Search - deport
So I had a couple of ideas for government policies, and while I think several people have already posted some ideas that I like a lot already, I just wanted to post some of my own. I've been slowly adding my ideas for the game to the forums, but this one was just a few simple ideas that could be implemented at any time. I'm also going to try not to include ideas that have already been proposed recently since I don't want to steal anyone's thunder, although I do want many of those policies available.
One idea is to add a Federal Holiday option, which greatly increases government approval rating for a short time, and where you make a certain amount of money proportional to population, as everyone is spending their holiday at pubs, buying decorations, and the like. On Federal Holiday, everyone who is a politician, teacher, or diplomat is not working, and maybe half of all other workers are off? I'm trying to think of a good way a holiday would work, and that seems like the most reasonable. Obviously they would only stop working for a short period, like maybe one unmodified round based on the highest level government building you have?
New Deport Options:
Deport Uneducated- works like the deport poor just with education...if you have less than half the average IQ, you get deported. It may not be super useful, but it was an idea.
Deport Unemployed- This one could be tricky, as the students and retired people might technically be considered unemployed in the code, but essentially anyone who isn't employed, retired, or a student would be deported.
Deport Race- Select one of the three races after selecting this and all members of that race will automatically be deported. (this one *could* be a bit touchy for obvious reasons, but I thought I would include the idea...plus if you wanted to roleplay the draconians not letting free insectoids live in their cities, you could do so). This one also may only be applicable to online games, and if so, then it probably wouldn't be worthwhile to implement.
Autodeport- Don't want to manually deport people? Set autodeport on and select which deport policy you desire to automatically apply after a certain amount of time (maybe you can adjust the time between deportations, maybe it will do it at a certain frequency). This should obviously come with several warning messages, including one about lag, one about breaking the game if you set it to deport the wrong thing automatically, and of course warning that deporting homeless and unemployed automatically will ruin the game if you use fire drill.
One idea is to add a Federal Holiday option, which greatly increases government approval rating for a short time, and where you make a certain amount of money proportional to population, as everyone is spending their holiday at pubs, buying decorations, and the like. On Federal Holiday, everyone who is a politician, teacher, or diplomat is not working, and maybe half of all other workers are off? I'm trying to think of a good way a holiday would work, and that seems like the most reasonable. Obviously they would only stop working for a short period, like maybe one unmodified round based on the highest level government building you have?
New Deport Options:
Deport Uneducated- works like the deport poor just with education...if you have less than half the average IQ, you get deported. It may not be super useful, but it was an idea.
Deport Unemployed- This one could be tricky, as the students and retired people might technically be considered unemployed in the code, but essentially anyone who isn't employed, retired, or a student would be deported.
Deport Race- Select one of the three races after selecting this and all members of that race will automatically be deported. (this one *could* be a bit touchy for obvious reasons, but I thought I would include the idea...plus if you wanted to roleplay the draconians not letting free insectoids live in their cities, you could do so). This one also may only be applicable to online games, and if so, then it probably wouldn't be worthwhile to implement.
Autodeport- Don't want to manually deport people? Set autodeport on and select which deport policy you desire to automatically apply after a certain amount of time (maybe you can adjust the time between deportations, maybe it will do it at a certain frequency). This should obviously come with several warning messages, including one about lag, one about breaking the game if you set it to deport the wrong thing automatically, and of course warning that deporting homeless and unemployed automatically will ruin the game if you use fire drill.
The deport option is still here, now we have 3 option:
deport "n" colonist
deport baby
deport retired colonist
for the deport option, you need to have hall of congress or similar.
deport "n" colonist
deport baby
deport retired colonist
for the deport option, you need to have hall of congress or similar.
The v0.58.0 update for My Colony should be hitting a device near you soon. I expected another Reptilian content update, but I got sidetracked and started implementing the education system instead. Oh well! Here is what's new:
My Colony v0.58.0 Changelog
New Stuff
For some reason I decided to spend this update activating the dormant education system that has been inside of the engine for some time now. I am sure there are bugs to work out, and the system will be refined over the coming updates. Right now, only basic research structures require educated colonists, in order to give people time to transition. Eventually, there will be IQ requirements set for most structures.
For Human colonies which have managed to accumulate Alien Relics, there is a new Relic Research Center which is ultimately an Aluminum Generator on steroids. It is a good late-game way to produce aluminum without having to maintain 900 Aluminum Gens.
The next update will probably add education to both the Zolarg and the Reptilians, as well as iron out any education related bugs which may arise. I will probably also enable flipping to most structures in the game, at least the ones which do not have text written on the side of them.
Before then though, a great update is on the way to Antiquitas, adding in the Gauls as the second civilization.
Also, a new Desktop application called the Ape Apps Launcher will be coming out soon, and you can find more details about what it is here: https://www.ape-apps.com/viewpage.php?p=17315
That's it for this update. Enjoy, much more to come!
My Colony v0.58.0 Changelog
New Stuff
- New Tech: Basic Education
- New Occupation Class: Teacher
- New Structures: Center for Relic Studies, Adult Daycare, Small Elementary School, Small High School, Small Community College
- New Policies Added: Deport Arbitrary, Deport Homeless, Deport Poor
- Some non-square structures can now be flipped. If no issues crop up related to this, more will be added soon.
- The 'Research' producing buildings now have IQ requirements for employment
- Desktop-class users can now change the flip orientation of structures before placing them
- Various minor UI changes
For some reason I decided to spend this update activating the dormant education system that has been inside of the engine for some time now. I am sure there are bugs to work out, and the system will be refined over the coming updates. Right now, only basic research structures require educated colonists, in order to give people time to transition. Eventually, there will be IQ requirements set for most structures.
For Human colonies which have managed to accumulate Alien Relics, there is a new Relic Research Center which is ultimately an Aluminum Generator on steroids. It is a good late-game way to produce aluminum without having to maintain 900 Aluminum Gens.
The next update will probably add education to both the Zolarg and the Reptilians, as well as iron out any education related bugs which may arise. I will probably also enable flipping to most structures in the game, at least the ones which do not have text written on the side of them.
Before then though, a great update is on the way to Antiquitas, adding in the Gauls as the second civilization.
Also, a new Desktop application called the Ape Apps Launcher will be coming out soon, and you can find more details about what it is here: https://www.ape-apps.com/viewpage.php?p=17315
That's it for this update. Enjoy, much more to come!
Well, I think that we should have the option to do all of the above. But I think that this should wait until bast develops crime and police. Once he does that, the police station could have a law enforcement menu that includes the ability to deport illegal immigrants. Once the option to deport is enabled, the station will deport a certain number for each round.
You could also build a refugee center, which would provide education for illegal immigrants and would turn them into colonists little by little, like 1 per round or something like that. Once they are colonists, they have every right to seek further education or find a job. Also, I feel that Immigrants shouldn't necessarily be unintelligent, because even smart people could be forced to flee a tyrannical commonwealth and take refuge in another. The refugee center would just make sure that illegal immigrants have a elementary school level of education.
In addition, later on in the game, you may have tons of illegals in your colony, so another building, the naturalization center, would ensure high school education for all illegals in range and would be at least 20 times more efficient at granting citizenship to illegals.
I would also make illegals capable of working in blue collar or unskilled labor. Their happiness wouldn't be counted into the colony happiness, so they would always wok at full pace, yet they would still consume some of your food and water. An additional option would be just to leave the system as it is and let the illegals do all of the dirty work.
You could also build a refugee center, which would provide education for illegal immigrants and would turn them into colonists little by little, like 1 per round or something like that. Once they are colonists, they have every right to seek further education or find a job. Also, I feel that Immigrants shouldn't necessarily be unintelligent, because even smart people could be forced to flee a tyrannical commonwealth and take refuge in another. The refugee center would just make sure that illegal immigrants have a elementary school level of education.
In addition, later on in the game, you may have tons of illegals in your colony, so another building, the naturalization center, would ensure high school education for all illegals in range and would be at least 20 times more efficient at granting citizenship to illegals.
I would also make illegals capable of working in blue collar or unskilled labor. Their happiness wouldn't be counted into the colony happiness, so they would always wok at full pace, yet they would still consume some of your food and water. An additional option would be just to leave the system as it is and let the illegals do all of the dirty work.
if you try to deport children after getting the hall of congress, it wont work and say deported 0 people
i wanna deport the children
i wanna deport the children
Well kind of a work around for employment or being sick issues .
But it sure would save time and coins ( TONS of coins if we could just deport unemployed or sick colonists .
Then new ones come in and problem solved . When the game gets this patetren going of random unepmloyment ( from 0 to 1500 and back every hour or so it causes a massive drop in ratings and colonists then protest them self sick and to death even so by deporting the unemployed and sick when it happens that solves the issue .
After wards its a matter of taxing them a few times then giving them a 400 stim package to get back to 100 % rating .
But it sure would save time and coins ( TONS of coins if we could just deport unemployed or sick colonists .
Then new ones come in and problem solved . When the game gets this patetren going of random unepmloyment ( from 0 to 1500 and back every hour or so it causes a massive drop in ratings and colonists then protest them self sick and to death even so by deporting the unemployed and sick when it happens that solves the issue .
After wards its a matter of taxing them a few times then giving them a 400 stim package to get back to 100 % rating .
Deport homeless frezzez chrome only opption if used is close chrome relaunch game
ps to reproduce deactavate homes then piss um off lol then try using deport homelss when 100 % are homeless
ps to reproduce deactavate homes then piss um off lol then try using deport homelss when 100 % are homeless
I have kept mine stable using this for days at a time with minim micro managment .
also delete ONE or two 1100 colony home then deport the homeless then let them slowly come back in again using trickle .
carefull BE sure the agme engine has counted the homeless Befor you deport them as it will frezz teh agme if non are showen or 40 k are showen .
also delete ONE or two 1100 colony home then deport the homeless then let them slowly come back in again using trickle .
carefull BE sure the agme engine has counted the homeless Befor you deport them as it will frezz teh agme if non are showen or 40 k are showen .
i too face a sudden lag when am about to pay my workers. honestly, any change related to my population causes a small freeze. i might just be that i have a bit more population. but the lag happens when i pay workers, tax them, gift them and deport them. deportation however had the most significant freeze as far as i have observed. the more number of people you deport, the longer is the freeze duration
out of curosity @bastecklein will the deport option take into account that there are kids now or will it split apart families? Also would love to see a deport Retired option lol
The deportation options are going to be changed, since some of the existing will not work with the new system. I think I will have both a deport retired and also a super inhumane deport kids option, lol. Their parents can stay, but the kids get the boot.
Recently I noticed in one of my colonies that when I use the policy members to deport children the population is unaffected and the statistics show that I still have the same amount.
Here's just a list of "Quality of Life" changes that I feel would make a great addition to the game, and make certain things a little less tedious.
Multi-Select Buildings
I myself and other people have often found it a bit tedious having to go and manually change each slider for every building we build whenever we don't want said buildings to for example have any workers.
Would it be possible to add an apply to all buildings of this type button? Or some mechanic that behaves similar?
Cancel GBT Contracts (Thanks to @WildAbbee for bringing this up)
I myself often accidentally sell certain things or make a mistake in the amount I wish to sell. It would be pretty nice if we could have the ability to take down our contracts.
Template Changes
The ability to save maps as templates and load them into other maps to remember where everything goes is an amazing feature. However I think it need a bit of changes to make it a bit more useful. I would be nice if there was and opacity slider that way all the none built buildings don't mesh together as at times it can be pretty difficult for any buildings to stand out. Another thing I would recommend, but would very likely lead to a whole copy and pasting maps idea would be an auto build template option. Where if you have sufficient resources to build everything on the template, then it would do so. (This also could end up being a tech tree where you have to research this in order to enable it)
There is also a bug with templates where after viewing it for a while, the template can become off-centered leading to the user not building things in the correct position.
Deport Children policy not working
An issue a lot of people have is children, which is understandable to a certain point like when you end up at times having more children than workers. However this is easily dealt with once you get the Hall of Congress. This is a good time to talk about the current bug that is causing the Hall of Congress's deport all children policy to not work.
@Shadowdoom286 Posted this recently and I would also like to shine some light into this idea as I too feel it would be pretty useful quick data.
"Small suggestions: when hovering over the population number in addition to showing capacity and jobs it should show children, working age, and retired populations."
Revamp of Embassies
Embassies definitely need a bit more of a reason to have them I feel. Something that we have on the NOZ discord, is a channel where you can setup trades with other players, for example lets say I want to set up a deal with someone where once a week, I received 500 ether from someone as I am unable to steadily produce ether yet I need it, and in turn I give them a resource they need.
Would it be possible to allow embassies you set up with people act as a sort of automated trade system so long as both people have the necessary resources to send and both people agree on the deal?
This would work with the same menu as gifting players, you would select a resource you would like to give, and then another menu would popup asking what you would like to receive and how much. Upon player one confirming their wants, then player two (whoever they are attempting to set up the embassy with) will get a mail inbox telling them what is being asked to be traded. From there they can either confirm or deny. And of course if they want to further speak on the matter there is always global chat.
Even if it wouldn't be this exact mechanic, I do feel some sort of things should be put in place to provide players with more of a reason to attain embassies
Comment's down below on your ideas on these ideas are greatly encouraged!
Multi-Select Buildings
I myself and other people have often found it a bit tedious having to go and manually change each slider for every building we build whenever we don't want said buildings to for example have any workers.
Would it be possible to add an apply to all buildings of this type button? Or some mechanic that behaves similar?
Cancel GBT Contracts (Thanks to @WildAbbee for bringing this up)
I myself often accidentally sell certain things or make a mistake in the amount I wish to sell. It would be pretty nice if we could have the ability to take down our contracts.
Template Changes
The ability to save maps as templates and load them into other maps to remember where everything goes is an amazing feature. However I think it need a bit of changes to make it a bit more useful. I would be nice if there was and opacity slider that way all the none built buildings don't mesh together as at times it can be pretty difficult for any buildings to stand out. Another thing I would recommend, but would very likely lead to a whole copy and pasting maps idea would be an auto build template option. Where if you have sufficient resources to build everything on the template, then it would do so. (This also could end up being a tech tree where you have to research this in order to enable it)
There is also a bug with templates where after viewing it for a while, the template can become off-centered leading to the user not building things in the correct position.
Deport Children policy not working
An issue a lot of people have is children, which is understandable to a certain point like when you end up at times having more children than workers. However this is easily dealt with once you get the Hall of Congress. This is a good time to talk about the current bug that is causing the Hall of Congress's deport all children policy to not work.
@Shadowdoom286 Posted this recently and I would also like to shine some light into this idea as I too feel it would be pretty useful quick data.
"Small suggestions: when hovering over the population number in addition to showing capacity and jobs it should show children, working age, and retired populations."
Revamp of Embassies
Embassies definitely need a bit more of a reason to have them I feel. Something that we have on the NOZ discord, is a channel where you can setup trades with other players, for example lets say I want to set up a deal with someone where once a week, I received 500 ether from someone as I am unable to steadily produce ether yet I need it, and in turn I give them a resource they need.
Would it be possible to allow embassies you set up with people act as a sort of automated trade system so long as both people have the necessary resources to send and both people agree on the deal?
This would work with the same menu as gifting players, you would select a resource you would like to give, and then another menu would popup asking what you would like to receive and how much. Upon player one confirming their wants, then player two (whoever they are attempting to set up the embassy with) will get a mail inbox telling them what is being asked to be traded. From there they can either confirm or deny. And of course if they want to further speak on the matter there is always global chat.
Even if it wouldn't be this exact mechanic, I do feel some sort of things should be put in place to provide players with more of a reason to attain embassies
Comment's down below on your ideas on these ideas are greatly encouraged!
How do you deport colonist?
I have a capitol level 6, but there is no option of deportation.
I have a capitol level 6, but there is no option of deportation.
How?
I have human base with capitol level 6, but there is no option to deport
I have human base with capitol level 6, but there is no option to deport
Build the Hall of Congress and you will unlock this feature.
well just build one of each lol thing is i did not pay attation when I got that deport option .
my solution to not being sure what teck or buildin i need is build them and buy them all .
my solution to not being sure what teck or buildin i need is build them and buy them all .
Forcedminer said:all of the above.
not every colony has to be peachy and perfect right?
some will have hardships, crime, war, famine,sickness, poverty.
I like the value of choice in these cases.
there was an game i played called seedship. you'd control a ship full of 1000 humans, cultural and scientific databases other parts, you'd be tasked with finding them a good planet to settle down on based on your actions and planet choice you'd get various endings.
bad planets with no oxygen,low water supplies, high or low gravities usually make humans hateful and they all turn the planet into a constant warzone fighting for what little water exists.
if you find an awesome earthlike planet rich with metals,oxygen,food,alien ruins and the like they all become spiritually healthy happy beings.
simply put i enjoy the way thing situations breeds different types of humans and reactions. ability to deport illegals or eduatate them and allow them in or force them into labor sounds like interesting choices.
.
Also i always build a wall around my entire colony. ^^
just a habit thing. i like to imagine there could be dangerous beasts outside the perimeter and by putting up a wall we can keep them out.
miner, it was a trump reference, was joking. the fact that you took me seriously is hilarious, haha.
This suggestion has likely been suggested before, but I think now that we have education, maybe we could take a crack at these and see if these ideas stick.
Bast wants to model My colony to be like Sim city, which is very apparent in many ways. For instance, like sim city, we have to manage utilities like water, power, trash, and also air pollution to an extent, all of which are factors that cim city employs. In addition to those needs, the player also needs to have fire protection coverage by placing fire departments at certain intervals to ensure that all of the city is protected, and law enforcement by spacing police stations around the city. Crime and fires are both very realistic factors in any given city and should not be an exception in mc.
The implications of fire feature would be very simple. All structures already take damage over time in mc, so it would be nothing to add a factor that increases the chance for a fire to occur in a structure as it's health gets closer to zero. The fires could be entities that appear around a structure when triggered.. If a fire is left at full health for enough time, it will spawn one or two other fires around adjacent buildings that weren't burning before. Those fires would spawn more fires if left a full health.This creates a sort of hydra effect. If a fire is damaged but then left alone, it will quickly replenish it's health and spawn more fires after remaining at max health for a few moments. Of course, when a structure's health drops to 0, it will explode as it does normally now in mc, except it should leave an ash pile that cannot be bulldozed and would require workers to decrease it's health and eventually cause it to explode and leave a space that can be used again.
In order to combat this, the player needs to make sure that this build fire stations at regular intervals so that the entire map is covered. The fire station will only trigger if it senses a fire within it's range of effectiveness, and more advanced fire stations will have larger ranges. The station carries a certain number of fire bots that are built with the station. The bots remain in the station until the station is triggered, upon which they are filled with water from the colony reserves and released from the station to go and fight the fire before it spreads. The fire station itself should provide a certain number of living spaces and consume food, wheels, lots of water, and rum. This is because some stations have living spaces where firefighters can spend a couple nights while they are on patrol. The station would direct the fire bots, once release, would path find on their own to the nearest fire, then once they've killed the fire, they pathfind to another nearest fire. If no other fires are in range of the station, the bots return. Another cool feature would be if when fire bots ran out of water, they had to return to the station to be refilled and then relased to go back to the fire they were fighting.
As for police and crime, there may be several ways to implement this feature, but here are two:
The first way is to simply cause unhappiness in colonists that walk through areas outside the ranges of any police station, which would motivate the player to space the stations appropriately.
The second way, which is a more interactive way, would be to implement robberies in mc, and decrease the likelihood of those happening in areas inside the range of police stations. Where the ranges of the multiple stations overlap, the reducing of the likelihood of robberies should stack. Whenever a robbery happens inside a certain building, everyone passing through that building for a time should become unhappy because of crime, and crime should be added to the pie of unhappiness reasons. After a while, the building should stop making people unhappy. In order for a robbery to happen, a working colonist will randomly become a robber and randomly pick a building to rob. Police bots would be stored in the police station and would be dispatched of a robbery happens in the range of a station. The bots will chase the robber and only have a certain window to catch the robber before he gets out of the stations range. If the robber is able to flee to an area out of range of any stations, he recieves a large amount of the colonies money reserve and turns back into a regular colonist and find work again. If the robber is caught, his occupation will become prisoner, and he will have to live in jail cells for a certain amount of time and then be released to find another job.Unhappy colonists should have a more likelihood to become a robber, so the player should definitely place multiple police stations around the capital to prevent a protesting colonist turned robber from getting away with the robbery. Banks and money producing buildings should be the most likely target for a robbery, with factories, sweatshops, power plants, food and water producing buildings being among the least likely. The robber should be able to take a larger amount of money depending on how many people are working, touring, living, being entertained in the structure at that time, so gaurd your arcologies heavily.
Prisons: these structures would have a value of jail cells, which prisoners would occupy. The prison would consume food, water, and steel, and some higher teir prisons would consume cloth, rum, and money as well. When you are out of Jail cells to put the prisoners in, then police stations will let the robber go, but without the money they tried to steal. If you want, you could implement some policies on what to do with robbers to give the player the choice on what to do with them. You could deport them, execute them on the spot, have them fight to the death in arenas(which would probably help out antiquitas since Romans used to force their criminals to fight to the death in arenas). Each option may need other buildings to designed for the purpose of doing your choice of punishment to the robbers.
Finally, yes, I know that robberies aren't the only form of crime. There's fraud, smuggling, drug dealing, prostitution, murder, and the list goes on. But for this game's needs, I think that robbery would be enough crime on it's own motivate a player to work towards protecting their colonies with law enforcement.
Thanks for reading my ramblings. And again, please don't comment saying that these ideas have already been suggested. I know, I'm just adding to those Ideas with my own little twist. I truly like my colony and I want to come up with ideas that can help improve it. I just don't want to have someone give me a two bit comment that this has been suggested before and my ideas go unconsidered, especially after all of the work that i put into making these ideas so descriptive.
Bast wants to model My colony to be like Sim city, which is very apparent in many ways. For instance, like sim city, we have to manage utilities like water, power, trash, and also air pollution to an extent, all of which are factors that cim city employs. In addition to those needs, the player also needs to have fire protection coverage by placing fire departments at certain intervals to ensure that all of the city is protected, and law enforcement by spacing police stations around the city. Crime and fires are both very realistic factors in any given city and should not be an exception in mc.
The implications of fire feature would be very simple. All structures already take damage over time in mc, so it would be nothing to add a factor that increases the chance for a fire to occur in a structure as it's health gets closer to zero. The fires could be entities that appear around a structure when triggered.. If a fire is left at full health for enough time, it will spawn one or two other fires around adjacent buildings that weren't burning before. Those fires would spawn more fires if left a full health.This creates a sort of hydra effect. If a fire is damaged but then left alone, it will quickly replenish it's health and spawn more fires after remaining at max health for a few moments. Of course, when a structure's health drops to 0, it will explode as it does normally now in mc, except it should leave an ash pile that cannot be bulldozed and would require workers to decrease it's health and eventually cause it to explode and leave a space that can be used again.
In order to combat this, the player needs to make sure that this build fire stations at regular intervals so that the entire map is covered. The fire station will only trigger if it senses a fire within it's range of effectiveness, and more advanced fire stations will have larger ranges. The station carries a certain number of fire bots that are built with the station. The bots remain in the station until the station is triggered, upon which they are filled with water from the colony reserves and released from the station to go and fight the fire before it spreads. The fire station itself should provide a certain number of living spaces and consume food, wheels, lots of water, and rum. This is because some stations have living spaces where firefighters can spend a couple nights while they are on patrol. The station would direct the fire bots, once release, would path find on their own to the nearest fire, then once they've killed the fire, they pathfind to another nearest fire. If no other fires are in range of the station, the bots return. Another cool feature would be if when fire bots ran out of water, they had to return to the station to be refilled and then relased to go back to the fire they were fighting.
As for police and crime, there may be several ways to implement this feature, but here are two:
The first way is to simply cause unhappiness in colonists that walk through areas outside the ranges of any police station, which would motivate the player to space the stations appropriately.
The second way, which is a more interactive way, would be to implement robberies in mc, and decrease the likelihood of those happening in areas inside the range of police stations. Where the ranges of the multiple stations overlap, the reducing of the likelihood of robberies should stack. Whenever a robbery happens inside a certain building, everyone passing through that building for a time should become unhappy because of crime, and crime should be added to the pie of unhappiness reasons. After a while, the building should stop making people unhappy. In order for a robbery to happen, a working colonist will randomly become a robber and randomly pick a building to rob. Police bots would be stored in the police station and would be dispatched of a robbery happens in the range of a station. The bots will chase the robber and only have a certain window to catch the robber before he gets out of the stations range. If the robber is able to flee to an area out of range of any stations, he recieves a large amount of the colonies money reserve and turns back into a regular colonist and find work again. If the robber is caught, his occupation will become prisoner, and he will have to live in jail cells for a certain amount of time and then be released to find another job.Unhappy colonists should have a more likelihood to become a robber, so the player should definitely place multiple police stations around the capital to prevent a protesting colonist turned robber from getting away with the robbery. Banks and money producing buildings should be the most likely target for a robbery, with factories, sweatshops, power plants, food and water producing buildings being among the least likely. The robber should be able to take a larger amount of money depending on how many people are working, touring, living, being entertained in the structure at that time, so gaurd your arcologies heavily.
Prisons: these structures would have a value of jail cells, which prisoners would occupy. The prison would consume food, water, and steel, and some higher teir prisons would consume cloth, rum, and money as well. When you are out of Jail cells to put the prisoners in, then police stations will let the robber go, but without the money they tried to steal. If you want, you could implement some policies on what to do with robbers to give the player the choice on what to do with them. You could deport them, execute them on the spot, have them fight to the death in arenas(which would probably help out antiquitas since Romans used to force their criminals to fight to the death in arenas). Each option may need other buildings to designed for the purpose of doing your choice of punishment to the robbers.
Finally, yes, I know that robberies aren't the only form of crime. There's fraud, smuggling, drug dealing, prostitution, murder, and the list goes on. But for this game's needs, I think that robbery would be enough crime on it's own motivate a player to work towards protecting their colonies with law enforcement.
Thanks for reading my ramblings. And again, please don't comment saying that these ideas have already been suggested. I know, I'm just adding to those Ideas with my own little twist. I truly like my colony and I want to come up with ideas that can help improve it. I just don't want to have someone give me a two bit comment that this has been suggested before and my ideas go unconsidered, especially after all of the work that i put into making these ideas so descriptive.
Recently, I noticed on my zolarg colony that the Unholy Command allows to deport citizens.
Is there the same function on human colonies? What do we need to do to unlock it?
Is there the same function on human colonies? What do we need to do to unlock it?
I think there should be police and a police station tasked with catching illegal immigrants and then there should be torture booths XD :) It would be entertainment for your loyal colonists! Also, you can extort money out of the illegal immigrants while torturing him! Like the draconian. Also the option to deport, fine, make citizen, kill, imprison and GED opportunity lol
My crazy idea
My crazy idea
So here are some ideas for new jobs buildings
New Stats:
Crimes stats. Sometimes when your people are desperate they will try to steal from you. (The police station prevents this!)
New Jobs:
Police Officer: A police officer for police HQ and police stations!
Civil Officer: Works in government buildings not. Different from politicians and diplomats tho
Medical Officer or Docter: Works in more advanced medical facilities.
Journalist: Works on publishing fake news to keep the people of your colony happy. Works in The Times building and the propaganda HQ. Can travel to colonies that have an embassy with you via embassy. They are virtually tourists when in another colony. If the journalist is killed when in another colony. The offender must pay 100k refusing is not an option. If refused (Maybe the PVP bast was suggesting!?)
Retired Volunteer: Works in propaganda HQ
Buildings
Police Station: A building to monitor your people and catch illegal immigrants
Immigration Customs Allows star ports space elevators and so to allow more people in at a time! Only one can be built at a time
Police HeadQuarters: Upgraded Version of police station. Only one can be made at a time! Keeps track of you people and produces a heap of civics
Deportation Office: When illegal immigrants or caught. Or if you want to deport a citizen here's the place!
Immigrant Camp: When you have too many immigrants they go the immigrant camp until there is space for them to become a citizen of your glorious colony
The Times building: Can name the building/newspaper The [Insert Name] Times!: A new building to keep your people informed on matters that don't exist! Boosts morale and keeps people happy! Also provides entertainment
The Propaganda HQ: Keeps all you people informed on the happenings in the universe boosts moral provides entertainment and makes money. Employs people in retirement and takes their money. Taking them out of retirement and conscripting them (Only one can be built at a time)
Airport: Tourists will come from it as well as new immigrants. Not as fast as the Stargate. It also allows emigration and uses a really small amount of spaceships. Produces a ton of money due to people paying to use your planes. Maybe cheap imports...
Gas Station: For refueling cars/buses. Provides lots of oil storage and uses a small amount of oil. Cars and buses can be parked there
Car Dealership: You can buy cars and buses using this. Produces wheels.
Bus station: Small and can be placed anywhere. It shows the bus the route it should be taking. People get on buses at the bus station if it makes they transit more convenient. Also helps with tourism
Train station: Uses oil and provides transportation. This is the only part of the rail which is aboveground. Connects to the subway system! It is the main hub of your train network. Produces money. Only one can be built at a time.
Subway Station: Parts of your railway line that connect to the above ground. (Only the exits of the station can be seen!) It helps your colonists get to their jobs more efficiently thus reducing fatigue. Provides entertainment. Part of your railway network uses oil and helps tourism. Produces money
Parking Lot: Provides parking for your colonist's cars. Pretty big. Because rovers are big.
Huge Parking complex. A thin building which is mostly underground and provides huge amounts of parking for your colonist's cars. Produces atmosphere.
New Rovers:
Bus: Transports large amounts of people to work. Uses oil but keeps your colonies fatigue down!
Car: 4 man transport to work or school. Reduces fatigue but has carbon emissions!
Silly Ideas:
Illegal Immigrant torture booth: Torture you illegal immigrants to the happiness of all! (Except the recipient)
I hope you like my ideas I also hope they will be implemented in game! Please vote :D
Note: I will keep adding things that I think would be awesome to be implemented in game! If this gets enough attention the ideas might be implemented so guys comment and share your ideas :)
Disclaimer: I did not think of this all on my own. I borrowed some of this from other people on the website who I would like to thank! I compiled them to make a petition of awesome stuff that I think a lot of people would love to see in game
New Stats:
Crimes stats. Sometimes when your people are desperate they will try to steal from you. (The police station prevents this!)
New Jobs:
Police Officer: A police officer for police HQ and police stations!
Civil Officer: Works in government buildings not. Different from politicians and diplomats tho
Medical Officer or Docter: Works in more advanced medical facilities.
Journalist: Works on publishing fake news to keep the people of your colony happy. Works in The Times building and the propaganda HQ. Can travel to colonies that have an embassy with you via embassy. They are virtually tourists when in another colony. If the journalist is killed when in another colony. The offender must pay 100k refusing is not an option. If refused (Maybe the PVP bast was suggesting!?)
Retired Volunteer: Works in propaganda HQ
Buildings
Police Station: A building to monitor your people and catch illegal immigrants
Immigration Customs Allows star ports space elevators and so to allow more people in at a time! Only one can be built at a time
Police HeadQuarters: Upgraded Version of police station. Only one can be made at a time! Keeps track of you people and produces a heap of civics
Deportation Office: When illegal immigrants or caught. Or if you want to deport a citizen here's the place!
Immigrant Camp: When you have too many immigrants they go the immigrant camp until there is space for them to become a citizen of your glorious colony
The Times building: Can name the building/newspaper The [Insert Name] Times!: A new building to keep your people informed on matters that don't exist! Boosts morale and keeps people happy! Also provides entertainment
The Propaganda HQ: Keeps all you people informed on the happenings in the universe boosts moral provides entertainment and makes money. Employs people in retirement and takes their money. Taking them out of retirement and conscripting them (Only one can be built at a time)
Airport: Tourists will come from it as well as new immigrants. Not as fast as the Stargate. It also allows emigration and uses a really small amount of spaceships. Produces a ton of money due to people paying to use your planes. Maybe cheap imports...
Gas Station: For refueling cars/buses. Provides lots of oil storage and uses a small amount of oil. Cars and buses can be parked there
Car Dealership: You can buy cars and buses using this. Produces wheels.
Bus station: Small and can be placed anywhere. It shows the bus the route it should be taking. People get on buses at the bus station if it makes they transit more convenient. Also helps with tourism
Train station: Uses oil and provides transportation. This is the only part of the rail which is aboveground. Connects to the subway system! It is the main hub of your train network. Produces money. Only one can be built at a time.
Subway Station: Parts of your railway line that connect to the above ground. (Only the exits of the station can be seen!) It helps your colonists get to their jobs more efficiently thus reducing fatigue. Provides entertainment. Part of your railway network uses oil and helps tourism. Produces money
Parking Lot: Provides parking for your colonist's cars. Pretty big. Because rovers are big.
Huge Parking complex. A thin building which is mostly underground and provides huge amounts of parking for your colonist's cars. Produces atmosphere.
New Rovers:
Bus: Transports large amounts of people to work. Uses oil but keeps your colonies fatigue down!
Car: 4 man transport to work or school. Reduces fatigue but has carbon emissions!
Silly Ideas:
Illegal Immigrant torture booth: Torture you illegal immigrants to the happiness of all! (Except the recipient)
I hope you like my ideas I also hope they will be implemented in game! Please vote :D
Note: I will keep adding things that I think would be awesome to be implemented in game! If this gets enough attention the ideas might be implemented so guys comment and share your ideas :)
Disclaimer: I did not think of this all on my own. I borrowed some of this from other people on the website who I would like to thank! I compiled them to make a petition of awesome stuff that I think a lot of people would love to see in game
its been like that for ages very annoying one solution is end game ( Deport homeless )
but even then stats almost allows show colonists made about homeless even when non have been homeless for hours even days .
only thing I will say no matter how low yoiur ratings get they just keep working lol
but even then stats almost allows show colonists made about homeless even when non have been homeless for hours even days .
only thing I will say no matter how low yoiur ratings get they just keep working lol
PART 4 - QUESTS!
Here introduces the types of quests you will encounter!
Here introduces the types of quests you will encounter!
- Delivery
Export a specific amount of resources to Galactic Empire (not the commonwealth) via export facilities.
- Deliver 5000 microchips to Galactic Empire.
- Deliver 30000 alien artifacts to Galactic Empire.
- Deliver 500 food, 3000 sugar and 1000 water to Galactic Empire.
- Purchase
Buy a specific total amount of resource. GBT not included.
- Purchase 50000 aluminum.
- Purchase 300 alien relics.
- Purchase 1000000 food.
- Policy
Conduct the policy specified by the quest.
- Tax your colonists once.
- Deport 20 colonists.
- Adjust the salaries of Botanists.
- Trade
Conduct a specific amount of trades on Galactic Board of Trade (GBT).
- Conduct any trades that values at least $50000.
- Put on sale contracts of 50000 units of any resource.
- Put on any request contracts.
- Production
Reaching a specific production rate of resource.
- Reach 100 surplus power.
- Reach 5000 microchips per minute.
- Reach 3000 surplus water per minute.
- Construction
Construct or dismantle the required building.
- Build Large Residential Complex.
- Dismantle any building.
- Build 30 decorations.
- Accumulation
Accumulate a specific amount of a resource in your storage.
- Have >300000000 money in your treasury.
- Have >500 alien relics in your inventory.
- Have >40000 water in your inventory.
- Treasury
Earn or spend money through specific ways.
- Earn $100000 trough any source.
- Spend $50000000.
- Earn $50000 from taxations.
- Population
Something related to population growth.
- Reach 1M population.
- Immigrate 50 insectnoids. (Insectnoids won’t recieve immigration quests as they don’t do any immigrations)
some scattered thoughts:
- Could be possible to remove the children from the colonist house slot? or adding separate slot for children (0-18) and Senior citizens (65+).
- I will love to see more specialist buildings for different age, like kindergartens and rest homes
- Since people will die.. we will need cemeteries
- The growing is to little, the colonist need to do more baby, or soon my map will be full of retirees colonist, and some baby, Like Italy in this day. Deport the senior citizens is not.. a good way to handle the problem.
- Other thing about the first point. My Colony until now have pretty much only industrial city. All city have just one purpose, produce something. Pretty much everything is a primary and secondary sector. I'm not sure will be a good idea the ageing, at least on this way. Now we have 8 not working slot, and only 12 active, without any control. The house should remain for working stuff. If the citizen can't work (to little or to old), should occupy other slot (like.. kindergartens and rest homes), but not the current house, at least without adding slot for baby and senior. Even if we can move building, will be a mess to adapt current city, or constantly changing the city with the change of citizens.
- Could be possible adding more control on the birth rate? Like the worker ratio, No children policy, 1 children for family, 2 for family, or 4 for family, ecc
I hope everybody is having a good week! Today after several weeks of work, I am putting the finishing touches on My Colony v1.0.0 which will be heading out to all platforms over the coming days, just in time for the holidays! There is not a lot of new content in this update, and pretty much nothing that I had originally planned to add to it is here, but that is ok! What you get instead is almost a total re-write of the underlying simulation engine, which I think will improve performance on most devices, greatly reduce save-file sizes (and save corruption instances), and greatly expand the possibilities for new features in the coming updates. With all of that said, let's take a look at what has changed. This will probably be a longer write-up than most, so sit tight!
First of all, I really wish I had more time to work on this update, as I do not consider it to be complete by any stretch of the means. Sadly though, because of the time of year I had to push the update now, otherwise I would not be able to release until sometime in January. For one reason, I have a lot of family stuff coming up for the holidays. Also, the various app stores do not process submissions during this time of year (so that their employees can have some holiday time off), particularly iPhone, so I have to get the update in now before the release window closes. So I want to apologize to everybody for the lack of new content and incomplete nature of this update, given what I had promised previously. I hope you are not too mad at me, especially since it has been about a month since the last update! I did put a ton of hours into this one though, and I think (hope!) in the long run the game will end up being a lot better for it.
Since these patch notes are longer than normal, I will split them up into sections.
Game Data
First I want to talk about some game file changes. Since the format of the game has evolved a bit since the first release of My Colony in 2016, there have been a lot of properties and settings added over the months and years that are no longer applicable today. I have done a little bit of cleanup and reorganizing of the game data in this release, and if you have an older, larger colony, the first time you open it in v1.0.0 it might take a little longer to load as this cleanup procedure takes place on your game data, possible up to a minute or more. This is normal. Afterwards, the disk size of your game data should be a lot smaller, which should be great for all versions of the game, as save file corruptions are sometimes a problem on various platforms. It should also make cloud sync a whole lot faster and more reliable. I believe it will also help with issues where web browsers like Chrome delete My Colony saves to keep the game under the browser's storage quota. Just for an example, the save file for my main colony which has around 270k population is now only about 600kb, which is a massive reduction from before.
I am working on a way to export an entire region game (and all of it's sub colonies) into one single backup file. I had meant to have this feature ready to go for this update, but simply ran out of time. Be aware that it is coming soon though. The new file size reduction is one of the reasons why I am able to implement this feature properly!
Regions
There is a large change to how Regions are generated now, when playing on a map type that features a river terrain, such as Earthlike, Abandoned World, and Lava World. The River formations are now generated on a region-wide basis, instead of on a map-by-map basis, giving the entire region a more continuous look and feel. So now when you start a new region on one of these map types, it will have to generate the river template, which may take a minute on slower devices. It is a one-time thing though, so I think the time trade-off is worth it.
In addition to automatic region generation, you can now also include a template file that the game will use to create your region. The template parser works best when using a 250x250 black and white image, but it will accept any image file you have. For example, consider the following template file:
When applied to a Lava World region, will create the following regional map:
These new region generating and templating features can make for some very interesting regional maps!
Once you are inside of a region map, you will notice some additional changes. There is now a 1 tile green border surrounding regional cities. If you mouse-over this border, you will see the name of the adjacent city in the region and if you click on it, it will ask you if you want to switch over to that city, without having to back out to the overall regional map first.
In addition, you can now order a rover or other unit to drive onto that green border area, and the unit will be transferred to the adjacent city. Players have wanted this feature since regions first came out, and it basically works just as you would expect it to.
Simulation Changes
This is where the changes start getting big, but I have tried to implement them in a way that will hopefully be unnoticeable to most players. For v1.0.0, I have rewritten the core simulation engine from scratch, moving it from an individual colonist based simulation, to more of a macro simulation using buildings as the core point of focus for the game. This change was mainly done for performance and scale. When I had originally created the game, I did not really expect colonies with more than a few hundred colonists at most. My original inspiration for the colonist part of the game was a title I found on Steam called Spacebase DF-9, which sadly got abandoned by it's creators. But in that vain, each colonist had it's own stats, it's own bank account, it's own mood, name, health, happiness level, job, house etc. With a few hundred colonists, this works out pretty good. With 100,000 or even 1,000,000, this becomes a CPU and memory nightmare.
Over the years I have done various tweaks and hacks to try to get around this design issue, but it's never worked out perfectly. At the end of the day, there was no way to get around the fact that the way that the game was originally envisioned and designed was simply no longer compatible with the way that the game had eventually turned out. My Colony has become, at it's core, a city simulator game based in outer space. It does feature things that you will not find in a traditional city simulator game, but at the end of the day, this is what it has basically morphed in to. So I have made changes to the game to better reflect this reality.
The individual colonist, as he has existed in prior versions of the game, no longer exists. He has been replaced by statistics. The game now operates on a system based on the residential structure and it's proximity to available amenities, such as entertainment, medical, educational, and work. This is now reflected by clicking on a building and looking at it's stats screen.
Where a colonist decided to live is based on the overall value rating of the residential property. Where a colonist decides to work is based on the location of the job site in relation to occupied residential buildings. Therefore, maintaining full productive capacity requires balancing all of the desirability factors for your residential buildings and keeping your job sites in range to those buildings.
It may sound complicated, but it's really not. In general, a colony that was well designed and balanced before this update should still work without too many issues. I have tried to design this in a way that would be as minimally disruptive to existing colonies as possible.
The largest potential issue people will see is in regards to medical care. Simply put, before medical care was barely required, and now it is absolutely required. If your colony lacks medical facilities, people will die. If you start seeing people die every month for no reason, make sure that you have enough medical clinics!
This new simulation engine has changed the way approval rating is calculated. It is now a function of the overall value of every residential structure, weighted by the number of colonists living in that structure. Overall colony approval rating will impact production in this way: if overall approval falls below 30%, you will start to see riots, which will in turn decrease the number of people who go to work. To make the transition to v1.0.0 easier, I have disabled rioting for this release, to give players time to balance their colonies. It will be activated in v1.1.0 though, so you should not ignore it.
In a way, it is sad to make this change, as I've always liked having the ability to select a colonist and see where they live, how happy the are, give them money, etc. These options are now gone from the game, along with certain policy items that were related to individual colonists. That said, the change has reduced the memory consumption of the game significantly, and will also allow the game to grow in ways never before possible, so I think that overall it will be a good thing, and I hope people are not too disappointed by it!
Colonist Lifecycle
Colonists now age properly in this update, and they will also have babies. You now need to balance your colony in a way that can support children and elderly, who are unable to work. Before you could just have a 1:1 ratio of population to jobs, now you cannot. A new section has been added to the population stat screen that lets you see the current age distribution of your colonists.
Colonists will work between the ages of 16 and 70 and they will have kids between the ages of 16 and 40. After the age of 50, they have a chance to die of natural causes, and that chance is higher or lower based on the health rating of your colony.
This has been the hardest part of the game to balance in this update, and will probably take several updates to get it right. You do not want the birth rate to be too high at the beginning of the game, because it is hard to take care of babies when you are just starting out. However, you do not want it to be too low later on, because you need enough new workers to support the aging population.
As I said, this will probably take some time to get right. It will be a bit more difficult for large existing colonies, because before this update, almost all colonists were aged between 20-35 years old. If you have a large existing population, all of these people will probably be retiring around the same time. To ease these issues, I have added new deportation policies to the game, with the options to deport all elderly and children.
Random Changes and Improvements
The Stats screen now has two new sections, Utilities and Game Data, both of which were going to be a lot cooler than they are now, but I ran out of time. Keep an eye on these, because they will be getting better in the future.
On the main construction sidebar, you can now right-click on a building to quick-jump to the encyclopedia article for that structure. In addition, mouse-hovering over a building now shows a bit more information, such as the entertainment/medical/educational capacities of the structure.
For vehicle construction buildings like the Small Vehicle Factory, you can now mouse-over them when they have multiple units queues up to see exactly which types of units are currently in the queue.
On regional maps, the day/night cycle is now synchronized across the entire region. Before now, one city could be daytime, and the city right next to it could be night.
Tourism has been revamped, much in the way the rest of the simulation has. You will now probably make a lot more money on tourism than you had previously.
The Overview statistics window now displays the total number of real-life hours you have played the game (since v0.91.0, as it was not tracked before then), as well as the amount of game-time that your colony has been around.
There is now a new Medical build category.
When a colony under embargo starts paying taxes again, they now regain their "motherland relations" at a faster rate.
The Brood Training Center now provides some education.
Increased the number of students for the Transcendent Academy, Mound of Scholars, and Internet Relay Booth.
Increased medical capacity of the Bloodletting Station, Healing Pods, and First Aid Station.
Increased the guest capacity of the Large Park, Paste Treatment Spa, Torture Booth, Live Autopsy Slab, Suppertime Arena, and Internet Relay Booth.
Added slight Entertainment and Education boost to the Real News Station.
Added slight Education boost to the Live Autopsy Slab.
New Content
New Unit: Ether Rover
New Structures: Ether Storage, Integrated Medical Clinic, Small Hospital, University, Ant Paste Rejuvenation Clinic
What's Next?
There is still much to be done. I would have preferred to just work on this update for three months and add everything I want to it, but I did want to give everybody something to play over the holidays. My immediate plan for My Colony v1.1.0 is to add the #1 most requested feature since the game originally came out, Mass Transit. I already have the entire system mapped out in my head and I think it's going to work well, and will function within a single city and even across region. This means you will also be able to have houses in one region map where people work in the adjacent region map. So this is what will be coming in v1.1.0, unless there are major issues with this update, in which case it will be v1.2.0.
After that, I want to implement crime and security, which will be the focus of the next update. Crime is already factored into the land value rating of all buildings, so a lot of the work is already done. I just need to do the work to finish it off. If I had more time, Mass Transit and Crime would have been done in this release, since I have already started implementing both "under the hood."
Finally, I promised online competition and leaderboards for this update, and I just didn't get to them. I have not forgotten about it though, but I am pushing it out until after Mass Transit and Crime, as I have already sort of started on Mass Transit and Crime, and I think people will probably get more out of those two features anyway. So I am tentatively scheduling the online competition update for v1.3 or v1.4.
Beyond those, that is all I have planned in the near future for major gameplay changing updates. After that it will be back to the regular bug-fix and content update grinds. I do still need to flesh out the other civs a bit more. At some point I want to add AI controlled factions, as I want to add a new map type that is already inhabited by a primitive species and you will either have to coexist with them or exterminate them. But that is a little bit further down the line.
So that's all for v1.0.0. It should be hitting all devices over the coming days, so be on the lookout. Let me know in the forum what issues and requests you have. There are literally a ton of engine changes to this update and so I do expect problems, but with your help I will get them all ironed out over the coming updates.
This happens to be the 100th major update to My Colony, and I want to thank everybody who has been with me over the years, helping me create this amazing game that we all love! I never could have imagined when I first started on it in 2016 what it would have eventually morphed into. A lot of the greatness in the game comes directly from suggestions I have gotten from you guys, so thank you to everybody who has supported the game over the years, and stay tuned for a lot more to come in the future!
First of all, I really wish I had more time to work on this update, as I do not consider it to be complete by any stretch of the means. Sadly though, because of the time of year I had to push the update now, otherwise I would not be able to release until sometime in January. For one reason, I have a lot of family stuff coming up for the holidays. Also, the various app stores do not process submissions during this time of year (so that their employees can have some holiday time off), particularly iPhone, so I have to get the update in now before the release window closes. So I want to apologize to everybody for the lack of new content and incomplete nature of this update, given what I had promised previously. I hope you are not too mad at me, especially since it has been about a month since the last update! I did put a ton of hours into this one though, and I think (hope!) in the long run the game will end up being a lot better for it.
Since these patch notes are longer than normal, I will split them up into sections.
Game Data
First I want to talk about some game file changes. Since the format of the game has evolved a bit since the first release of My Colony in 2016, there have been a lot of properties and settings added over the months and years that are no longer applicable today. I have done a little bit of cleanup and reorganizing of the game data in this release, and if you have an older, larger colony, the first time you open it in v1.0.0 it might take a little longer to load as this cleanup procedure takes place on your game data, possible up to a minute or more. This is normal. Afterwards, the disk size of your game data should be a lot smaller, which should be great for all versions of the game, as save file corruptions are sometimes a problem on various platforms. It should also make cloud sync a whole lot faster and more reliable. I believe it will also help with issues where web browsers like Chrome delete My Colony saves to keep the game under the browser's storage quota. Just for an example, the save file for my main colony which has around 270k population is now only about 600kb, which is a massive reduction from before.
I am working on a way to export an entire region game (and all of it's sub colonies) into one single backup file. I had meant to have this feature ready to go for this update, but simply ran out of time. Be aware that it is coming soon though. The new file size reduction is one of the reasons why I am able to implement this feature properly!
Regions
There is a large change to how Regions are generated now, when playing on a map type that features a river terrain, such as Earthlike, Abandoned World, and Lava World. The River formations are now generated on a region-wide basis, instead of on a map-by-map basis, giving the entire region a more continuous look and feel. So now when you start a new region on one of these map types, it will have to generate the river template, which may take a minute on slower devices. It is a one-time thing though, so I think the time trade-off is worth it.
In addition to automatic region generation, you can now also include a template file that the game will use to create your region. The template parser works best when using a 250x250 black and white image, but it will accept any image file you have. For example, consider the following template file:
When applied to a Lava World region, will create the following regional map:
These new region generating and templating features can make for some very interesting regional maps!
Once you are inside of a region map, you will notice some additional changes. There is now a 1 tile green border surrounding regional cities. If you mouse-over this border, you will see the name of the adjacent city in the region and if you click on it, it will ask you if you want to switch over to that city, without having to back out to the overall regional map first.
In addition, you can now order a rover or other unit to drive onto that green border area, and the unit will be transferred to the adjacent city. Players have wanted this feature since regions first came out, and it basically works just as you would expect it to.
Simulation Changes
This is where the changes start getting big, but I have tried to implement them in a way that will hopefully be unnoticeable to most players. For v1.0.0, I have rewritten the core simulation engine from scratch, moving it from an individual colonist based simulation, to more of a macro simulation using buildings as the core point of focus for the game. This change was mainly done for performance and scale. When I had originally created the game, I did not really expect colonies with more than a few hundred colonists at most. My original inspiration for the colonist part of the game was a title I found on Steam called Spacebase DF-9, which sadly got abandoned by it's creators. But in that vain, each colonist had it's own stats, it's own bank account, it's own mood, name, health, happiness level, job, house etc. With a few hundred colonists, this works out pretty good. With 100,000 or even 1,000,000, this becomes a CPU and memory nightmare.
Over the years I have done various tweaks and hacks to try to get around this design issue, but it's never worked out perfectly. At the end of the day, there was no way to get around the fact that the way that the game was originally envisioned and designed was simply no longer compatible with the way that the game had eventually turned out. My Colony has become, at it's core, a city simulator game based in outer space. It does feature things that you will not find in a traditional city simulator game, but at the end of the day, this is what it has basically morphed in to. So I have made changes to the game to better reflect this reality.
The individual colonist, as he has existed in prior versions of the game, no longer exists. He has been replaced by statistics. The game now operates on a system based on the residential structure and it's proximity to available amenities, such as entertainment, medical, educational, and work. This is now reflected by clicking on a building and looking at it's stats screen.
Where a colonist decided to live is based on the overall value rating of the residential property. Where a colonist decides to work is based on the location of the job site in relation to occupied residential buildings. Therefore, maintaining full productive capacity requires balancing all of the desirability factors for your residential buildings and keeping your job sites in range to those buildings.
It may sound complicated, but it's really not. In general, a colony that was well designed and balanced before this update should still work without too many issues. I have tried to design this in a way that would be as minimally disruptive to existing colonies as possible.
The largest potential issue people will see is in regards to medical care. Simply put, before medical care was barely required, and now it is absolutely required. If your colony lacks medical facilities, people will die. If you start seeing people die every month for no reason, make sure that you have enough medical clinics!
This new simulation engine has changed the way approval rating is calculated. It is now a function of the overall value of every residential structure, weighted by the number of colonists living in that structure. Overall colony approval rating will impact production in this way: if overall approval falls below 30%, you will start to see riots, which will in turn decrease the number of people who go to work. To make the transition to v1.0.0 easier, I have disabled rioting for this release, to give players time to balance their colonies. It will be activated in v1.1.0 though, so you should not ignore it.
In a way, it is sad to make this change, as I've always liked having the ability to select a colonist and see where they live, how happy the are, give them money, etc. These options are now gone from the game, along with certain policy items that were related to individual colonists. That said, the change has reduced the memory consumption of the game significantly, and will also allow the game to grow in ways never before possible, so I think that overall it will be a good thing, and I hope people are not too disappointed by it!
Colonist Lifecycle
Colonists now age properly in this update, and they will also have babies. You now need to balance your colony in a way that can support children and elderly, who are unable to work. Before you could just have a 1:1 ratio of population to jobs, now you cannot. A new section has been added to the population stat screen that lets you see the current age distribution of your colonists.
Colonists will work between the ages of 16 and 70 and they will have kids between the ages of 16 and 40. After the age of 50, they have a chance to die of natural causes, and that chance is higher or lower based on the health rating of your colony.
This has been the hardest part of the game to balance in this update, and will probably take several updates to get it right. You do not want the birth rate to be too high at the beginning of the game, because it is hard to take care of babies when you are just starting out. However, you do not want it to be too low later on, because you need enough new workers to support the aging population.
As I said, this will probably take some time to get right. It will be a bit more difficult for large existing colonies, because before this update, almost all colonists were aged between 20-35 years old. If you have a large existing population, all of these people will probably be retiring around the same time. To ease these issues, I have added new deportation policies to the game, with the options to deport all elderly and children.
Random Changes and Improvements
The Stats screen now has two new sections, Utilities and Game Data, both of which were going to be a lot cooler than they are now, but I ran out of time. Keep an eye on these, because they will be getting better in the future.
On the main construction sidebar, you can now right-click on a building to quick-jump to the encyclopedia article for that structure. In addition, mouse-hovering over a building now shows a bit more information, such as the entertainment/medical/educational capacities of the structure.
For vehicle construction buildings like the Small Vehicle Factory, you can now mouse-over them when they have multiple units queues up to see exactly which types of units are currently in the queue.
On regional maps, the day/night cycle is now synchronized across the entire region. Before now, one city could be daytime, and the city right next to it could be night.
Tourism has been revamped, much in the way the rest of the simulation has. You will now probably make a lot more money on tourism than you had previously.
The Overview statistics window now displays the total number of real-life hours you have played the game (since v0.91.0, as it was not tracked before then), as well as the amount of game-time that your colony has been around.
There is now a new Medical build category.
When a colony under embargo starts paying taxes again, they now regain their "motherland relations" at a faster rate.
The Brood Training Center now provides some education.
Increased the number of students for the Transcendent Academy, Mound of Scholars, and Internet Relay Booth.
Increased medical capacity of the Bloodletting Station, Healing Pods, and First Aid Station.
Increased the guest capacity of the Large Park, Paste Treatment Spa, Torture Booth, Live Autopsy Slab, Suppertime Arena, and Internet Relay Booth.
Added slight Entertainment and Education boost to the Real News Station.
Added slight Education boost to the Live Autopsy Slab.
New Content
New Unit: Ether Rover
New Structures: Ether Storage, Integrated Medical Clinic, Small Hospital, University, Ant Paste Rejuvenation Clinic
What's Next?
There is still much to be done. I would have preferred to just work on this update for three months and add everything I want to it, but I did want to give everybody something to play over the holidays. My immediate plan for My Colony v1.1.0 is to add the #1 most requested feature since the game originally came out, Mass Transit. I already have the entire system mapped out in my head and I think it's going to work well, and will function within a single city and even across region. This means you will also be able to have houses in one region map where people work in the adjacent region map. So this is what will be coming in v1.1.0, unless there are major issues with this update, in which case it will be v1.2.0.
After that, I want to implement crime and security, which will be the focus of the next update. Crime is already factored into the land value rating of all buildings, so a lot of the work is already done. I just need to do the work to finish it off. If I had more time, Mass Transit and Crime would have been done in this release, since I have already started implementing both "under the hood."
Finally, I promised online competition and leaderboards for this update, and I just didn't get to them. I have not forgotten about it though, but I am pushing it out until after Mass Transit and Crime, as I have already sort of started on Mass Transit and Crime, and I think people will probably get more out of those two features anyway. So I am tentatively scheduling the online competition update for v1.3 or v1.4.
Beyond those, that is all I have planned in the near future for major gameplay changing updates. After that it will be back to the regular bug-fix and content update grinds. I do still need to flesh out the other civs a bit more. At some point I want to add AI controlled factions, as I want to add a new map type that is already inhabited by a primitive species and you will either have to coexist with them or exterminate them. But that is a little bit further down the line.
So that's all for v1.0.0. It should be hitting all devices over the coming days, so be on the lookout. Let me know in the forum what issues and requests you have. There are literally a ton of engine changes to this update and so I do expect problems, but with your help I will get them all ironed out over the coming updates.
This happens to be the 100th major update to My Colony, and I want to thank everybody who has been with me over the years, helping me create this amazing game that we all love! I never could have imagined when I first started on it in 2016 what it would have eventually morphed into. A lot of the greatness in the game comes directly from suggestions I have gotten from you guys, so thank you to everybody who has supported the game over the years, and stay tuned for a lot more to come in the future!
“ I have added new deportation policies to the game, with the options to deport all elderly and children.”
😂😂😂 I don’t think I have laughed harder in my life!
Amazing update by the way! I can’t wait to see the mass transit!
😂😂😂 I don’t think I have laughed harder in my life!
Amazing update by the way! I can’t wait to see the mass transit!
The broken "Deport the Elderly" function in my test colony is a bug, the vanish vs death wave, was a bug, but colonists now should die if no healthcare in any case, not a bug.
The only two problem (and again, not a bug, just a not perfect implementation) regard the refresh rate. Every 25-30s the game will update the population/house/work/utility, for the better situation, in theory. House with better rating should fill first, same thing with jobs. The other problem regard the houses/works rating system, at least, i don't know how to maneuver it in my favor, it seems causal. Some time one type of building have problem to get worker.
In any case, the update 1.0.0 work perfectly for the 99%, given the very tight implementation times, and the numerous radical changes in the game engine, it is a great success. Too bad that many players do not read the forums, or other information and guides. To bad the other 1% can do little genocide all other the place, and collapse maps for the aging, but, specially for region map, isn't hard to work it (at least for map with low population)
Off course the game will need other change for refine, specially the entertainment building, or utility for crazy dense map (like new tower building 2x2 for fun/medical/school/trash, but i will talk it about soon in other topic), but isn't all bad, specially for low pop map.
The only two problem (and again, not a bug, just a not perfect implementation) regard the refresh rate. Every 25-30s the game will update the population/house/work/utility, for the better situation, in theory. House with better rating should fill first, same thing with jobs. The other problem regard the houses/works rating system, at least, i don't know how to maneuver it in my favor, it seems causal. Some time one type of building have problem to get worker.
In any case, the update 1.0.0 work perfectly for the 99%, given the very tight implementation times, and the numerous radical changes in the game engine, it is a great success. Too bad that many players do not read the forums, or other information and guides. To bad the other 1% can do little genocide all other the place, and collapse maps for the aging, but, specially for region map, isn't hard to work it (at least for map with low population)
Off course the game will need other change for refine, specially the entertainment building, or utility for crazy dense map (like new tower building 2x2 for fun/medical/school/trash, but i will talk it about soon in other topic), but isn't all bad, specially for low pop map.
deport opption is going along with alot of other functions that were based on the engine no longer doing colonists .In that way this new update really took much more then it gave .
lol yes and yes drac world buggy as for the rest quite a read so you idle a city for hours and have a balanced birth death rate ?
Explain how I idled a 3000 city over night and ended up with 6000 colonists 6 hours later if population stays stable ?
ps also you your self admite the nesety of DEPORTING all colonists once things degrade that badly
PSSS btw a matching death birth rate is the answer to alest one game issue .
as for other games I have tested many many apks but thous test have nothing to do with this game nore the bugs they have .
as for thouse two citys the one with the banks WAS filled the other not . but i do have many citys of 200 to 300 k with the very same effects and DO use deport to get ride of extra colonists which DOES lower ratings .
I am not arguing your results only your instance that births have no effect on ratings and the fact that homes will randomly show NO stats and can even change from 100 % on all stats to zero the very next check .
Lay out well my layout on citys seam to do ok over all I have gotton 95 % ratings that stayed stable as LONG as i constantly managed BIRTHS in mints 300 are added in a hour a 1000 so I would love to know how you balanced births vers deaths .
ps I would love to see your layout may just copy it lol I just use blocks of ten squares by two or 4 squares except for buildings like arts dig sites
Explain how I idled a 3000 city over night and ended up with 6000 colonists 6 hours later if population stays stable ?
ps also you your self admite the nesety of DEPORTING all colonists once things degrade that badly
PSSS btw a matching death birth rate is the answer to alest one game issue .
as for other games I have tested many many apks but thous test have nothing to do with this game nore the bugs they have .
as for thouse two citys the one with the banks WAS filled the other not . but i do have many citys of 200 to 300 k with the very same effects and DO use deport to get ride of extra colonists which DOES lower ratings .
I am not arguing your results only your instance that births have no effect on ratings and the fact that homes will randomly show NO stats and can even change from 100 % on all stats to zero the very next check .
Lay out well my layout on citys seam to do ok over all I have gotton 95 % ratings that stayed stable as LONG as i constantly managed BIRTHS in mints 300 are added in a hour a 1000 so I would love to know how you balanced births vers deaths .
ps I would love to see your layout may just copy it lol I just use blocks of ten squares by two or 4 squares except for buildings like arts dig sites
There currently is no way of stopping your colonies from having babies, your best bet is to get hall of congress and deport them or, you just have to keep growing
Electrogamer1943 said:There currently is no way of stopping your colonies from having babies, your best bet is to get hall of congress and deport them or, you just have to keep growing
okay. Thank you
Yeah there is a way, you can deport all children and clone or Star gate more adults
How do we deport?
So I have a problem with too many useless children and not enough productive adults. I am in the LIS and not yet independent, how do I remedy this problem?