requires water to stop from overheating.
Next-Gen Materials Extractor- Uses crystalline and helium to make 50 of each of the raw materials instead of 15.
Actual Reality Gaming Station- Using next-gen "virtual reality", make video games so realistic they are actually happening! You can drop blocks on insectoids in Antetris, crush them with candy in Sugar Crush, stomp Sectoombas like your favorite video game characters Drario and Druigi, and best of all, play first-person shooters like Crush of Insects: Drac Ops as yourself! Requires sugar to keep those "virtual" insects fed, as well as software and robots to add that extra realism to the game! Produces money that draconians have mooched from their parents, as well as civics for helping the draconian military crush any insectoid rebels. Provides entertainment for citizens and tourists.
I'll add more ideas if I think of them, just had a couple of immediate ones and I wanted to post them.
Regardless of if bast does that or not, what about:
Insect Fattener- It turns out if you overfeed your insects, they will start to vomit up sugar and ant paste as they get sick from overeating. Collect both these resources from the poor bugs! Consumes Food to keep those insects fed, and water to clean up the gross insectoid germs!
Slave Labor Camp- Using state-of-the-art insectoid technology, create your own Labor Camps for those insects to work! Creates many valuable resources for your colony! (This is the draconian version of the labor camp like they have their own version of the mining pit too). Requires a couple of Reptillian supervisors to make sure those insects don't slack off!
Drunken Market- It's a well-known fact that tourists and citizens alike act much dumber when they're drunk. Here you can get people drunk and sell them terrible knockoffs for high prices while their inhibitions aren't in the way! Transforms 2 rum, 1 pottery, 1 painting into $3000, and creates unhappy people! Can entertain 30 tourists (I'm not sure how many it should entertain, 30 seemed reasonable).
Plastic Polymerizer- I'm sorry, I couldn't come up with something clever for this one. Uses bandwidth, power, 1 oil and 1 water to make 80 plastic.
Hacker's Den- Tired of how all that coding work nets you so little software? How about having that code be used to steal other people's programs instead! That coder will bring in much more software now! Uses much more bandwidth and a bit more power to net you much more software.
Triantanium Impactor- Using antanium, uranium, and helium, you can create a decent amount of triantanium to use to usher in the newest age of technology. Uses 1 u, 1 an, 1 he to make 40 triantanium. Requires bandwidth, power, and software as utilities.
Robomaker's Den- Provides housing and job(s). Uses aluminum, software, microchips, and crystalline to make robots.
Cell Phone Factory- Tired of hearing your younger citizens complain about the slow postal system? Want to make the elderly colonists feel stuck in the past? Well, start making and selling cheap cell phones that will stop working as soon as the warranty ends! (Warning: small chance phones may explode!) Produces civics as a byproduct of people feeling the illusion of being able to contact customer service (even if they are always on hold). Transforms 1 microchip, 1 plastic, 1 software into $200. Uses power, robots, and bandwidth as well.
New Tech- Next-Gen Technology: Costs 30 million research, 3 million civics, $8 million, 5k plastic, robots, and triantanium. (Can modify costs, just what I thought of based on other draconian techs) Needed for everything after this point:
Next-Gen Chip Transporter- Tired of how slow the normal transporter is? Using plastic and other state-of-the-art materials you can upgrade those last-gen transporters into the future! Now requires bandwidth, but produces 30 microchips per round in return. (or alternatively, produces chips at the same conversion ratio, but at a drastically increases speed).
Ultra-High Frequency Node- Are your people complaining about not having enough internet access? Does it feel too slow for you? Well never fear! Using next-gen fiber optic technology, you can make superior nodes to provide all your people with bandwidth!
Deep Space Hacker- Using next-gen data-stealing technologies, upgrade your deep space interceptors to hack even the most secure transactions and communications! (not sure how much of an upgrade it should be, but should definitely give you more money and research, but should now also get you civics from hacking into secure government databases halfway across the universe).
Next-Gen Triantanium Impactor- Using next-gen technology you can create massive amounts of triantanium! Creates 140 triantanium from 1 an, 1 u, 1 he. Utilities: robots, bandwidth, and power
Next-Gen Polymerizer- you know the words by now, using next-gen technology, blah blah blah :P. Produces 160 plastic per round using same components as original polymerizer.
Next-Gen Microreactor (upgrade from hybrid microreactor, because I thought of this idea but don't want to step on wadaling's toes)- Using the power of next-gen technology, create absurd amounts of electricity! Uses bandwidth, triantanium, and helium to make power. Also requires water to stop from overheating.
Next-Gen Materials Extractor- Uses crystalline and helium to make 50 of each of the raw materials instead of 15.
Actual Reality Gaming Station- Using next-gen "virtual reality", make video games so realistic they are actually happening! You can drop blocks on insectoids in Antetris, crush them with candy in Sugar Crush, stomp Sectoombas like your favorite video game characters Drario and Druigi, and best of all, play first-person shooters like Crush of Insects: Drac Ops as yourself! Requires sugar to keep those "virtual" insects fed, as well as software and robots to add that extra realism to the game! Produces money that draconians have mooched from their parents, as well as civics for helping the draconian military crush any insectoid rebels. Provides entertainment for citizens and tourists.
I'll add more ideas if I think of them, just had a couple of immediate ones and I wanted to post them.
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 was accumulating civics in an offline (region) game. I had just reached stage 2 and was harvesting trees. I look down and all of my civics were completely gone.
I went to the statistics and it said I was only generating 280 and there was no expenditures. I went back to my civics-producing city and within seconds I had accumulated over 2k, which was normal.
It is strange to suddenly lose all of a resource while the game was idle for 5 minutes.
I went to the statistics and it said I was only generating 280 and there was no expenditures. I went back to my civics-producing city and within seconds I had accumulated over 2k, which was normal.
It is strange to suddenly lose all of a resource while the game was idle for 5 minutes.
Hello guys!
Up to now, the way we unlock buildings is based on two ways, technology and atmosphere, respectively.
Indeed on such stranger planets, research and terraforming are vital for a colony to survive and develop.
But something we can question in My Colony - how people are maintained in harmony and order? And where do the services, institutes and policies comes from?
Here, let me introduce a new gameplay that would be added onto the current gameplay system - The Code of Law, i.e, legislation.
Similar to researches, but what it consumes would be mainly civics, what it unlocks would be mostly gameplay features and policies.
The Code of Law is available after you have researched colonial civics, and producing the first civics.
To unlock the policies you normally use in My Colony, some laws must be signed, costing civics.
For instance, the first law available would be ‘Governance Institutes’, unlocking Consulate and in-commonwealth interactions.
Another example would be ‘Financial Secretary’, unlocking the ability of auto-budget.
Further example would be ‘International Trade Regulation‘, unlocks GBT buildings.
Besides these stuff, there’ll be more extra (and some crazy) stuff like:
‘Child Labour’ law which expands labour force to lower age groups. Provides more workers, but your people will surely be unhappy.
‘Subdivided Housing’ law that increases all housing limit by 10%, rounded up.
‘Tourism Tax’ law which the colony will recieve extra income from each tourist’s arrival.
And more... which I’ll dump in the comments later!
Ideas? Feedbacks? (•ω•)
Comments please!
Up to now, the way we unlock buildings is based on two ways, technology and atmosphere, respectively.
Indeed on such stranger planets, research and terraforming are vital for a colony to survive and develop.
But something we can question in My Colony - how people are maintained in harmony and order? And where do the services, institutes and policies comes from?
Here, let me introduce a new gameplay that would be added onto the current gameplay system - The Code of Law, i.e, legislation.
Similar to researches, but what it consumes would be mainly civics, what it unlocks would be mostly gameplay features and policies.
The Code of Law is available after you have researched colonial civics, and producing the first civics.
To unlock the policies you normally use in My Colony, some laws must be signed, costing civics.
For instance, the first law available would be ‘Governance Institutes’, unlocking Consulate and in-commonwealth interactions.
Another example would be ‘Financial Secretary’, unlocking the ability of auto-budget.
Further example would be ‘International Trade Regulation‘, unlocks GBT buildings.
Besides these stuff, there’ll be more extra (and some crazy) stuff like:
‘Child Labour’ law which expands labour force to lower age groups. Provides more workers, but your people will surely be unhappy.
‘Subdivided Housing’ law that increases all housing limit by 10%, rounded up.
‘Tourism Tax’ law which the colony will recieve extra income from each tourist’s arrival.
And more... which I’ll dump in the comments later!
Ideas? Feedbacks? (•ω•)
Comments please!
Region map or classic map?
Try to open the civics windows (statistics > Resources > Clic on Civics), and see if you have some consume. I don't remember if the insect have building able to consume civics.
Try to open the civics windows (statistics > Resources > Clic on Civics), and see if you have some consume. I don't remember if the insect have building able to consume civics.
I hope you are all having a great today! Today I am releasing My Colony 2 v0.12.0, which includes quite a bit of new content. I have also submitted this build to both the Google Play store and the Amazon App Store so that I can start getting better feedback on mobile performance and UI! MC2 is really starting to shape up into a real game now, so let's take a look at what is new in this release!
First, you may notice that My Colony 2 now has a proper title background image instead of a blank grey screen, which of course looks a lot nicer. Modders can obviously customize this to be whatever they want.
I started adding in the interface for the in-game encyclopedia, which you can see from the main slide-out menu. The only section so far is the in-game credits, which are automatically generated based on username data attached to game data and .vpp files. Check it out if you want to see who has all helped on the game so far! The neat thing is that the credits will be different when you activate a mod, so that you can see information on the mod creator as well.
Since the game is starting to get more resources, I made a change to the resource readout bar. It will appear static as normal until your resource list takes up more space than can fit on one line, then it will begin scrolling like it does in My Colony 1.
Speaking of resources, I added two new ones to this release, Rum and Sugar! I always thought that Rum in MC1 should have been made out of sugar instead of food, so that is how it works now in My Colony 2. Sugar is obtained through the new Sugar Extraction Lab which extracts trace sugars from your excess food. Rum is naturally made as the new Distillery. Unlock these structures with the new Microgravity Brewing tech.
As you may have noticed in the background of the above picture, the Solar Tower from MC1 has returned. You can unlock it using the new High Density Solar Panels tech.
Some good new structures pulled from @GeneralWadaling 's voxel batch have been added, including the Regolith Processing Plant, and Greenhouse Park, and the Trading Depot.
The Regolith Processing Plant is a superior version of the Regolith Compactor on Lunar maps. The Greenhouse Park is sort of like the Green Dome from MC1, except it will produce some food as well. The Trading Depot currently only generates a bit of cash, but is eventually going to be used to facilitate trade between players on the same world. So stay tuned for that.
You can now start generating Civics using the new Civic Center! The Civic Center is unlocked with the Colonial Civics tech. Civics in MC2 are slightly different from MC1, in that they are stored at the settlement level and are not shared between settlements, even if you have a logistics center. Civics are going to determine the "city level" of a settlement, and be a factor in deciding what sort of government options a city has available.
I have made a lot of fixes to pavement rendering in this release. In addition, Pavement is now slightly depressed into the ground once built. It is fairly subtle, but you can notice it when the lighting is right.
In addition, the engine can now automatically generate brick road patterns for pavement, which I demonstrate in this release with the addition of the Solar Road. I also want to add checkered pavement generation, which will probably be coming in the next update or so.
There are more little changes here and there, and you will see them as you play. For now though, I want to thank everyone for playing, leaving feedback, and helping with content! The next few updates are all going to be big on content, so stay tuned for more!
#mycolony2
First, you may notice that My Colony 2 now has a proper title background image instead of a blank grey screen, which of course looks a lot nicer. Modders can obviously customize this to be whatever they want.
I started adding in the interface for the in-game encyclopedia, which you can see from the main slide-out menu. The only section so far is the in-game credits, which are automatically generated based on username data attached to game data and .vpp files. Check it out if you want to see who has all helped on the game so far! The neat thing is that the credits will be different when you activate a mod, so that you can see information on the mod creator as well.
Since the game is starting to get more resources, I made a change to the resource readout bar. It will appear static as normal until your resource list takes up more space than can fit on one line, then it will begin scrolling like it does in My Colony 1.
Speaking of resources, I added two new ones to this release, Rum and Sugar! I always thought that Rum in MC1 should have been made out of sugar instead of food, so that is how it works now in My Colony 2. Sugar is obtained through the new Sugar Extraction Lab which extracts trace sugars from your excess food. Rum is naturally made as the new Distillery. Unlock these structures with the new Microgravity Brewing tech.
As you may have noticed in the background of the above picture, the Solar Tower from MC1 has returned. You can unlock it using the new High Density Solar Panels tech.
Some good new structures pulled from @GeneralWadaling 's voxel batch have been added, including the Regolith Processing Plant, and Greenhouse Park, and the Trading Depot.
The Regolith Processing Plant is a superior version of the Regolith Compactor on Lunar maps. The Greenhouse Park is sort of like the Green Dome from MC1, except it will produce some food as well. The Trading Depot currently only generates a bit of cash, but is eventually going to be used to facilitate trade between players on the same world. So stay tuned for that.
You can now start generating Civics using the new Civic Center! The Civic Center is unlocked with the Colonial Civics tech. Civics in MC2 are slightly different from MC1, in that they are stored at the settlement level and are not shared between settlements, even if you have a logistics center. Civics are going to determine the "city level" of a settlement, and be a factor in deciding what sort of government options a city has available.
I have made a lot of fixes to pavement rendering in this release. In addition, Pavement is now slightly depressed into the ground once built. It is fairly subtle, but you can notice it when the lighting is right.
In addition, the engine can now automatically generate brick road patterns for pavement, which I demonstrate in this release with the addition of the Solar Road. I also want to add checkered pavement generation, which will probably be coming in the next update or so.
There are more little changes here and there, and you will see them as you play. For now though, I want to thank everyone for playing, leaving feedback, and helping with content! The next few updates are all going to be big on content, so stay tuned for more!
#mycolony2
You know children? Yes, those gremlins that take up worker housing early game. Well, I got an extensive idea on how to solve that (The first tech for it being right after colonial finance, so that it comes into effect right when it is needed). I call it: Childcare! These techs and buildings were inspired by another suggestion for eldercare.
Techs
Basic Daycares
Prequisite Techs: Basic Education, Colonial Finance
Tech Cost: 150 research
Desc: Colonial Analysis has predicted a massive baby boom! Prepare for it by building Daycares for children!
Needed by: Small Daycare, Children's Home, Large Daycare, Children's Arcology, Child Insurance
Child Insurance
Prequisite Techs: Basic Daycares, Colonial Civics, Advanced Nuclear Physics
Tech Cost: 2k research, 100 civics
Desc: Now that you got Childcare, it is time to make a profit off of it!
Needed by: Small Child Insurance Agency, Large Child Insurance Agency, Child Repossesion Agency
Child Protection
Prequisite Techs: Galactic Governance, Basic Daycares
Tech Cost: 16k research, 500 civics
Desc: Let's face it: there are terrible people around. We need an agency to keep these terrible people away from children!
Needed by: GBCS Colonial Office, GBCS National Office, GBCS Imperial Office
Child Labor
Prequisite Techs: Child Protection, Child Insurance, Self-Governance, Ancient Alien Manufacturing
Tech Cost: 100k research, 5k civics
Desc: With the recent boom in industry, we need all hands on deck! Luckily, with a few law changes, we can raise or lower the minimum working age at our whim!
Needed by: Department of Child Labor, Child Workplace Insurance Agency, Department of Bribing GBCS to Turn a Blind Eye Towards Our Use of Child Labor
Structures
Small Daycare
1×1
Built by: Builder Bot
Cost: 1k ore, 50 steel
3 Power
Jobs: 1 [Teacher]
Child Capacity: 20
Desc: This Daycare will hold children inside, leaving housing room for workers!
Tax Value: $1
Large Daycare
2×2
Built by: Megabot, Megabot Deluxe
Cost: 5.5k ore, 3k steel, 1.6k gold, 50 microchip
30 Power
Jobs: 15 [Teacher]
Child Capacity: 120
Desc: Cram large amounts of children in one area, leaving the other cramped housing free for workers!
Tax Value: $15
Small Child Insurance Agency
2×2
Built by: Adv. Builder Bot
Cost: 10k ore, 1.5k steel, 10 microchip, 15 software
15 Power, 10 Bandwidth
Jobs: 20 [White Collar]
Desc: Children are the darndest little things, getting into all sorts of trouble. They surely need insurance to make sure that nothing happens to them... Right?
Generates:
Money × 50 (4000 ticks [1000 ticks fully employed])
Tax Value: $30
Child Repossesion Agency
3×3
Built by: Megabot, Megabot Deluxe
Cost: 15k ore, 5k steel, 3k gold, 200 aluminum, 50 microchip, 50 software
45 Power, 20 Bandwidth
Jobs: 30 [White Collar]
Child Capacity: 360
Desc: When parents do not pay their child insurance, they surely do not care about their children. Those poor tots must be repossesed and put into more caring hands...
Tax Value: $40
The rest of the buildings are up to you, Bast.
Techs
Basic Daycares
Prequisite Techs: Basic Education, Colonial Finance
Tech Cost: 150 research
Desc: Colonial Analysis has predicted a massive baby boom! Prepare for it by building Daycares for children!
Needed by: Small Daycare, Children's Home, Large Daycare, Children's Arcology, Child Insurance
Child Insurance
Prequisite Techs: Basic Daycares, Colonial Civics, Advanced Nuclear Physics
Tech Cost: 2k research, 100 civics
Desc: Now that you got Childcare, it is time to make a profit off of it!
Needed by: Small Child Insurance Agency, Large Child Insurance Agency, Child Repossesion Agency
Child Protection
Prequisite Techs: Galactic Governance, Basic Daycares
Tech Cost: 16k research, 500 civics
Desc: Let's face it: there are terrible people around. We need an agency to keep these terrible people away from children!
Needed by: GBCS Colonial Office, GBCS National Office, GBCS Imperial Office
Child Labor
Prequisite Techs: Child Protection, Child Insurance, Self-Governance, Ancient Alien Manufacturing
Tech Cost: 100k research, 5k civics
Desc: With the recent boom in industry, we need all hands on deck! Luckily, with a few law changes, we can raise or lower the minimum working age at our whim!
Needed by: Department of Child Labor, Child Workplace Insurance Agency, Department of Bribing GBCS to Turn a Blind Eye Towards Our Use of Child Labor
Structures
Small Daycare
1×1
Built by: Builder Bot
Cost: 1k ore, 50 steel
3 Power
Jobs: 1 [Teacher]
Child Capacity: 20
Desc: This Daycare will hold children inside, leaving housing room for workers!
Tax Value: $1
Large Daycare
2×2
Built by: Megabot, Megabot Deluxe
Cost: 5.5k ore, 3k steel, 1.6k gold, 50 microchip
30 Power
Jobs: 15 [Teacher]
Child Capacity: 120
Desc: Cram large amounts of children in one area, leaving the other cramped housing free for workers!
Tax Value: $15
Small Child Insurance Agency
2×2
Built by: Adv. Builder Bot
Cost: 10k ore, 1.5k steel, 10 microchip, 15 software
15 Power, 10 Bandwidth
Jobs: 20 [White Collar]
Desc: Children are the darndest little things, getting into all sorts of trouble. They surely need insurance to make sure that nothing happens to them... Right?
Generates:
Money × 50 (4000 ticks [1000 ticks fully employed])
Tax Value: $30
Child Repossesion Agency
3×3
Built by: Megabot, Megabot Deluxe
Cost: 15k ore, 5k steel, 3k gold, 200 aluminum, 50 microchip, 50 software
45 Power, 20 Bandwidth
Jobs: 30 [White Collar]
Child Capacity: 360
Desc: When parents do not pay their child insurance, they surely do not care about their children. Those poor tots must be repossesed and put into more caring hands...
Tax Value: $40
The rest of the buildings are up to you, Bast.
High atmosphere effects on colony:
Bast has already developed penalties for high atmospheric levels but hasn’t turned them on yet. Hopefully my ideas are mendable with the penalty system that he has already put in place. Here are my ideas for high atmosphere penalties:
-Buildings damaged twice as fast once atmosphere is over 15 million. There is also the chance that once the structure is under 25% health, it has the chance to implode instantly for each 1% health lost after that point, regardless of whether the structure had remaining health. This is to simulate the fact that a structure under immense atmospheric pressure could just suddenly implode if part of it’s structure was weakened, even if that was the only part that was weakened.
-rovers have health and are damaged by the intense atmosphere and must be parked in shelter in order to be safe from the atmosphere and to repair damages. Rovers lose their health 5 times faster than structures. I would suggest that small, medium, and large rover/worker shelters be implemented for all races to replace the parking command on the rovers/workers. On other worlds, rovers/works could also have health that can be damaged, but only half as much as on a high atmosphere planet.
When a planet’s atmosphere is too high, a new resource, tallorium, will be the first step in massive atmosphere reduction. Tallorium is a (fictional) specific blend of superheated and super compressed metals that fuse over long periods of time and become stronger and harder than diamond. Tallorium will be naturally occurring on superheated, super atmosphere planets such as my planet idea below. In planets that don’t have naturally occurring Tallorium, the resource would appear as a higher tech resource that can be fabricated by blending other resources together, such as antanium and gold, or triantanium and uranium. Tallorium could also be used to make next gen buildings that are more advanced than alien buildings.
The second step would be to consume atmosphere to produce a new resource, Gas Canisters. One canister = 1 atmospheric unit. A high tech gas canister factory on a world where Tallorium needs to be fabricated would consume large amounts of atmosphere and small amounts of Tallorium to produce the canisters. These canisters could be used to produce h3 and water and can be used as a power source. These canisters could also be tradable and could be released in low atmosphere planets to raise the atmosphere at a fast rate. The canisters should be a very pricy product on GBT and should not be readily accessible to beginner colonies unless they are given gas canisters by their commonwealth. This aspect would allow those who have super advanced independent colonies to develop sub-colonies without the long hassle of terraforming each sub-colony. The gas canisters could also provide a way for a red planet colony to produce h3 without having to buy it. If you don’t like the idea of a red planet producing h3 on it’s own, or the idea of using gas canisters to raise a beginner planet’s atmo level rapidly, the Tallorium and gas canister system will still work without these two aspects.
- Since colonists could not survive walking around outside in a very high pressure atmosphere(since they would be crushed), even with their space suits on, I would create new avatars for them for going outside in a high pressure atmosphere. Perhaps they walk around in metal environmental suits and require a very small but constant supply of tallorium in addition to the water and food that they already require.
The Tallorium and gas canister system may be implementable before the penalties are turned on and before any high atmo planet types are created, and this would allow for players to get ready for the penalty activation since this system would lower atmosphere at a very high rate.
The heat terraforming aspect:
Adding a heat aspect to terraforming will make terraforming a more in-depth part of the game and the user will now have to handle controlling planetary heat as well as atmosphere. This will also open the door for new planet types and structures that take advantage of the planetary heat levels. However, it would prove to be a big change to the way each planet looks as it is terraformed, since now you would have to worry about what the soil looks like when heat is high and atmosphere is low, or vice versa. However, it would be well worth it in my opinion. Here are my ideas of the effects that high and low heat would have on a given colony.
-The optimal heat range would be between 5 mil and 15 mil, just like atmosphere. 0 heat means that the planet is at absolute zero, so I wouldn’t start any planets off at zero, maybe 500k or something.
-High heat would cause colonists to consume twice as much water. Any structures that require near-earth conditions will be destroyed and colonists will be less tolerant of long commute distances when the heat level is outside of the optimal heat range(too low or too high). Structures would also consume 1 water unit per 30 seconds in high heat. Structures and rovers/workers are damaged twice as fast and will need to be repaired more often.
-Low to earth-like heat is required for the growing of crystalline, while high to earth-like heat is required for the fabricating of Tallorium. So an earthlike planet could potentially produce crystalline and Tallorium simultaneously given the right resources.
-Low heat would cause colonists to consume twice as much food. Rover/worker and colonist speed is reduced by 1 and rover and structure build speed times are doubled. Resource production times could also be reduced by a reasonable amount.
A thermal energy plant could be used as a mid-level power supply and would consume a moderate amount of heat from the planet, whereas an absolute zero generator would absorb massive amounts of heat and power and would provide mid level research. A charcoal combuster would use charcoal to release heat into the atmosphere, while a nuclear agitation center would use the power of nuclear fission to produce massive amounts of heat.
The addition of the heat terraforming aspect is not required to implement the Tallorium and gas canister system.
Planet type suggestion: Hell
Atmosphere: 25 million
Temperature: 25 million
This planet will be for LIS and UE for now, but as bast adds races the planet might apply to them as well.
Difficulty: Medium for both human factions. Might be easier or harder for other factions to come.
-Structures and rovers/workers are damaged four times as fast as normal due to the stacked effects from high heat and high atmosphere.
-Instead of regolith, crystalline, or ore, Tallorium can be mined. Tallorium will be used to dig into the super compressed ground in search of ore, build basic structures at the start of the game, and is instrumental in gas canister production.
The player will need to use Tallorium to build a gas collector, which employs 1 person and produces gas canisters by sucking in atmosphere and consuming 1 tallorium for every canister made. The gas canisters can be turned into drinkable water via a structure called a water condensator. Then, a talloric greenhouse can be built with 150 Tallorium and an ore drill must be set up to mine ore through the thick and hard crust. The drill will cost 5,000 Tallorium and will indefinitely produce a small amount of ore at each interval, so many more drills will need to be built in order to jumpstart the colony. Once the planet’s atmosphere is reduced enough, ore fracking facilities can be built to supply a more efficient source of ore. Of course, in order to do all of that you need power, so a pressure turbine made with 500 tallorium would generate power, but would put air back into the atmosphere for each canister it opens.
After all of that is in place, the player can continue to follow the human path since they now have an ore supply as gold, aluminium, and uranium will still be present on the map.
So these are my ideas. Let me know if they are interesting are whether or not you want me to keep developing these ideas. I can't draw worth a crap but feel free to draw the structures, ground tiles, planet type symbols, and resource symbols that I mentioned on here if you think that at least some of these ideas should be added.
Bast has already developed penalties for high atmospheric levels but hasn’t turned them on yet. Hopefully my ideas are mendable with the penalty system that he has already put in place. Here are my ideas for high atmosphere penalties:
-Buildings damaged twice as fast once atmosphere is over 15 million. There is also the chance that once the structure is under 25% health, it has the chance to implode instantly for each 1% health lost after that point, regardless of whether the structure had remaining health. This is to simulate the fact that a structure under immense atmospheric pressure could just suddenly implode if part of it’s structure was weakened, even if that was the only part that was weakened.
-rovers have health and are damaged by the intense atmosphere and must be parked in shelter in order to be safe from the atmosphere and to repair damages. Rovers lose their health 5 times faster than structures. I would suggest that small, medium, and large rover/worker shelters be implemented for all races to replace the parking command on the rovers/workers. On other worlds, rovers/works could also have health that can be damaged, but only half as much as on a high atmosphere planet.
When a planet’s atmosphere is too high, a new resource, tallorium, will be the first step in massive atmosphere reduction. Tallorium is a (fictional) specific blend of superheated and super compressed metals that fuse over long periods of time and become stronger and harder than diamond. Tallorium will be naturally occurring on superheated, super atmosphere planets such as my planet idea below. In planets that don’t have naturally occurring Tallorium, the resource would appear as a higher tech resource that can be fabricated by blending other resources together, such as antanium and gold, or triantanium and uranium. Tallorium could also be used to make next gen buildings that are more advanced than alien buildings.
The second step would be to consume atmosphere to produce a new resource, Gas Canisters. One canister = 1 atmospheric unit. A high tech gas canister factory on a world where Tallorium needs to be fabricated would consume large amounts of atmosphere and small amounts of Tallorium to produce the canisters. These canisters could be used to produce h3 and water and can be used as a power source. These canisters could also be tradable and could be released in low atmosphere planets to raise the atmosphere at a fast rate. The canisters should be a very pricy product on GBT and should not be readily accessible to beginner colonies unless they are given gas canisters by their commonwealth. This aspect would allow those who have super advanced independent colonies to develop sub-colonies without the long hassle of terraforming each sub-colony. The gas canisters could also provide a way for a red planet colony to produce h3 without having to buy it. If you don’t like the idea of a red planet producing h3 on it’s own, or the idea of using gas canisters to raise a beginner planet’s atmo level rapidly, the Tallorium and gas canister system will still work without these two aspects.
- Since colonists could not survive walking around outside in a very high pressure atmosphere(since they would be crushed), even with their space suits on, I would create new avatars for them for going outside in a high pressure atmosphere. Perhaps they walk around in metal environmental suits and require a very small but constant supply of tallorium in addition to the water and food that they already require.
The Tallorium and gas canister system may be implementable before the penalties are turned on and before any high atmo planet types are created, and this would allow for players to get ready for the penalty activation since this system would lower atmosphere at a very high rate.
The heat terraforming aspect:
Adding a heat aspect to terraforming will make terraforming a more in-depth part of the game and the user will now have to handle controlling planetary heat as well as atmosphere. This will also open the door for new planet types and structures that take advantage of the planetary heat levels. However, it would prove to be a big change to the way each planet looks as it is terraformed, since now you would have to worry about what the soil looks like when heat is high and atmosphere is low, or vice versa. However, it would be well worth it in my opinion. Here are my ideas of the effects that high and low heat would have on a given colony.
-The optimal heat range would be between 5 mil and 15 mil, just like atmosphere. 0 heat means that the planet is at absolute zero, so I wouldn’t start any planets off at zero, maybe 500k or something.
-High heat would cause colonists to consume twice as much water. Any structures that require near-earth conditions will be destroyed and colonists will be less tolerant of long commute distances when the heat level is outside of the optimal heat range(too low or too high). Structures would also consume 1 water unit per 30 seconds in high heat. Structures and rovers/workers are damaged twice as fast and will need to be repaired more often.
-Low to earth-like heat is required for the growing of crystalline, while high to earth-like heat is required for the fabricating of Tallorium. So an earthlike planet could potentially produce crystalline and Tallorium simultaneously given the right resources.
-Low heat would cause colonists to consume twice as much food. Rover/worker and colonist speed is reduced by 1 and rover and structure build speed times are doubled. Resource production times could also be reduced by a reasonable amount.
A thermal energy plant could be used as a mid-level power supply and would consume a moderate amount of heat from the planet, whereas an absolute zero generator would absorb massive amounts of heat and power and would provide mid level research. A charcoal combuster would use charcoal to release heat into the atmosphere, while a nuclear agitation center would use the power of nuclear fission to produce massive amounts of heat.
The addition of the heat terraforming aspect is not required to implement the Tallorium and gas canister system.
Planet type suggestion: Hell
Atmosphere: 25 million
Temperature: 25 million
This planet will be for LIS and UE for now, but as bast adds races the planet might apply to them as well.
Difficulty: Medium for both human factions. Might be easier or harder for other factions to come.
-Structures and rovers/workers are damaged four times as fast as normal due to the stacked effects from high heat and high atmosphere.
-Instead of regolith, crystalline, or ore, Tallorium can be mined. Tallorium will be used to dig into the super compressed ground in search of ore, build basic structures at the start of the game, and is instrumental in gas canister production.
The player will need to use Tallorium to build a gas collector, which employs 1 person and produces gas canisters by sucking in atmosphere and consuming 1 tallorium for every canister made. The gas canisters can be turned into drinkable water via a structure called a water condensator. Then, a talloric greenhouse can be built with 150 Tallorium and an ore drill must be set up to mine ore through the thick and hard crust. The drill will cost 5,000 Tallorium and will indefinitely produce a small amount of ore at each interval, so many more drills will need to be built in order to jumpstart the colony. Once the planet’s atmosphere is reduced enough, ore fracking facilities can be built to supply a more efficient source of ore. Of course, in order to do all of that you need power, so a pressure turbine made with 500 tallorium would generate power, but would put air back into the atmosphere for each canister it opens.
After all of that is in place, the player can continue to follow the human path since they now have an ore supply as gold, aluminium, and uranium will still be present on the map.
So these are my ideas. Let me know if they are interesting are whether or not you want me to keep developing these ideas. I can't draw worth a crap but feel free to draw the structures, ground tiles, planet type symbols, and resource symbols that I mentioned on here if you think that at least some of these ideas should be added.
version .50 linux I can view the video but when I have no storage for the gift it goes to zero so I get no gift for the video. just got Alien artifacts but have zero storage for them, I received the gift then it just counts down to zero so I really did not receive a gift.
Amorphus said:Are you offering additional support or just the regular percentage? You could probably check through your sub-colonies list to see who has lots of population but not much gdp.
I offer a rediculous 9003% support rate. That's not the point though, here is how someone can siphon any support rate apart from 0:
assuming the colony only has ONE colonist, just simply imagine a small colony of 15000 doing these:
9003%, set payroll to 1$, get paid 90$, tax all people to zero. Set payroll to 90$, get paid 8100$, tax all people to zero. set payroll to 8100, you get 729000, then you get 65 million, then it jumps to 6 billion etc. This takes 45 minutes max.
10% payroll. set payroll to 100$, get paid 110$, tax to zero. set payroll to 110, get paid 121, then 133, then 146, 161, 177, 195, 214 and after another 10 repetitions it is 611, and another 25 and it's 6024 per colonist. Oh wait, the player starts with 2500, so they start at repetition ~20, and after only 20 minutes of game time with 10% payroll they can have stolen 20,000$ from the CW leader.
Payroll is too abus-able. Auto Budget must be fixed. It might not be a problem that you personally encounter, but it's still a big problem and just removing the feature completely from the game is ridiculous.
I just went to .44 on my thick client main colony today and my food, which hovers around 2M in inventory suddenly started plummeting. I had water coming in no issue, so that wasn't it. My vertical farms, mass production plants and hatcheries just stopped producing.
I started noticing other resources were dropping, too, like uranium, which I have a decent farm of enrichment facilities and keep just ahead of my usage so I have a small stockpile.
As I start investigating, I clicked on a Uranium facility, and it reported 70/70 workers. I decided to make sure that they were actually working, and when I clicked to see the worker details, it didn't bring up the list, but it also didn't report 'No Unemployment' like it normally will. I selected the building again, and it now showed 0/70. I clicked the next facility, and it showed some number of workers, and when I clicked to show the list, it immediately started producing again.
I tried this with my food production facilities, and it worked with all but one hatchery. So food production is back in swing like it should be, but now I'm starting to see this same behavior with every single building that requires workers to produce -- sheep farms, aluminum generators, distilleries, recycling centers, etc.
I've noticed that it doesn't ALWAYS restart production. I've also noticed that workers just seem to have abandoned their posts across huge swaths of my facilities.
The other behavior I've seen is sometimes if I click a building, check the employee count, click to see the list, and it's actually zero, after I click a few more buildings, the first building is right back at the employee count it had initially, but still won't show the list, and then goes to zero in the next click. It's bizarre. I've seen it with every resource except for trash. Trash just keeps coming, but research stops, civics stops, everything stops. I'm having to click every.single.building to try and get any production back.
Anyone else seen this sort of thing?
I started noticing other resources were dropping, too, like uranium, which I have a decent farm of enrichment facilities and keep just ahead of my usage so I have a small stockpile.
As I start investigating, I clicked on a Uranium facility, and it reported 70/70 workers. I decided to make sure that they were actually working, and when I clicked to see the worker details, it didn't bring up the list, but it also didn't report 'No Unemployment' like it normally will. I selected the building again, and it now showed 0/70. I clicked the next facility, and it showed some number of workers, and when I clicked to show the list, it immediately started producing again.
I tried this with my food production facilities, and it worked with all but one hatchery. So food production is back in swing like it should be, but now I'm starting to see this same behavior with every single building that requires workers to produce -- sheep farms, aluminum generators, distilleries, recycling centers, etc.
I've noticed that it doesn't ALWAYS restart production. I've also noticed that workers just seem to have abandoned their posts across huge swaths of my facilities.
The other behavior I've seen is sometimes if I click a building, check the employee count, click to see the list, and it's actually zero, after I click a few more buildings, the first building is right back at the employee count it had initially, but still won't show the list, and then goes to zero in the next click. It's bizarre. I've seen it with every resource except for trash. Trash just keeps coming, but research stops, civics stops, everything stops. I'm having to click every.single.building to try and get any production back.
Anyone else seen this sort of thing?
Space Exploration would be a large branch of technologies stemming from Tall Construction and Advanced Network Infrastructure as a complement of the Alien Tech route. It would unlock many new buildings heavily featuring spaceflight, which acts as somewhat of a different setting for gameplay. Spaceflight mainly focuses on the construction and usage of two new entity types: Spacecraft and Satellites.
Spacecraft act as a sort of vehicle/resource hybrid, costing lots of civics and money as well as hundreds of thousands of units of other resources to construct. Some major difference between spacecraft and existing vehicles is that they actually take a large amount of in-game time to be created, and afterwards, they have to be "stored" in special buildings between missions. Many different types of spacecraft will eventually be made available through later Space Exploration techs, covering a wide variety of purposes and costs. All off-planet actions involving spacecraft take place in the form of missions, which basically comprise of you giving a spacecraft a set of instructions, providing the proper supplies, launching it, and watching the outcome. Possible missions could vary from sending infantry carriers at a rival world to constructing modular space stations in orbit to automatically delivering resource shipments to settlements who purchased your GBOT contracts. Though reusable, spacecraft consume quite a lot of resources each mission, mainly in the form of fuel. Almost all rockets run on a base fuel type simply known as Rocket Fuel derived from Oil and Crystalline. More advanced types might also use up Helium 3, Uranium, Robots, or even a small quantity of Alien Artifacts.
Satellites are a more permanent building analogue, anchored in orbit around a planet. Even more expensive than spacecraft, they also take time to be manufactured and must be stored in specialized facilities prior to deployment. There are a wide variety of satellites of different sizes and purposes, ranging from (relatively) simple telecom rigs to orbital bombardment platforms to entire research stations. For initial setup, satellites are deployed into orbit by spacecraft, but from then on, they generally require little maintenance.
As mentioned before, interplanetary trade would also be affected by these new mechanics. Rather than letting magic transfer their resources across the quadrant, settlements now have to develop rockets or outsource them in order to sell resources on the GBOT, which will also take some time to arrive at the recipient colonies. Gifting capacities now only determine gifting capacities towards other settlements on the planet. Fortunately, trade is still possible without having to touch Space Exploration at all with the help of a middleman, the Galactic Freight Corporation. With the GBOT, a new building called the Galactic Freight Cargo Pad that facilitates trade is also unlocked. Operated by the Galactic Freight Corporation, this building generates a little passive income from rent, but all of it will go back to Galactic Freight when you're paying off the exorbitant customs charged for each trade shipment. The main benefit of going with the GFC is ease of operation; you don't need to generate your own rocket fuel or use software to map out travel routes. With your own spacecraft though, you will be able to conduct higher volume trading at a faster rate as well as stave off shipping fees.
Possible research branches:
Spacecraft act as a sort of vehicle/resource hybrid, costing lots of civics and money as well as hundreds of thousands of units of other resources to construct. Some major difference between spacecraft and existing vehicles is that they actually take a large amount of in-game time to be created, and afterwards, they have to be "stored" in special buildings between missions. Many different types of spacecraft will eventually be made available through later Space Exploration techs, covering a wide variety of purposes and costs. All off-planet actions involving spacecraft take place in the form of missions, which basically comprise of you giving a spacecraft a set of instructions, providing the proper supplies, launching it, and watching the outcome. Possible missions could vary from sending infantry carriers at a rival world to constructing modular space stations in orbit to automatically delivering resource shipments to settlements who purchased your GBOT contracts. Though reusable, spacecraft consume quite a lot of resources each mission, mainly in the form of fuel. Almost all rockets run on a base fuel type simply known as Rocket Fuel derived from Oil and Crystalline. More advanced types might also use up Helium 3, Uranium, Robots, or even a small quantity of Alien Artifacts.
Satellites are a more permanent building analogue, anchored in orbit around a planet. Even more expensive than spacecraft, they also take time to be manufactured and must be stored in specialized facilities prior to deployment. There are a wide variety of satellites of different sizes and purposes, ranging from (relatively) simple telecom rigs to orbital bombardment platforms to entire research stations. For initial setup, satellites are deployed into orbit by spacecraft, but from then on, they generally require little maintenance.
As mentioned before, interplanetary trade would also be affected by these new mechanics. Rather than letting magic transfer their resources across the quadrant, settlements now have to develop rockets or outsource them in order to sell resources on the GBOT, which will also take some time to arrive at the recipient colonies. Gifting capacities now only determine gifting capacities towards other settlements on the planet. Fortunately, trade is still possible without having to touch Space Exploration at all with the help of a middleman, the Galactic Freight Corporation. With the GBOT, a new building called the Galactic Freight Cargo Pad that facilitates trade is also unlocked. Operated by the Galactic Freight Corporation, this building generates a little passive income from rent, but all of it will go back to Galactic Freight when you're paying off the exorbitant customs charged for each trade shipment. The main benefit of going with the GFC is ease of operation; you don't need to generate your own rocket fuel or use software to map out travel routes. With your own spacecraft though, you will be able to conduct higher volume trading at a faster rate as well as stave off shipping fees.
Possible research branches:
- Astronomy (requires Tall Construction and Advanced Networking Infrastructure with a Level 2 Settlement, Space Exploration gateway tech)
- Rocketry (requires Astronomy, unlocks rockets)
- Satellite Construction (requires Rocketry, unlocks satellites)
- Zero-Gravity Biology (requires Astronomy, gateway tech to other stuff including possible tourism)
- Space Habitats (requires Zero-Gravity Biology and Satellite Construction, unlocks larger satellites and structures)
- Advanced Spacial Defense (requires Advanced Security and Satellite Construction with a level 4 settlement, unlocks weaponized spacecraft and satellites)
Check your statistics, something ought to be consuming civics faster than you can produce them.
The problem appears to be an issue with Regions. When building or buying a Technology, you have to stay in the region for a complete cycle. If you don't it will continue to drain the resource (Civics, Alien Artifact, Robots), but it will not declare it on the Resource statistics. If you are lucky enough to remember which city you exited when you made the purchase, you can return to the city, wait a full cycle, and exit. This usually resolves the issue.
I always sell very large bundles for a higher price than smaller amounts because the service, that my colony offers is to generate the civics, so the customer doesnt have to. My whole colony is specialized on civics generation. The customer doesnt only pay the goods, but the 10 million civics too. That makes the deal fair. And its otherwise pretty hard to get bundles of 100 million to 2 billion units of aluminum - so it works :)
It was - but it's all earned through normal trades at the Galactic Board of trade. I focus on civics production and buy large amounts of ressources, bundle them and sell them at even larger chunks for a higher price. The service is, that i pay for the civics and offer amounts, that no one else offers. So people are able to overstock by buying my ressources without having to generate the civics for it.
Usually, it costs 1 civic per 100 units but now it has gone up to 100. This may be a bug.
edit, it recently moved up to 200 civics. Does the number of civics you have to pay rise the more you trade?
edit, it recently moved up to 200 civics. Does the number of civics you have to pay rise the more you trade?
To all the players who already have a civics-production oriented colony, do you have some tips? What are the most effective buildings to produce civics?
I've thought about it but couldn't find a proper strategy yet
Thanks for the help :)
I've thought about it but couldn't find a proper strategy yet
Thanks for the help :)
After you get the builder bot, you can construct the small County Jail for 1000 ore. Hires 1 police officer and can hold one criminal.
- When colonists protest, they can be arrested and sent to a jail.
After unlocking Colonial Civics and Basic Education, you can unlock Basic Justice. This tech unlocks the Small Prison and the Police Academy.
- Small Prison 2*2
Needs- 100power
2500 ore
1500 steel
1000 gold
100 civics
Employs 3 officers and holds 10 prisoners
- Police Academy 3*3
Needs- 50 power
3000 ore
2000 steel
1500 gold
250 civics
Employs 10 teachers and trains 50 officers. Holds 5 detainees.
Tell me what you think about this
- When colonists protest, they can be arrested and sent to a jail.
After unlocking Colonial Civics and Basic Education, you can unlock Basic Justice. This tech unlocks the Small Prison and the Police Academy.
- Small Prison 2*2
Needs- 100power
2500 ore
1500 steel
1000 gold
100 civics
Employs 3 officers and holds 10 prisoners
- Police Academy 3*3
Needs- 50 power
3000 ore
2000 steel
1500 gold
250 civics
Employs 10 teachers and trains 50 officers. Holds 5 detainees.
Tell me what you think about this