Search - didnt get premium
Hello,
my Name is WittiJ
soo i played My Colony alot so i decided to buy Premium
(on Android btw) then i got home and wanted to Play with premium
on PC aswell. But i didnt create a Account before buying premium i'm
not sure how i logged with the new account on Android but the account says no premium but ingame i got premium...
Is there a way to get it "into" your account without rebuying?
LG WittiJ
my Name is WittiJ
soo i played My Colony alot so i decided to buy Premium
(on Android btw) then i got home and wanted to Play with premium
on PC aswell. But i didnt create a Account before buying premium i'm
not sure how i logged with the new account on Android but the account says no premium but ingame i got premium...
Is there a way to get it "into" your account without rebuying?
LG WittiJ
Hello,
my Name is WittiJ
soo i played My Colony alot so i decided to buy Premium
(on Android btw) then i got home and wanted to Play with premium
on PC aswell. But i didnt create a Account before buying premium i'm
not sure how i logged with the new account on Android but the account says no premium but ingame i got premium...
Is there a way to get it "into" your account without rebuying?
LG WittiJ
my Name is WittiJ
soo i played My Colony alot so i decided to buy Premium
(on Android btw) then i got home and wanted to Play with premium
on PC aswell. But i didnt create a Account before buying premium i'm
not sure how i logged with the new account on Android but the account says no premium but ingame i got premium...
Is there a way to get it "into" your account without rebuying?
LG WittiJ
I decided to put a few things here in this one post, since I don't want to make a bunch of posts on a site that severely hurts my eyes because of how very white it is on a screen at night.
Sending Messages
Currently the game's message system sucks, badly. 120 characters, and it doesn't even show a counter of how many characters you have left, it just fails to send message and you have to type it all out all over again....
We need to be able to send longer messages than this. I don't know if this is just non-premium accounts, but there's no indication that premium users can send longer messages. Messages in this game need to be detailed so we can cooperate better with each other. I'd say, up the non-premium message length to 200 characters, and give premium users a message length of 2000 characters.
I think of myself as the diplomatic type, and I type a lot and in highly detailed messages. I can't do this with a message limit so small even a text message app would be ashamed.
Not to mention, I think messages should go to accounts, rather than colonies. But thats up to you, it would be nice to have colony messages and account messages for users with accounts. So they don't even have to load a colony to see and reply to a message. Perhaps it shows "Colony has 2 messages" when you are about to load some colony. Account messages would be nice because then you can talk to someone regardless of deleting a colony or not to start over.
Trade
Trade right now sucks, and isn't possible really. All you have is the ability to send gifts of 2500 of something max.
I'd like the ability to send actual trade offers, either targeted trade offers to a specific person, or open trade offers that players with a structure of some kind can access by loading a list of available trades.
E.G. I want to send an offer to a specific person, trading 1000 steel to get 200 wood.
Or perhaps I want to send an open offer, trading 1500 steel to get 350 wood.
Perhaps this can be another premium lock area too, where free accounts max at 1 active trade at a time, premium accounts max at 10. Free accounts can trade out a max of 3000 of anything and receive a max of 3000 limiting their trade offers to 3k of anything in and out. Premium accounts getting 250,000.
Aiding other colonies
Wouldn't it be nice if you could gain a bonus from sending aid? When a colony is rioting you can click "send $200 worth of aid", but you don't get anything out of it. Perhaps you should get tax breaks, or happier people, or some such.
It would also be nice to be able to specify how much aid to send, rather than just click a button to send $200 of aid when you got $200,000. Aid packages would be nice too, allowing you to design your own aid packages, so you can click a "send aid package 2" to someone, and you had set aid package 2, to be {$2000, 2000 food, 2000 water, 1000 steel, 1000 ore}. I'd say allow users to specify up to 3 aid package types.
Colony ships could be an aid method too, sending some number of your population over to the other colony. A humanitarian ship full of volunteers who go to the colony you sent it to and work for that person, and either choose to stay, or leave, and they can leave by going to the map edge and appear back in your colony with "name returned to the colony" message instead of "joined colony" messages, either by walking in by map edge or appearing at your landing pads during next arrival.
Sending Messages
Currently the game's message system sucks, badly. 120 characters, and it doesn't even show a counter of how many characters you have left, it just fails to send message and you have to type it all out all over again....
We need to be able to send longer messages than this. I don't know if this is just non-premium accounts, but there's no indication that premium users can send longer messages. Messages in this game need to be detailed so we can cooperate better with each other. I'd say, up the non-premium message length to 200 characters, and give premium users a message length of 2000 characters.
I think of myself as the diplomatic type, and I type a lot and in highly detailed messages. I can't do this with a message limit so small even a text message app would be ashamed.
Not to mention, I think messages should go to accounts, rather than colonies. But thats up to you, it would be nice to have colony messages and account messages for users with accounts. So they don't even have to load a colony to see and reply to a message. Perhaps it shows "Colony has 2 messages" when you are about to load some colony. Account messages would be nice because then you can talk to someone regardless of deleting a colony or not to start over.
Trade
Trade right now sucks, and isn't possible really. All you have is the ability to send gifts of 2500 of something max.
I'd like the ability to send actual trade offers, either targeted trade offers to a specific person, or open trade offers that players with a structure of some kind can access by loading a list of available trades.
E.G. I want to send an offer to a specific person, trading 1000 steel to get 200 wood.
Or perhaps I want to send an open offer, trading 1500 steel to get 350 wood.
Perhaps this can be another premium lock area too, where free accounts max at 1 active trade at a time, premium accounts max at 10. Free accounts can trade out a max of 3000 of anything and receive a max of 3000 limiting their trade offers to 3k of anything in and out. Premium accounts getting 250,000.
Aiding other colonies
Wouldn't it be nice if you could gain a bonus from sending aid? When a colony is rioting you can click "send $200 worth of aid", but you don't get anything out of it. Perhaps you should get tax breaks, or happier people, or some such.
It would also be nice to be able to specify how much aid to send, rather than just click a button to send $200 of aid when you got $200,000. Aid packages would be nice too, allowing you to design your own aid packages, so you can click a "send aid package 2" to someone, and you had set aid package 2, to be {$2000, 2000 food, 2000 water, 1000 steel, 1000 ore}. I'd say allow users to specify up to 3 aid package types.
Colony ships could be an aid method too, sending some number of your population over to the other colony. A humanitarian ship full of volunteers who go to the colony you sent it to and work for that person, and either choose to stay, or leave, and they can leave by going to the map edge and appear back in your colony with "name returned to the colony" message instead of "joined colony" messages, either by walking in by map edge or appearing at your landing pads during next arrival.
ematarkus said:1) I bought the premium account using google play store, using google play vouchers. So there is no linked account, and there is now keyfile. That's what they don't tell while selling premium accounts via google play mechanism. Anyway, I am fine with buying twice. I like the role of being a supporter.
2) The video to being optional is no excuse. You just don't do this to paid accounts! never! seriously no one does so! Yes its optional. And if you don't pay with your time (watching) then others will gain more ressources than me. Thats not how premium accounts are intended to work in general.
Admittedly, the random resources probably don't even matter. but nevertheless, it destroys the feeling and if feels wrong. You either understand it or you understand it not. It's a bit subjective.
Well, @Wubman is correct, that if you sign in to your Android device using your Ape Apps account, it should detect that you have the premium upgrade and sync it to your account for all devices. You do not need a key file, and it doesn't matter if you used a voucher or a credit card. That is how it is supposed to work anyway.
As for the video, I understand the concern, but I guess the solution is as you mentioned in your own post, to not even show the galactic emperor message on the Premium version, but then that could put you at a disadvantage against non-premium players.
I suppose the premium version can just give you the galactic emperor gift straight up, without presenting the video. I am not against making that change tbh. I just had not given it much thought before, and you are the first person I've seen to complain about the galactic emperor gifts being present in the premium version.
Hey Bast you are a really nice guy heck nicer then I am even .
Thing is along with the post over prem on the site you probably get alot in email and what ever .
Can you fix my premium issues .
Thing is there seams to be a way to upload a premium file here somehow so any device someone has will know the game is payed for . There Must be you somehow did it for me .
Thing is you could easily solve the post for premium help alest 99 % of them .
I bookmarked the file download site and knew the email I used to buy it .
I had 4 or 5 copy's of the amk files in different places just in case of worlds end ( heck still do .)
Now if there would have been a BIG button saying upload your premium file to your membership here well I would have been one less person that you need to spend time doing it for .
Quite honesty((( I just found the way you did it NOW ))) is very well hidden go to my wall only visible info to change picture or other high lv account items .
If You made that link bigger and say black so the link stands out and add in Upload premium file change photo and other high lv account items for people who like me can be totally dense it could save you the time of doing it your self . PS adding in IF they use the same email to become a member here as they did to buy the game and you add a little thing in that knows this then any one who bought even After they became a member resigns in bingo the site now has them loged in as premium .
Dont know if any of this would help but Heck your a nice guy and bussie maybe this could save some time or frustration .
Thing is along with the post over prem on the site you probably get alot in email and what ever .
Can you fix my premium issues .
Thing is there seams to be a way to upload a premium file here somehow so any device someone has will know the game is payed for . There Must be you somehow did it for me .
Thing is you could easily solve the post for premium help alest 99 % of them .
I bookmarked the file download site and knew the email I used to buy it .
I had 4 or 5 copy's of the amk files in different places just in case of worlds end ( heck still do .)
Now if there would have been a BIG button saying upload your premium file to your membership here well I would have been one less person that you need to spend time doing it for .
Quite honesty((( I just found the way you did it NOW ))) is very well hidden go to my wall only visible info to change picture or other high lv account items .
If You made that link bigger and say black so the link stands out and add in Upload premium file change photo and other high lv account items for people who like me can be totally dense it could save you the time of doing it your self . PS adding in IF they use the same email to become a member here as they did to buy the game and you add a little thing in that knows this then any one who bought even After they became a member resigns in bingo the site now has them loged in as premium .
Dont know if any of this would help but Heck your a nice guy and bussie maybe this could save some time or frustration .
This topic isn't meant to be a complaint, it's just my ideas of what could be done to improve on the existing planets' designs. I realize that bast isn't working very much on new content and I support that, since what he is doing now is better for the game than making new content. I just figured that I would cover all of the planets for my planet-hub topic. That way people can get my opinion of all the planets.
earthlike Planet specific ideas:
earthlike planet summary: I think that this planet is fine as it is. It's supposed to be a training planet that gives the user the perfect conditions to build a colony, so I think it should be left alone. There are some ideas that I have regarding all planets that also apply to this planet, but I don't have any ideas regarding this specific planet. I do believe that every race should have this planet type so the player can learn to play this race under the best conditions, with the exception of zolarg because they already have a world with the best conditions to grow, their just a harder species to manage overall. reptilians and LIS get the abandoned world, which is earthlike but doesn't have any ore.
Waterworld specific ideas:
Waterworld summary: This planet is really fun to play because you have to be carful how you design your colony layout. I wouldn't chancge anything about this planet and I'm not going to suggest anything because all of the ideas that I have bast is already going to implement soon. There are other ideas that pertain to all planets that apply here, but no specific ideas come to mind when thinking about this planet.
red planet specific ideas:
Red Planet Summary: I really like the simplicity of the map, and I like the laid-back feel that you get when playing it. I also like how quickly it allows you to grow your colony. There is not much more that I would like to see added to this planet aside from the general ideas that I have below that don't apply to any planet. This planet is very well-designed.
red badlands decorations: I think that the red planet map should generate decorations that resemble badlands structures, or weird rock structures that form because wind wears it down into awkward shapes. This should make the map aesthetically pleasing.
generated lake-bed rivers: per the dry lakebed tile idea below, i think that rivers of those tiles should be generated on red planet maps. This allows the red planet to become just like an earthlike planet once terraformed, with rivers that produce infinite amounts of water. It gives the map a more dynamic feel.
Dust storms: These planetwide storms can last for months and would make it more difficult to see your colony. Solar panels would stop working, but you could implement a windmil to take advantage of the storms and it would produce more during these storms than normally. You already have added the ability to block out light by subtracting alpha from an overlaying object to simulate night time. You could create another overlay object for storms and give it a reddish-tan hue. Then just add moving particle affects and wind sounds and your done. These should disappear once the planet is terraformed. There shouldn't be a damage factor to these storms as the dust is too fine to really wear anything down.
Dynamic Terraformation: I think that this planet type specifically could benefit from dynamic terraforming and should be the first to receive such a feature if added since it's one of the most played maps.
Lunar specific ideas:
Lunar Summary: Lunar world is my favorite map because you can jumpstart your colony before you even get your first immigrant. I like the fact that it's terraformable and the regolith challenge is fun as well. There are a few features that could be added to make this world more immersive though.
Jagged rock decos: Since a lunar planet has no atmosphere, it has no wind on it's surface to smooth and erode rocks, so you should see some really jagged rock formations. I think this would add some aesthetics.
craters: I think that large circular patches of darker terrain tiles should exist on the map. These terrain tiles would act the same as lakebed tiles in that they will become water tiles as atmosphere increases. Craters should be random sizes and distances between. I would even have them generate partially off of the map and across region maps to give a very appealing region view. This may might that craters could envelop most or all of some maps, and some maps might get no crater tiles at all, but that's the beauty of it. the player should also have the option to fill in a crater tile or water tile using regolith where they would otherwise use ore on other planets. The player should be able to turn regular tiles into crater tiles as well with the cost of money.
meteor showers: these showers would pummel structures below periodically. Any that land on empty tiles could generate regolith nodes and could have the chance to generate mini-craters that would fill with water upon terraforming, this is why I think we should have the ability to turn crater tiles to regular tiles, and vise versa. The damage from these meteors shouldn't be catastrophic, but it should cause some damage depending on the structure. These meteors should stop once atmosphere is above 1 mil.
Atmosphere leach: Since most planets like the moon aren't big enough to keep an atmosphere forever(there are exceptions), there should be a significant drain on atmosphere that must be compensated for. It could also be a benefit if a colony's atmosphere is too high though. A drain of 5k per minute would be a challenge at first, and you would have to beat that mark in order for condensors to operate.
Forest Planet ideas:
Forest Summary: I don't have much to say about this world, it's pretty straightforward albiet annoying at the start. Not really a big benefit to this world aside from the fact that you don't have to mess with the atmosphere at first until you get bigger. I'd honestly play abandoned before forest any day. Here are some ideas I have in mind though:
Rivers: this should be an addition. Any forest world requires lots of water in order for trees to grow.
mega trees: i think that mega-trees should generate on the map at first and begin to spread. Players could try to preserve these so that they'll have a huge supply later on. Once they they're gone, they're gone.
Asteroid planet ideas:
Asteroid summary:
I like the asteroid world. It's just like lunar, but harder since you don't have alu nodes. I used to play this world back before we had ways to get infinite diamonds. Might take a crack at it again to see how far I get. I have a few ideas regarding this world.
craters: the same concept as the lunar planet.
meteor showers: the same concept as lunar planet
Extreme atmosphere leech: asteroids are definately not large enough to keep an atmosphere for long. Because of this, they are drained by 50k per minute. 100 minutes is all it takes for an earthlike atmosphere level to drop to 0. Major benefit later in the game though when atmosphere is increased rapidly by pollution.
Awkward rotation: An asteroid has a very randomized shape in real life. it can be elongated, flat, and even spherical. Because of this, days and nights on this planet last for random times. Short nights lower colonist energy. Short days reduce happiness. long nights can increase colonist energy and long days can raise happiness. This amount increased or decreased would only apply if the length of a night or day goes past the minimum or maximum limits. if a limit is exceeded, the same amount of energy or hapiness is taken away or given, no matter how far past the limit a day or night is.
Abandoned World Ideas:
Abandoned Summary: I really like the abandoned world map, but my idea for a twilight themed abandoned world would add a mystic and ancient feel to the map. I'd like to see a much darker themed map than the light and cheery theme that it has now.
Rivers: aside form the twilight idea I would love to see rivers on this map.
Ice planet ideas:
Ice summary: I like the ice planet because it's a challenge to get through the crystalline bottleneck. I do have some ideas though:
glacial/ crystal decos: a slew of icy/crystalline decorations would look good for this planet.
unstable melting: When you heat up an ice planet, there's no telling where the oceans and rivers will form and where the actual land will be. Ice melts very unpredictably, so there should be no indication as to whether each tile is a lakebed or regular tile, but they should both still be there and have the same texture. It should be set up to where rivers will form as if randomly and instantly. This would be part of the real-life challenges of terraforming an ice planet, so would make sense here. Sometimes your colony gets destroyed just like in lava world, sometimes you get lucky.
Underwater crystal farm: This new building would need to straddle water and land and would be four-way rotatable so it can be placed in any orientation as long as the front 4 tiles are on water and the back 2 squares are on land. It is a 3x2 structure, and it consumes moderate amounts of water, crystalline, and alcohol to constantly produce large amounts of crystalline. The concept behind it is that some crystals grow faster in a water solution with the nutrients it needs to grow. Water also allows the crystals to grow much larger because gravity is much weaker in water as we all know. The fact that the structure would have to straddle land and water means that the planet will need to terraformed before a player can place on of these and get rid of their green crystals.
desert world:
desert summary: I don't have much to say about this map, haven't played reptilians that much. I do think that it could use some aesthetics though, just one flat plane of land is nothing to get all excited about. But here are some of the ideas that I have:
Yellow badlands decos: weird yellow rock forms, crackly ground, rough patches, and some shrubbery and cacti. These should randomly dot the landscape and would really up the aesthetics on this map.
Tar(oil) pits: instead of water flowing through the map, tar pits would give it a more desert feel, as you find these pits naturally in deserts. just like rivers on the earthlike planet yield infinite water, these pits should yield infinite oil. The major downfall with this benefit is that you need workers to collect the oil, and that can be pretty tedious and may slow down performance.
raise the atmosphere: Since deserts are supposed to be hot, we should raise the atmosphere to above earthlike. This also corrosponds to my thermal idea below. In addition to this, I would recommend adding a fully terraformed stage where atmosphere is reduce to between 5 mil and 15 mil. I'm not saying that deserts don't exist when atmosphere is at perfect levels because the saharrah wouldn't exist if that were true. It's just that since bast still hasn't added any thermal or moisture level factors to terraforming, I thought that lowering the atmosphere was good enough to simulate raising the moisture level and lowering thermal levels to make the planet cooler and wetter.
dry-lakebed tiles: I think that the dry lakebed tile idea would particularly help this planet as once it is terraformed from dessert to earthlike, you'll have rivers flowing through the landscape.
Sandstorms: Not to be confused with dust storms, the storms are much shorter, yet can be devastating to colonists and buildings. These storms should cause colonist sickness, slow down movement, and accelerate the decay of structures by a certain amount for the duration of the storm. Depending on the direction of the storm, walls placed on the map will block the storm from getting into your cities. It's best to surround your cities with walls so that you get as little exposure to the storms as possible, just an extra challenge. These storms should cease once atmosphere is reduced to earthlike and life is brought back to the planet.
Lava planet ideas:
lava summary: I liked this planet at one point, but I think it's rather pointless to play being that it doesn't have an end-goal and you're colony is never safe no matter how far down the atmosphere goes. My list of lava ideas on my planet hub topic should cover all of the ideas that I have for this planet, and they all still stand.
Fissure vents: These gigantic cracks in the planet spew forth ash and toxic gas into the atmosphere. Because of this, atmosphere is increased by 2 thousand atmosphere a minute, even if the atmosphere is reduced to between 5 and 15 mil, atmosphere will still pile up, requiring you to build more buildings that use up atmosphere to balance it out. The only thing that would need to be added is a passive loop that continuously counts down 60 seconds and then adds 2k to the atmosphere number value. Good luck terraforming this planet.
ideas for all existing planets:
Dry Lakebed Tiles: I've suggested this a few times, but basically dry lakebed tiles should replace water tiles in low and high atmosphere planets. These tiles can be built on, but watch out, because when atmosphere goes over 250k or falls under 30 million, these tiles will turn to water and any buildings on them will be destroyed. There should be an apparent difference in color shade or texture between regular tiles and the dry lakebed tiles. remaning Ice deposits should also turn into water deposits at the same atmosphere level.
Dynamic terraforming: I've mentioned this a couple of times too. It's simple, if atmosphere goes too low, the terraformed planet becomes barren, just as if it were a red or lunar planet; if atmosphere goes too high, then the planet becomes hotter, becoming first a dessert and then eventually a lava planet, with all the eruptions and lava spreading we know and love. . I also think that atmosphere requirements for all atmosphere stages for region games should be multiplied by the number of tiles on a region. This gives the player a longer playthrough and also encourages them to develop cities on every tile. I think that downside is worth it and it would be a fun challenge to work towards. I think that aside from the tiles changing texture, trees should generate across the map on empty space once atmosphere either rises past 5 mil or falls past 15 mil. I also think they should disappear while outside of those ranges.
Thermal factor: I feel like there should be some sort of challenge regarding keeping your colonists at a good temperature. Perhaps you could add a meter in statistics that indicates thermal level of the entire colony. Too hot or cold and your colonists will become sick and loose energy and hapiness. An earthlike planet, or any planet that's been terraformed to between 5 mil and 15 mil, will not affect the meter at least, but too much atmosphere and the meter will start to go up and too little atmosphere will start to subtract heat from the meter. You should be able to build coolers or heaters to supplement the loss or gain of temperature. Currently most planets start out at no atmosphere, which means that they will start out cold. Lava is the only planet that would add the the thermal meter at this time but I think that the desert type planet should have high atmosphere so it can add to the meter.
Regions acting as mc campaigns: Now, some people would disagree with me on this, but I think it's totally fair to call region mode and sort of "campaign mode." This is because with regions, you get a longer playthrough and it takes longer for you to develop the space given to you. I also think it's fair that region mode requires premium, as most well-developed apps offer a free trial(single map mode) and full version with campaign mode(region mode). Some of yall might disagree. but here are the main ideas that I have in mind:
- design random mandatory goals to have a chance to pop up for each tile a map occupies that grant the player money, research. civics, happiness, or other resources, kind of like quests. But these would be more like story-line quests. a medium map would contain four of these quests. These should take a decent amount of time to complete and should make the game progress slower.
- design smaller optional side-quests that pop up randomly occasionally and grant smaller bonuses.
- each tech should require a certain number of complete story-line quests before being unlocked, even if you have enough research. There would be only one quest per tile so this would encourage players to develop all the tiles to complete all of the available story quests.
-Make individual map progression depend on the completion of story quests. For instance, you can add a population cap that unlocks after the quest is complete, and for medium maps with four quests, you could increase the cap in increments to allow the player to develop further after each quest, but not indefinitely until all quests are complete.
Overall I think that these ideas for campaign mode should add a very interesting element to regions mode and would make it more worthwhile and entertaining to play and a player might be entertained for a very long time before becoming bored.
But anyway, those are my ideas. I wanted to go over each planet so that everything was covered in my planethub topic. I'll paste this link so yall can access it easily. Let me know what you think and which ideas you like/dislike.
earthlike Planet specific ideas:
earthlike planet summary: I think that this planet is fine as it is. It's supposed to be a training planet that gives the user the perfect conditions to build a colony, so I think it should be left alone. There are some ideas that I have regarding all planets that also apply to this planet, but I don't have any ideas regarding this specific planet. I do believe that every race should have this planet type so the player can learn to play this race under the best conditions, with the exception of zolarg because they already have a world with the best conditions to grow, their just a harder species to manage overall. reptilians and LIS get the abandoned world, which is earthlike but doesn't have any ore.
Waterworld specific ideas:
Waterworld summary: This planet is really fun to play because you have to be carful how you design your colony layout. I wouldn't chancge anything about this planet and I'm not going to suggest anything because all of the ideas that I have bast is already going to implement soon. There are other ideas that pertain to all planets that apply here, but no specific ideas come to mind when thinking about this planet.
red planet specific ideas:
Red Planet Summary: I really like the simplicity of the map, and I like the laid-back feel that you get when playing it. I also like how quickly it allows you to grow your colony. There is not much more that I would like to see added to this planet aside from the general ideas that I have below that don't apply to any planet. This planet is very well-designed.
red badlands decorations: I think that the red planet map should generate decorations that resemble badlands structures, or weird rock structures that form because wind wears it down into awkward shapes. This should make the map aesthetically pleasing.
generated lake-bed rivers: per the dry lakebed tile idea below, i think that rivers of those tiles should be generated on red planet maps. This allows the red planet to become just like an earthlike planet once terraformed, with rivers that produce infinite amounts of water. It gives the map a more dynamic feel.
Dust storms: These planetwide storms can last for months and would make it more difficult to see your colony. Solar panels would stop working, but you could implement a windmil to take advantage of the storms and it would produce more during these storms than normally. You already have added the ability to block out light by subtracting alpha from an overlaying object to simulate night time. You could create another overlay object for storms and give it a reddish-tan hue. Then just add moving particle affects and wind sounds and your done. These should disappear once the planet is terraformed. There shouldn't be a damage factor to these storms as the dust is too fine to really wear anything down.
Dynamic Terraformation: I think that this planet type specifically could benefit from dynamic terraforming and should be the first to receive such a feature if added since it's one of the most played maps.
Lunar specific ideas:
Lunar Summary: Lunar world is my favorite map because you can jumpstart your colony before you even get your first immigrant. I like the fact that it's terraformable and the regolith challenge is fun as well. There are a few features that could be added to make this world more immersive though.
Jagged rock decos: Since a lunar planet has no atmosphere, it has no wind on it's surface to smooth and erode rocks, so you should see some really jagged rock formations. I think this would add some aesthetics.
craters: I think that large circular patches of darker terrain tiles should exist on the map. These terrain tiles would act the same as lakebed tiles in that they will become water tiles as atmosphere increases. Craters should be random sizes and distances between. I would even have them generate partially off of the map and across region maps to give a very appealing region view. This may might that craters could envelop most or all of some maps, and some maps might get no crater tiles at all, but that's the beauty of it. the player should also have the option to fill in a crater tile or water tile using regolith where they would otherwise use ore on other planets. The player should be able to turn regular tiles into crater tiles as well with the cost of money.
meteor showers: these showers would pummel structures below periodically. Any that land on empty tiles could generate regolith nodes and could have the chance to generate mini-craters that would fill with water upon terraforming, this is why I think we should have the ability to turn crater tiles to regular tiles, and vise versa. The damage from these meteors shouldn't be catastrophic, but it should cause some damage depending on the structure. These meteors should stop once atmosphere is above 1 mil.
Atmosphere leach: Since most planets like the moon aren't big enough to keep an atmosphere forever(there are exceptions), there should be a significant drain on atmosphere that must be compensated for. It could also be a benefit if a colony's atmosphere is too high though. A drain of 5k per minute would be a challenge at first, and you would have to beat that mark in order for condensors to operate.
Forest Planet ideas:
Forest Summary: I don't have much to say about this world, it's pretty straightforward albiet annoying at the start. Not really a big benefit to this world aside from the fact that you don't have to mess with the atmosphere at first until you get bigger. I'd honestly play abandoned before forest any day. Here are some ideas I have in mind though:
Rivers: this should be an addition. Any forest world requires lots of water in order for trees to grow.
mega trees: i think that mega-trees should generate on the map at first and begin to spread. Players could try to preserve these so that they'll have a huge supply later on. Once they they're gone, they're gone.
Asteroid planet ideas:
Asteroid summary:
I like the asteroid world. It's just like lunar, but harder since you don't have alu nodes. I used to play this world back before we had ways to get infinite diamonds. Might take a crack at it again to see how far I get. I have a few ideas regarding this world.
craters: the same concept as the lunar planet.
meteor showers: the same concept as lunar planet
Extreme atmosphere leech: asteroids are definately not large enough to keep an atmosphere for long. Because of this, they are drained by 50k per minute. 100 minutes is all it takes for an earthlike atmosphere level to drop to 0. Major benefit later in the game though when atmosphere is increased rapidly by pollution.
Awkward rotation: An asteroid has a very randomized shape in real life. it can be elongated, flat, and even spherical. Because of this, days and nights on this planet last for random times. Short nights lower colonist energy. Short days reduce happiness. long nights can increase colonist energy and long days can raise happiness. This amount increased or decreased would only apply if the length of a night or day goes past the minimum or maximum limits. if a limit is exceeded, the same amount of energy or hapiness is taken away or given, no matter how far past the limit a day or night is.
Abandoned World Ideas:
Abandoned Summary: I really like the abandoned world map, but my idea for a twilight themed abandoned world would add a mystic and ancient feel to the map. I'd like to see a much darker themed map than the light and cheery theme that it has now.
Rivers: aside form the twilight idea I would love to see rivers on this map.
Ice planet ideas:
Ice summary: I like the ice planet because it's a challenge to get through the crystalline bottleneck. I do have some ideas though:
glacial/ crystal decos: a slew of icy/crystalline decorations would look good for this planet.
unstable melting: When you heat up an ice planet, there's no telling where the oceans and rivers will form and where the actual land will be. Ice melts very unpredictably, so there should be no indication as to whether each tile is a lakebed or regular tile, but they should both still be there and have the same texture. It should be set up to where rivers will form as if randomly and instantly. This would be part of the real-life challenges of terraforming an ice planet, so would make sense here. Sometimes your colony gets destroyed just like in lava world, sometimes you get lucky.
Underwater crystal farm: This new building would need to straddle water and land and would be four-way rotatable so it can be placed in any orientation as long as the front 4 tiles are on water and the back 2 squares are on land. It is a 3x2 structure, and it consumes moderate amounts of water, crystalline, and alcohol to constantly produce large amounts of crystalline. The concept behind it is that some crystals grow faster in a water solution with the nutrients it needs to grow. Water also allows the crystals to grow much larger because gravity is much weaker in water as we all know. The fact that the structure would have to straddle land and water means that the planet will need to terraformed before a player can place on of these and get rid of their green crystals.
desert world:
desert summary: I don't have much to say about this map, haven't played reptilians that much. I do think that it could use some aesthetics though, just one flat plane of land is nothing to get all excited about. But here are some of the ideas that I have:
Yellow badlands decos: weird yellow rock forms, crackly ground, rough patches, and some shrubbery and cacti. These should randomly dot the landscape and would really up the aesthetics on this map.
Tar(oil) pits: instead of water flowing through the map, tar pits would give it a more desert feel, as you find these pits naturally in deserts. just like rivers on the earthlike planet yield infinite water, these pits should yield infinite oil. The major downfall with this benefit is that you need workers to collect the oil, and that can be pretty tedious and may slow down performance.
raise the atmosphere: Since deserts are supposed to be hot, we should raise the atmosphere to above earthlike. This also corrosponds to my thermal idea below. In addition to this, I would recommend adding a fully terraformed stage where atmosphere is reduce to between 5 mil and 15 mil. I'm not saying that deserts don't exist when atmosphere is at perfect levels because the saharrah wouldn't exist if that were true. It's just that since bast still hasn't added any thermal or moisture level factors to terraforming, I thought that lowering the atmosphere was good enough to simulate raising the moisture level and lowering thermal levels to make the planet cooler and wetter.
dry-lakebed tiles: I think that the dry lakebed tile idea would particularly help this planet as once it is terraformed from dessert to earthlike, you'll have rivers flowing through the landscape.
Sandstorms: Not to be confused with dust storms, the storms are much shorter, yet can be devastating to colonists and buildings. These storms should cause colonist sickness, slow down movement, and accelerate the decay of structures by a certain amount for the duration of the storm. Depending on the direction of the storm, walls placed on the map will block the storm from getting into your cities. It's best to surround your cities with walls so that you get as little exposure to the storms as possible, just an extra challenge. These storms should cease once atmosphere is reduced to earthlike and life is brought back to the planet.
Lava planet ideas:
lava summary: I liked this planet at one point, but I think it's rather pointless to play being that it doesn't have an end-goal and you're colony is never safe no matter how far down the atmosphere goes. My list of lava ideas on my planet hub topic should cover all of the ideas that I have for this planet, and they all still stand.
Fissure vents: These gigantic cracks in the planet spew forth ash and toxic gas into the atmosphere. Because of this, atmosphere is increased by 2 thousand atmosphere a minute, even if the atmosphere is reduced to between 5 and 15 mil, atmosphere will still pile up, requiring you to build more buildings that use up atmosphere to balance it out. The only thing that would need to be added is a passive loop that continuously counts down 60 seconds and then adds 2k to the atmosphere number value. Good luck terraforming this planet.
ideas for all existing planets:
Dry Lakebed Tiles: I've suggested this a few times, but basically dry lakebed tiles should replace water tiles in low and high atmosphere planets. These tiles can be built on, but watch out, because when atmosphere goes over 250k or falls under 30 million, these tiles will turn to water and any buildings on them will be destroyed. There should be an apparent difference in color shade or texture between regular tiles and the dry lakebed tiles. remaning Ice deposits should also turn into water deposits at the same atmosphere level.
Dynamic terraforming: I've mentioned this a couple of times too. It's simple, if atmosphere goes too low, the terraformed planet becomes barren, just as if it were a red or lunar planet; if atmosphere goes too high, then the planet becomes hotter, becoming first a dessert and then eventually a lava planet, with all the eruptions and lava spreading we know and love. . I also think that atmosphere requirements for all atmosphere stages for region games should be multiplied by the number of tiles on a region. This gives the player a longer playthrough and also encourages them to develop cities on every tile. I think that downside is worth it and it would be a fun challenge to work towards. I think that aside from the tiles changing texture, trees should generate across the map on empty space once atmosphere either rises past 5 mil or falls past 15 mil. I also think they should disappear while outside of those ranges.
Thermal factor: I feel like there should be some sort of challenge regarding keeping your colonists at a good temperature. Perhaps you could add a meter in statistics that indicates thermal level of the entire colony. Too hot or cold and your colonists will become sick and loose energy and hapiness. An earthlike planet, or any planet that's been terraformed to between 5 mil and 15 mil, will not affect the meter at least, but too much atmosphere and the meter will start to go up and too little atmosphere will start to subtract heat from the meter. You should be able to build coolers or heaters to supplement the loss or gain of temperature. Currently most planets start out at no atmosphere, which means that they will start out cold. Lava is the only planet that would add the the thermal meter at this time but I think that the desert type planet should have high atmosphere so it can add to the meter.
Regions acting as mc campaigns: Now, some people would disagree with me on this, but I think it's totally fair to call region mode and sort of "campaign mode." This is because with regions, you get a longer playthrough and it takes longer for you to develop the space given to you. I also think it's fair that region mode requires premium, as most well-developed apps offer a free trial(single map mode) and full version with campaign mode(region mode). Some of yall might disagree. but here are the main ideas that I have in mind:
- design random mandatory goals to have a chance to pop up for each tile a map occupies that grant the player money, research. civics, happiness, or other resources, kind of like quests. But these would be more like story-line quests. a medium map would contain four of these quests. These should take a decent amount of time to complete and should make the game progress slower.
- design smaller optional side-quests that pop up randomly occasionally and grant smaller bonuses.
- each tech should require a certain number of complete story-line quests before being unlocked, even if you have enough research. There would be only one quest per tile so this would encourage players to develop all the tiles to complete all of the available story quests.
-Make individual map progression depend on the completion of story quests. For instance, you can add a population cap that unlocks after the quest is complete, and for medium maps with four quests, you could increase the cap in increments to allow the player to develop further after each quest, but not indefinitely until all quests are complete.
Overall I think that these ideas for campaign mode should add a very interesting element to regions mode and would make it more worthwhile and entertaining to play and a player might be entertained for a very long time before becoming bored.
But anyway, those are my ideas. I wanted to go over each planet so that everything was covered in my planethub topic. I'll paste this link so yall can access it easily. Let me know what you think and which ideas you like/dislike.
So today I am pushing out My Colony v0.70.0 to all platforms, and it should be arriving soon to a device near you.
This release brings an experimental new feature to premium users called Regions, which are essentially collections of game files places together on a single large map. You can read more details about the feature in this thread, and although the feature is listed as experimental, it actually seems to be functioning pretty good, mostly.
A Region is basically a mega-colony that consists of many small colony files which share Technology, Resources, Power, and Atmosphere. Each colony is still a separate game file like how My Colony currently works, and they each have their own population and industry. However, they are all taxed the same by their home colony, and they all declare independence from their main colony as a single entity.
Regions are going to be the primary focus over the next two or three updates, so any suggestions you have on how to improve the feature would be great.
Some questions I have gotten before which I will answer here for all. People have asked if they can import an existing city into a region. Right now, that answer is no. It might be possible in the future, but probably only for offline games, and the size of the existing city would also have to conform to the grid of the main region map. For instance, if you have annexed land on an existing map, land is annexed in chunks that make its dimensions no longer able to fit on the main region grid.
You can currently build both Small and Medium sized maps on the Region screen. I might add Large on the next update, but probably not Extra Large or Mega. Most of the issues in My Colony stem from the large, extra large, and especially Mega maps, so one of the goals with Regions is to be able to build a giant colony without having to use one of the giant maps.
The Region area is very big. While it is only a 50x50 grid, that technically allows it to hold 2,500 separate city maps, if the small map size is chosen. I don't really expect anybody to ever fill up an entire region map, but you never know with you guys 🤔
So anyway, there will be a lot more about regions over the next several updates. This update lays the foundation for the feature, as quite a few engine changes were required to allow the sharing of utilities and resources between maps. Now that the foundations are laid, work can be done adding new features to Regions, and also fleshing out the Region overview UI, which is pretty basic right now.
Moving on from the Region stuff, I wanted to quickly touch on the ongoing issues with My Colony on Android. I have actually gotten the crash rate reduced from the nearly 10% range to the 5% range. Looking through the crash stats, the majority are coming from users running Android v8.1.0, leading me to believe something is happening specific to that particular release. For instance, the crash rate on that specific version of Android is over 11%, while it is much lower on other versions. Regardless, this update contains several bugs fixes from both the latest Antiquitas release, and other stuff I found while going over the code, so perhaps I can reduce the crash rate even further.
The good news is that the game is at least no longer tanking on Android and seems to have leveled off, albeit at a far lower level than it was before. Still, things are still going good on Windows and iOS, and the Android version of My Colony now accounts for less than 1/3 of the games revenues, so I am not going to cry about it too much.
While I do like Android, I have been sort of disillusioned by the large spike in non-reproducible errors with totally unhelpful reporting in the Google Play Error console. I am also somewhat suspect when Google claims upwards of 10% of all sessions are force-closing, yet there are almost no reports in the Play Store comments about the app force closing. Not to mention the fact that an almost identical binary of the game is on the Amazon App Store, yet these same crashes are almost nonexistent on that platform.
The whole experience though has convinced me that My Colony may have a better future on Steam than the Google Play Store, and over the coming updates I will be taking steps to put Antiquitas and My Colony on Steam. They will be available unlocked at the regular purchase price of the Premium Upgrade. Now, if you have already purchased a premium license, there is really no point in buying it on Steam, you can just use the Native Client or Ape Apps Launcher edition, which will essentially be the same thing.
If you do purchase it on Steam though and sign in using your Ape Apps Account, it will check steam to verify your purchase, and sync that to your account, unlocking Premium on all platforms.
There is really no way (that I am aware) of allowing current Premium users to unlock the Steam purchase. I don't know. Really though, if you already own Premium, there is little point of buying it again on Steam, unless you like the game and wish to support it!
I do think that the My Colony/Antiquitas interface works a lot better as a Desktop game though (vs mobile), and so possibly Steam will be a good match for it. It is also very reasonably priced VS other Steam games, especially considering the vast amount of content/play time available in My Colony.
Speaking of interfaces though, My Colony is actually seeing a great surge in users on the Amazon Fire TV. This is great, although after playing it on my Fire TV for a bit, I realized that the TV interface could use some polish, so that will be coming in the next few updates.
Moving on, starting in v0.70.0, I have completely removed the auto-blacklist banner from the game. As resource checks and trade verification are now done by the server, this feature was no longer necessary, and was resulting in too many false-positives. It is much easier now to just ban bad actors on an account-wide level from the server, rather than trying to make the game monitor and looks for hacking on the individual colony files. A colony can still be banned into permanent offline mode, but there will now be actual human moderation before it is done.
Next, I have started the process of reorganizing the list of build-options in the construction sidebar, grouping like-structures together, instead of just putting all of the newest stuff on bottom. I will continue this over the coming updates.
Another small change, when a new colonist arrives, the "XXX Has Joined The Colony" popup message is now gone. I think the popup was more annoying than anything, especially on phones.
Another minor change, but one which might help ultra large colonies, is a further reduction in game file save sizes. I don't know if it will be noticeable to everyone, but it should help some files out.
Finally, there are two new structures available. Humans get the new Transcendent Triantanium Generator, which is far better than the current Triantanium factory. Additionally, Reptillians get a new Raw Materials Extractor, which is a significant improvement over the current (and horrid) Insectoid Mining Operation.
So that about rounds out today's update. The update frequency will probably increase going forward. I am pretty much giving up on trying to collect error diagnostics on the Google Play version of the game, and as such, I no longer need to keep one stable version number in the store for weeks at a time. Google has already blacklisted the game for "bad behavior", and I have reconfigured with the settings in every possible way I could think of on Android, and nothing made a significant difference. Considering there have never been any wide-scale complaints about crashes on Android, I do not think the users are suffering from the games "bad behavior" any. I am sort of just accepting the fact that Google Play is what it is, and focus on making the game as good as it can be, and not worry about trying to fix the crash stats on GPlay.
As I said before, the next few updates will add things to the new Regions feature, as well as new content to be added to all civilizations, but more especially the Reptilians. Thanks for playing the game, and enjoy the update!
This release brings an experimental new feature to premium users called Regions, which are essentially collections of game files places together on a single large map. You can read more details about the feature in this thread, and although the feature is listed as experimental, it actually seems to be functioning pretty good, mostly.
A Region is basically a mega-colony that consists of many small colony files which share Technology, Resources, Power, and Atmosphere. Each colony is still a separate game file like how My Colony currently works, and they each have their own population and industry. However, they are all taxed the same by their home colony, and they all declare independence from their main colony as a single entity.
Regions are going to be the primary focus over the next two or three updates, so any suggestions you have on how to improve the feature would be great.
Some questions I have gotten before which I will answer here for all. People have asked if they can import an existing city into a region. Right now, that answer is no. It might be possible in the future, but probably only for offline games, and the size of the existing city would also have to conform to the grid of the main region map. For instance, if you have annexed land on an existing map, land is annexed in chunks that make its dimensions no longer able to fit on the main region grid.
You can currently build both Small and Medium sized maps on the Region screen. I might add Large on the next update, but probably not Extra Large or Mega. Most of the issues in My Colony stem from the large, extra large, and especially Mega maps, so one of the goals with Regions is to be able to build a giant colony without having to use one of the giant maps.
The Region area is very big. While it is only a 50x50 grid, that technically allows it to hold 2,500 separate city maps, if the small map size is chosen. I don't really expect anybody to ever fill up an entire region map, but you never know with you guys 🤔
So anyway, there will be a lot more about regions over the next several updates. This update lays the foundation for the feature, as quite a few engine changes were required to allow the sharing of utilities and resources between maps. Now that the foundations are laid, work can be done adding new features to Regions, and also fleshing out the Region overview UI, which is pretty basic right now.
Moving on from the Region stuff, I wanted to quickly touch on the ongoing issues with My Colony on Android. I have actually gotten the crash rate reduced from the nearly 10% range to the 5% range. Looking through the crash stats, the majority are coming from users running Android v8.1.0, leading me to believe something is happening specific to that particular release. For instance, the crash rate on that specific version of Android is over 11%, while it is much lower on other versions. Regardless, this update contains several bugs fixes from both the latest Antiquitas release, and other stuff I found while going over the code, so perhaps I can reduce the crash rate even further.
The good news is that the game is at least no longer tanking on Android and seems to have leveled off, albeit at a far lower level than it was before. Still, things are still going good on Windows and iOS, and the Android version of My Colony now accounts for less than 1/3 of the games revenues, so I am not going to cry about it too much.
While I do like Android, I have been sort of disillusioned by the large spike in non-reproducible errors with totally unhelpful reporting in the Google Play Error console. I am also somewhat suspect when Google claims upwards of 10% of all sessions are force-closing, yet there are almost no reports in the Play Store comments about the app force closing. Not to mention the fact that an almost identical binary of the game is on the Amazon App Store, yet these same crashes are almost nonexistent on that platform.
The whole experience though has convinced me that My Colony may have a better future on Steam than the Google Play Store, and over the coming updates I will be taking steps to put Antiquitas and My Colony on Steam. They will be available unlocked at the regular purchase price of the Premium Upgrade. Now, if you have already purchased a premium license, there is really no point in buying it on Steam, you can just use the Native Client or Ape Apps Launcher edition, which will essentially be the same thing.
If you do purchase it on Steam though and sign in using your Ape Apps Account, it will check steam to verify your purchase, and sync that to your account, unlocking Premium on all platforms.
There is really no way (that I am aware) of allowing current Premium users to unlock the Steam purchase. I don't know. Really though, if you already own Premium, there is little point of buying it again on Steam, unless you like the game and wish to support it!
I do think that the My Colony/Antiquitas interface works a lot better as a Desktop game though (vs mobile), and so possibly Steam will be a good match for it. It is also very reasonably priced VS other Steam games, especially considering the vast amount of content/play time available in My Colony.
Speaking of interfaces though, My Colony is actually seeing a great surge in users on the Amazon Fire TV. This is great, although after playing it on my Fire TV for a bit, I realized that the TV interface could use some polish, so that will be coming in the next few updates.
Moving on, starting in v0.70.0, I have completely removed the auto-blacklist banner from the game. As resource checks and trade verification are now done by the server, this feature was no longer necessary, and was resulting in too many false-positives. It is much easier now to just ban bad actors on an account-wide level from the server, rather than trying to make the game monitor and looks for hacking on the individual colony files. A colony can still be banned into permanent offline mode, but there will now be actual human moderation before it is done.
Next, I have started the process of reorganizing the list of build-options in the construction sidebar, grouping like-structures together, instead of just putting all of the newest stuff on bottom. I will continue this over the coming updates.
Another small change, when a new colonist arrives, the "XXX Has Joined The Colony" popup message is now gone. I think the popup was more annoying than anything, especially on phones.
Another minor change, but one which might help ultra large colonies, is a further reduction in game file save sizes. I don't know if it will be noticeable to everyone, but it should help some files out.
Finally, there are two new structures available. Humans get the new Transcendent Triantanium Generator, which is far better than the current Triantanium factory. Additionally, Reptillians get a new Raw Materials Extractor, which is a significant improvement over the current (and horrid) Insectoid Mining Operation.
So that about rounds out today's update. The update frequency will probably increase going forward. I am pretty much giving up on trying to collect error diagnostics on the Google Play version of the game, and as such, I no longer need to keep one stable version number in the store for weeks at a time. Google has already blacklisted the game for "bad behavior", and I have reconfigured with the settings in every possible way I could think of on Android, and nothing made a significant difference. Considering there have never been any wide-scale complaints about crashes on Android, I do not think the users are suffering from the games "bad behavior" any. I am sort of just accepting the fact that Google Play is what it is, and focus on making the game as good as it can be, and not worry about trying to fix the crash stats on GPlay.
As I said before, the next few updates will add things to the new Regions feature, as well as new content to be added to all civilizations, but more especially the Reptilians. Thanks for playing the game, and enjoy the update!
The Windows Store edition of EZ Register is being migrated to a new code base to provide for faster processing, better printing and cleaner font/toolbar rendering. Because of this migration though, I can not do a typical automatic update of the application. The new version is making a fundamental change to the way application data is saved, and doing a straight upgrade would cause data loss for users, which is unacceptable.
To get around the issue, I am renaming the currently available version of EZ Register to EZ Register Old and removing it from sale, so that no new users can download it. The new package will be uploaded using the name EZ Register.
Users are encouraged to migrate over to the new edition of the app, which you can download and install using the following link:
https://www.microsoft.com/store/apps/9PKN4CCN7PH3
Then all you need to do is sign in to the new app using your account, and your Ledger should be there. If you have multiple ledgers, you will need to enable cloud-sync for each one individually.
Then to import your data, on the new app open the File menu and select Restore Backup. Find the *.ezr file you exported in the last step and import it. Do this for each ledger you want to migrate over to the new app.
If you have an Ape Apps Account, signing in to the old app should have automatically saved your purchase history to your account, and so there is nothing you need to do. Your premium will be available in the new app. If you have already purchased Premium but do not have an Ape Apps Account, you can simply create one, sign in to the old app, and it should sync your purchase to your account. You may have to close/open the app a couple of times if it does not sync properly.
If you do not have/want an account or if the premium is not syncing, you can e-mail me. Just let me know that you are trying to migrate your EZ Register Premium key and tell me the Microsoft Account you used to purchase the app on the Windows Store and I will get everything taken care of for you. You can also send me a message here on the forums with the same information.
To get around the issue, I am renaming the currently available version of EZ Register to EZ Register Old and removing it from sale, so that no new users can download it. The new package will be uploaded using the name EZ Register.
What do you need to do?
The old version of EZ Register will no longer be maintained and will receive no more updates. If you are fine with this, then you don't really have to do anything at all. If you want to download the old edition again, you can find it in your Windows Store download history as EZ Register Old.Users are encouraged to migrate over to the new edition of the app, which you can download and install using the following link:
https://www.microsoft.com/store/apps/9PKN4CCN7PH3
Migrating your data to the new app
If you are moving from the old to the new version of EZ Register, you will want to migrate your data over to the new app, and there are a couple of different ways to do this. Remember not to uninstall the old edition of EZ Register until you have moved your data into the new!Cloud-Sync Migration
If you have an Ape Apps Account, then probably the easiest migration path is to use the cloud-sync feature. When signed into the old version of the app, click on the File menu, open Ledger Settings and make sure that Cloud Sync is enabled:Then all you need to do is sign in to the new app using your account, and your Ledger should be there. If you have multiple ledgers, you will need to enable cloud-sync for each one individually.
Backup File Migration
If you do not have an Ape Apps Account or if you are having troubles with the cloud-sync feature, then you can export and import your ledgers manually. From the File menu on the old app, select Backup Ledger and save your *.ezr file somewhere on your system where you can access it.Then to import your data, on the new app open the File menu and select Restore Backup. Find the *.ezr file you exported in the last step and import it. Do this for each ledger you want to migrate over to the new app.
Premium Upgrade
Because the new app and the old app are separate packages, users who purchased the Premium upgrade will find that it does not automatically transfer from the old app to the new. Don't worry though, I will not make you repurchase the app a second time.If you have an Ape Apps Account, signing in to the old app should have automatically saved your purchase history to your account, and so there is nothing you need to do. Your premium will be available in the new app. If you have already purchased Premium but do not have an Ape Apps Account, you can simply create one, sign in to the old app, and it should sync your purchase to your account. You may have to close/open the app a couple of times if it does not sync properly.
If you do not have/want an account or if the premium is not syncing, you can e-mail me. Just let me know that you are trying to migrate your EZ Register Premium key and tell me the Microsoft Account you used to purchase the app on the Windows Store and I will get everything taken care of for you. You can also send me a message here on the forums with the same information.
So I have just finalized work on My Colony v0.73.0, which should be arriving to all platforms over the coming days! So let's take a look at what is new in this release.
First of all, I started toying with adding a musical soundtrack to the game. I am finding it difficult to find music for the game, tbh. It was a lot easier for Antiquitas, because of the ancient theme of the game. For My Colony, I tried to find some sci-fi type stuff, but I don't know. I will probably be tweaking with the songs, adding and removing some, over the coming updates. As I prepare My Colony for Steam, I want it to have a soundtrack fleshed out and ready for the first release. And remember, if you do not like the music, you can always turn it on or off in the Engine Settings menu.
And as I mentioned in the last paragraph, My Colony will indeed be coming to Steam soon. I released Antiquitas on Steam first, as sort of a canary in the coal mine, to test the waters and see how hard it would be to release the game, versus what the potential payoff would be. It turns out that adapting the current Native Client for Steam was (almost) trivial, and so far the reception seems to be positive, so My Colony will be coming to the Steam platform for sure. I want to take the next couple of My Colony updates to polish a couple of things (including the Music), and get the Reptilians fleshed out a little bit more, and then I will start on the Steam edition of the game. It will probably be live on Steam by mid-November, but I will let you all know for sure as I get further along.
Speaking of Steam, I have to throw in a quick plug for Antiquitas here. If you haven't checked it out, please consider getting Antiquitas on Steam (and leaving a good review afterwards)! It is cheap, and it goes a long way towards helping Ape Apps and funding the development of My Colony (Antiquitas too, obviously) and maintaining the online servers. I don't think I'm speaking out of line when I say that both of these games provide massive gameplay for the price (especially considering most people pay $0!), and they both keep getting updates on a regular basis, so any help you can give is greatly appreciated! But don't worry, I still appreciate the many players who pay nothing at all 🙂
https://store.steampowered.com/app/935750/Antiquitas/
Moving on, there were a lot of bugs fixed in this update, the biggest one being related to offline/local/LAN multiplayer. It actually was completely broken in the last update, so it has been improved greatly! I didn't even know it was dead until I submitted Antiquitas to the Steam marketplace, and it was rejected for claiming it had offline multiplayer, and the multiplayer didn't even work 😕 oops!
Next, I addressed an issue where colonies who were experiencing Rioting or Anarchy conditions would constantly spam their commonwealths with notifications. This should be corrected now, but let me know if it isn't.
There was also a change in how colonists deaths were reported. If colonists start dying off left and right, you will no longer get a screen full of notifications, as there is now a cooldown timer for how often "Colonist has Died" notifications can appear.
Next, I have changed the Galactic Emperor video ads for premium users. In fact, they no longer exist for premium users. Instead, if you have Premium, the Galactic Emperor will now just give you the gift, no ad watching required. Someone in the forums pointed out that buying premium should remove all ads entirely, and I agreed to this sentiment.
I have also made a fairly significant change to the engine, which will not be noticed at first, but will be important later on. Each Vehicle and Building in the game is now assigned to a "Player." Obviously right now, the game only has one player (You), so this doesn't really mean anything. The game now also keeps track of Resources, Utilities, and Unlocked Techs on a per-player basis. I will let you all use your imaginations (for now) as to what this all means.
Ok, so now it wouldn't be a My Colony update without some new structures, so let's go over the new Reptilian content that was added in this update. The Reptilians get two much needed (in my opinion) structures, the Crystalline Laser Drill and the Bug Saw.
The Crystalline Laser Drill is a Water generating structure, but it also randomly extracts a few other resources, like Uranium, Clay and Diamonds.
The Bug Saw is a new Food generation structure, which chops up poor Insectoids into food, and also creates Ant Paste, which was pretty hard to get before.
Finally, I just wanted to give you all an update on the Android bugs that have been killing My Colony on Google Play. The good news is the crash rate has been brought all the way down to the 2%(ish) range, which is a significant drop from the 10% range. Google Play says that the "Bad Behavior Threshold" for a game is something like 1.06%, so maybe I can get below that number at some point and they can un-blacklist the game. Who knows? I know the current 2% includes many users who are still on older versions of the game, so it is possible that the "dark days" for My Colony on Android are drawing to an end. I can only hope. As always, if you are on Android and getting a lot of force close errors, let me know in the comments to this article, as the bug reports provided by the Play Store are essentially useless.
Ok everyone, so that is it for today's My Colony update! Let me know what issues you run into, and stay tuned because there is a lot more to come!
First of all, I started toying with adding a musical soundtrack to the game. I am finding it difficult to find music for the game, tbh. It was a lot easier for Antiquitas, because of the ancient theme of the game. For My Colony, I tried to find some sci-fi type stuff, but I don't know. I will probably be tweaking with the songs, adding and removing some, over the coming updates. As I prepare My Colony for Steam, I want it to have a soundtrack fleshed out and ready for the first release. And remember, if you do not like the music, you can always turn it on or off in the Engine Settings menu.
And as I mentioned in the last paragraph, My Colony will indeed be coming to Steam soon. I released Antiquitas on Steam first, as sort of a canary in the coal mine, to test the waters and see how hard it would be to release the game, versus what the potential payoff would be. It turns out that adapting the current Native Client for Steam was (almost) trivial, and so far the reception seems to be positive, so My Colony will be coming to the Steam platform for sure. I want to take the next couple of My Colony updates to polish a couple of things (including the Music), and get the Reptilians fleshed out a little bit more, and then I will start on the Steam edition of the game. It will probably be live on Steam by mid-November, but I will let you all know for sure as I get further along.
Speaking of Steam, I have to throw in a quick plug for Antiquitas here. If you haven't checked it out, please consider getting Antiquitas on Steam (and leaving a good review afterwards)! It is cheap, and it goes a long way towards helping Ape Apps and funding the development of My Colony (Antiquitas too, obviously) and maintaining the online servers. I don't think I'm speaking out of line when I say that both of these games provide massive gameplay for the price (especially considering most people pay $0!), and they both keep getting updates on a regular basis, so any help you can give is greatly appreciated! But don't worry, I still appreciate the many players who pay nothing at all 🙂
https://store.steampowered.com/app/935750/Antiquitas/
Moving on, there were a lot of bugs fixed in this update, the biggest one being related to offline/local/LAN multiplayer. It actually was completely broken in the last update, so it has been improved greatly! I didn't even know it was dead until I submitted Antiquitas to the Steam marketplace, and it was rejected for claiming it had offline multiplayer, and the multiplayer didn't even work 😕 oops!
Next, I addressed an issue where colonies who were experiencing Rioting or Anarchy conditions would constantly spam their commonwealths with notifications. This should be corrected now, but let me know if it isn't.
There was also a change in how colonists deaths were reported. If colonists start dying off left and right, you will no longer get a screen full of notifications, as there is now a cooldown timer for how often "Colonist has Died" notifications can appear.
Next, I have changed the Galactic Emperor video ads for premium users. In fact, they no longer exist for premium users. Instead, if you have Premium, the Galactic Emperor will now just give you the gift, no ad watching required. Someone in the forums pointed out that buying premium should remove all ads entirely, and I agreed to this sentiment.
I have also made a fairly significant change to the engine, which will not be noticed at first, but will be important later on. Each Vehicle and Building in the game is now assigned to a "Player." Obviously right now, the game only has one player (You), so this doesn't really mean anything. The game now also keeps track of Resources, Utilities, and Unlocked Techs on a per-player basis. I will let you all use your imaginations (for now) as to what this all means.
Ok, so now it wouldn't be a My Colony update without some new structures, so let's go over the new Reptilian content that was added in this update. The Reptilians get two much needed (in my opinion) structures, the Crystalline Laser Drill and the Bug Saw.
The Crystalline Laser Drill is a Water generating structure, but it also randomly extracts a few other resources, like Uranium, Clay and Diamonds.
The Bug Saw is a new Food generation structure, which chops up poor Insectoids into food, and also creates Ant Paste, which was pretty hard to get before.
Finally, I just wanted to give you all an update on the Android bugs that have been killing My Colony on Google Play. The good news is the crash rate has been brought all the way down to the 2%(ish) range, which is a significant drop from the 10% range. Google Play says that the "Bad Behavior Threshold" for a game is something like 1.06%, so maybe I can get below that number at some point and they can un-blacklist the game. Who knows? I know the current 2% includes many users who are still on older versions of the game, so it is possible that the "dark days" for My Colony on Android are drawing to an end. I can only hope. As always, if you are on Android and getting a lot of force close errors, let me know in the comments to this article, as the bug reports provided by the Play Store are essentially useless.
Ok everyone, so that is it for today's My Colony update! Let me know what issues you run into, and stay tuned because there is a lot more to come!
You guys are seasoned players and know how well to start a colony from scratch. I am speaking from a newbie player perspective and picking the game for the first time and starting out their first colony. I get emotionally attached to my first colony and stuffed it up the first try. Didnt build the GTA equivalent before the alum ran out. Exporting when the game is set to online has depressed prices didnt help. Offline food goes for abt 100-150 online it is 20-30. Importing 250 alum cost abt 6m offline 9 online, artifacts 400k offline 1m online i think. Took me 3 days (no idling) to build loads of black market and hope they give alum to get the trade up. Then realised the generators need artifact and they are exp as well and the returns for the cost and time sunk into it just doesnt seem worth it. I tend to agree the limit is for end game rushing but what is the point if it turns off casual gamers. I am wondering how many players gave up the game when they hit the bottleneck. Player retention is very important to any games.
It is true you can idle the game to build up the reso but that is not the point of the game.
At the risk of the game degenerating into "My Colony - The Quest for Aluminum" , there is nothing warning new players on the importance of it. I am sure most players did it right the second time on their colony. Also, those complaining abt lack of alum are players who do not have a sub account that has stashes of alum ready to b transferred. Yes there should be limitations and the galactic propaganda ads should give alum more often to help this.
It is true you can idle the game to build up the reso but that is not the point of the game.
At the risk of the game degenerating into "My Colony - The Quest for Aluminum" , there is nothing warning new players on the importance of it. I am sure most players did it right the second time on their colony. Also, those complaining abt lack of alum are players who do not have a sub account that has stashes of alum ready to b transferred. Yes there should be limitations and the galactic propaganda ads should give alum more often to help this.
(All is for Human races only)(United Earth & League of Independent States)
​
First things first, I apologize for there being any grammar mistakes, am doing this from my phone, and I also don’t like to be too formal because I don’t really see a point of it.
​
Do I need to get rid of Trash and limit the amount of Atmosphere I have?
Atmosphere and Trash have absolutely no negative effects to your colony(as of right now), in fact it’s best to get as much of these two resources as you can. Reason for that being that Trash can eventually be used to make Plastic (Small Recycler) and eventually Plastic and Aluminum as well! (Medium Recycler)Also, if you really wanna boost your the amount of Atmosphere you have, the incinerator ( 2x2 building) produces a TON of atmosphere at the expense of burning away a lot of trash. Atmosphere can be used eventually to create a lot of water which is really useful in some colonies. The Ant Paste Synthesizer consumes trash as well to make Ant Paste.
(Do note, Atmosphere and Trash may effect gameplay negatively in a future update, however as of right now it does not)
(I personally currently have 42.8 Billion atmosphere, and 12.6 Billion Trash)
​
Aluminum! If you have this resource in your world DO NOT use all of it! Save as much aluminum as you possibly can because one it goes away, there’s not another way of making more until you get Alien Tech or you unlock the Medium Recycling Center! Aluminum can also be pricy at times aswell, but with that being said it is also an option to purchase it from the trade market, and also the Uranium Enrichment Facility allows you to purchase some Aluminum in amounts of 100.
​
Uranium Enrichment Facility? This building requires Uranium and Aluminum in order to function. It takes in 1 Uranium and produces 2. Meaning every time the bar is filled you will receive 1 Uranium.
​
Best way to get Civics? The most efficient way of generating high amounts of civics for United Earth is the Imperial Propaganda Office, while the Investment Bank generates more, the IPO is more space, and cost (the second clue for the challenge is a building not looked highly upon for it produces a resource only useful for the government and pubs) efficient considering the IB requires 4 tiles, 5k workers, and a couple thousand resources as well as $2.5M.
​
Best way of generating Research? The most efficient way of generating resource is without a doubt the Center for Artificial Learning. It generates about 1100 Research a second at max worker capacity.
​
What is the Department of Fish Mating Studies & is it Worth it? The DFMS is and was designed to simply be a building to send extra colonists to work without damaging your production lines. It simply just generates Research in amounts of 1 extremely fast while using Money, Rum, and Software. It can hold 5,500 workers, and it is a 3x3 sized building. It isn’t worth it if you have to worry about the resources required to build it, it is simply a job filler.
​
What is Tourism? Tourism is a quick way of earning passive income without the need of consuming a lot of resources. While you do not get resources produced by it you do get money. The amount of Tourists you can support can be found to the right of your Population number and it has the symbol of a colonist wearing a blue shirt, a red hat, and is looking through binoculars. Tourists will come in from the Space Port, and to increase your Tourism capacity, simply build more tourist buildings.
​
How do I get rid of Depression in my colony? In order to cure the depression within your colony simply build more entertainment buildings.
​
How do i cure Fatigue? Fatigue is caused by your colonists having to take too long of a trip in order to get to and from work, entertainment, education, and medical buildings. It is best to keep all of these buildings at an absolute max of 50 tiles, and a preferred max of 25 tiles. This means the path the colonists would have to walk, not a direct route through buildings. (like pac-man)
​
What is Ether and where can I get it? Ether is a resource primarily obtained by the Draconian and Zolarg race, however recently League of Independent States have been granted the ability to obtain it as well. When i say obtain i mean actually produce it from a source. The source can be found on Abandoned Planet and is found by Ether River tiles that have an infinite amount of Ether. This is obtained by building the Worker/Vehicle that can get get the Ether. Ether is used for human races for only two buildings currently, those being the Advanced Cloning Facility, and the Ether Tree Farms. Both buildings are the best for what they both do. (Immigration & Wood)
​
Is it useful to always Group Up my rovers? In most cases yes, however do not group them up if they are harvesting resources because it will slow down the rate at which you get said resources. If the rover is strictly for building, then yes group it up. Also, group if you are experiencing high amounts of lag.
Also, it is best to place a Resource Depot next to the resource you are harvesting (at most one tile away). This way the rovers do not have to take trips back and fourth and can constantly pick up and drop off immediately.
​
Why is Mobile so errr poor quality in some ways?
Well when it comes to this, and it’s from my experience considering I am a mobile player only and I do not actually own a computer. (am using an Iphone 8+) You have to consider the processing power of mobile phones, I mean, think of trying to calculate hundreds of buildings, manage the population, manage new buildings being built, the trees growing over time, the GDP of your colony, and more all at once. While many say this game is poorly optimized for mobile, it honestly is really optimized. While yes it may fry your phone and murder your battery, the fact that it’s possible to run something of this size at all from something in your pocket is insane.
If your colony is lagging horribly it’s best to group up your rovers, limit the number of buildings being built as low as you can, zoom in away from the majority of your buildings, and turn your settings down. With that being said, if you play in a Region you shouldn’t worry too much about lag however if your a single city colony, if you start experiencing lag even though everything i just listed is being done, then unfortunately there’s not much you can do.
​
What are Starships?Starships are another Endgame resource that does not currently really have a use other than for selling it for high amounts of money, I sell about 150k at a time and make a good $10-15 billion. Also, don’t sell it as a contract in the Trade Market unless you are doing it as a way of storage, nobody ever really buys them. If you want to make money, I would sell directly.
​
What is the Regional Bussing Authority? This is a recently added mass transit feauture that is useful simply for Regions only, it allows you to place one of these down in a Regional City that just has Housing & Colonists only, and place one down in an adjacent (right next to) Regional city that just has Jobs, and the colonists will then come from one city to another to work. It does not allow colonists to move from one city to another and stay there, they will only work. From what i have seen, 1 bussing authority transfers 400 colonists to an adjacent city. And as far as i know it is stackable. However in my personal opinion, it is better to just build the Housing and Jobs in the same city.
​
Is there a way to stop babies from being born? Unfortunately there is currently no way from stopping babies from being born within your colony, however there is an policy option granted by building the Hall of Congress that allows you to deport children from your colony.
​
How long does it take for them to grow up? If i am correct, and note i have not confirmed this nor has anyone else confirmed this for me. But it takes 15 minutes for a month to pass by in the game. The aging system is actually based on in game time so they will grow up based upon time, so it might take a good day or so for one generation of kids to grow up and begin working.
​
What are Embassies and are they worth it? Embassies are basically like a friend system, they allow you to build a building that allows a quick way to gift resources and send messages together regardless of if they are talking in global chat or not. Also, if you are human for example, and you get an embassy from a zolarg/draconian race. you will then also get zolarg/draconian colonists as well. and vice versa if your another race. The cross-race system has no benefits or downfalls, it is simply just a for looks or for bragging rights type of thing.
​
Is the arcologies worth it? if you have to ask yourself if it’s worth it even after i describe what they are then they are not, also note, the black/normal arcology consumes less resources than the Fantasy Arcology and has 500 medical slots, 2k education slots, 500 tourist slots, and 10k housing population capacity. However the downfall is it has 7k worker capacity. With the new addition of the sliders allowing you to make it so no one will work in it, it has become more useful if you need more education/medical/entertainment, however the Fantasy Arcology houses 16k people with no jobs or anything else, however it does use resources like Toys, Rum, and Cloth.
​
Is there any way to passively generate Clay without the need of constantly building Clay Mines? Yes! if you build the Ultra Deep Dig site (built by drones) then you will get more alien artifacts as well as some clay over time!
​
Lastly, I just want people to understand this. This game is not something that will be perfect, I mean, it can, and it already basically is. But of course there will always be bugs and issues. That’s just apart of expanding a game. Not to mention that this game isn’t on some million dollar budget, it is made by one, amazing person, someone who makes hundreds of different games, all free to play! Bast is only human, so please do cut him some slack on some things okay...? Yes there are some issues with My Colony, some big, some small. But we gotta take it one step at a time and we gotta help bast, not bombard him with a million problems at once and expect him to fix it all in that moment.
Bast is the only developer I know. He is the only person I know that actually gets this involved with the community and actually reads all the forum posts and provides feedback. Like I personally could never! The amount of time, and patience that would be required to have something of this scale and keep it in tip top shape to ensure thousands of people are happy at once? Like that’s honestly insane, yet bast somehow manages to do it flawlessly. So @bastecklein, I would like to say thank you.Thank you for giving us something that brings us all together, and something that we can all enjoy. To the part of the community that has been here with us and has supported, guided, and provided helpful feedback. Thank you.
I hope this answers some questions you may have!
​If you have any other questions, please comment below and I will do my best to answer!
Posted 11-30-2020 (30th of November)
Update Version: 1.10.0
​
First things first, I apologize for there being any grammar mistakes, am doing this from my phone, and I also don’t like to be too formal because I don’t really see a point of it.
​
Do I need to get rid of Trash and limit the amount of Atmosphere I have?
Atmosphere and Trash have absolutely no negative effects to your colony(as of right now), in fact it’s best to get as much of these two resources as you can. Reason for that being that Trash can eventually be used to make Plastic (Small Recycler) and eventually Plastic and Aluminum as well! (Medium Recycler)Also, if you really wanna boost your the amount of Atmosphere you have, the incinerator ( 2x2 building) produces a TON of atmosphere at the expense of burning away a lot of trash. Atmosphere can be used eventually to create a lot of water which is really useful in some colonies. The Ant Paste Synthesizer consumes trash as well to make Ant Paste.
(Do note, Atmosphere and Trash may effect gameplay negatively in a future update, however as of right now it does not)
(I personally currently have 42.8 Billion atmosphere, and 12.6 Billion Trash)
​
Aluminum! If you have this resource in your world DO NOT use all of it! Save as much aluminum as you possibly can because one it goes away, there’s not another way of making more until you get Alien Tech or you unlock the Medium Recycling Center! Aluminum can also be pricy at times aswell, but with that being said it is also an option to purchase it from the trade market, and also the Uranium Enrichment Facility allows you to purchase some Aluminum in amounts of 100.
​
Uranium Enrichment Facility? This building requires Uranium and Aluminum in order to function. It takes in 1 Uranium and produces 2. Meaning every time the bar is filled you will receive 1 Uranium.
​
Best way to get Civics? The most efficient way of generating high amounts of civics for United Earth is the Imperial Propaganda Office, while the Investment Bank generates more, the IPO is more space, and cost (the second clue for the challenge is a building not looked highly upon for it produces a resource only useful for the government and pubs) efficient considering the IB requires 4 tiles, 5k workers, and a couple thousand resources as well as $2.5M.
​
Best way of generating Research? The most efficient way of generating resource is without a doubt the Center for Artificial Learning. It generates about 1100 Research a second at max worker capacity.
​
What is the Department of Fish Mating Studies & is it Worth it? The DFMS is and was designed to simply be a building to send extra colonists to work without damaging your production lines. It simply just generates Research in amounts of 1 extremely fast while using Money, Rum, and Software. It can hold 5,500 workers, and it is a 3x3 sized building. It isn’t worth it if you have to worry about the resources required to build it, it is simply a job filler.
​
What is Tourism? Tourism is a quick way of earning passive income without the need of consuming a lot of resources. While you do not get resources produced by it you do get money. The amount of Tourists you can support can be found to the right of your Population number and it has the symbol of a colonist wearing a blue shirt, a red hat, and is looking through binoculars. Tourists will come in from the Space Port, and to increase your Tourism capacity, simply build more tourist buildings.
​
How do I get rid of Depression in my colony? In order to cure the depression within your colony simply build more entertainment buildings.
​
How do i cure Fatigue? Fatigue is caused by your colonists having to take too long of a trip in order to get to and from work, entertainment, education, and medical buildings. It is best to keep all of these buildings at an absolute max of 50 tiles, and a preferred max of 25 tiles. This means the path the colonists would have to walk, not a direct route through buildings. (like pac-man)
​
What is Ether and where can I get it? Ether is a resource primarily obtained by the Draconian and Zolarg race, however recently League of Independent States have been granted the ability to obtain it as well. When i say obtain i mean actually produce it from a source. The source can be found on Abandoned Planet and is found by Ether River tiles that have an infinite amount of Ether. This is obtained by building the Worker/Vehicle that can get get the Ether. Ether is used for human races for only two buildings currently, those being the Advanced Cloning Facility, and the Ether Tree Farms. Both buildings are the best for what they both do. (Immigration & Wood)
​
Is it useful to always Group Up my rovers? In most cases yes, however do not group them up if they are harvesting resources because it will slow down the rate at which you get said resources. If the rover is strictly for building, then yes group it up. Also, group if you are experiencing high amounts of lag.
Also, it is best to place a Resource Depot next to the resource you are harvesting (at most one tile away). This way the rovers do not have to take trips back and fourth and can constantly pick up and drop off immediately.
​
Why is Mobile so errr poor quality in some ways?
Well when it comes to this, and it’s from my experience considering I am a mobile player only and I do not actually own a computer. (am using an Iphone 8+) You have to consider the processing power of mobile phones, I mean, think of trying to calculate hundreds of buildings, manage the population, manage new buildings being built, the trees growing over time, the GDP of your colony, and more all at once. While many say this game is poorly optimized for mobile, it honestly is really optimized. While yes it may fry your phone and murder your battery, the fact that it’s possible to run something of this size at all from something in your pocket is insane.
If your colony is lagging horribly it’s best to group up your rovers, limit the number of buildings being built as low as you can, zoom in away from the majority of your buildings, and turn your settings down. With that being said, if you play in a Region you shouldn’t worry too much about lag however if your a single city colony, if you start experiencing lag even though everything i just listed is being done, then unfortunately there’s not much you can do.
​
What are Starships?Starships are another Endgame resource that does not currently really have a use other than for selling it for high amounts of money, I sell about 150k at a time and make a good $10-15 billion. Also, don’t sell it as a contract in the Trade Market unless you are doing it as a way of storage, nobody ever really buys them. If you want to make money, I would sell directly.
​
What is the Regional Bussing Authority? This is a recently added mass transit feauture that is useful simply for Regions only, it allows you to place one of these down in a Regional City that just has Housing & Colonists only, and place one down in an adjacent (right next to) Regional city that just has Jobs, and the colonists will then come from one city to another to work. It does not allow colonists to move from one city to another and stay there, they will only work. From what i have seen, 1 bussing authority transfers 400 colonists to an adjacent city. And as far as i know it is stackable. However in my personal opinion, it is better to just build the Housing and Jobs in the same city.
​
Is there a way to stop babies from being born? Unfortunately there is currently no way from stopping babies from being born within your colony, however there is an policy option granted by building the Hall of Congress that allows you to deport children from your colony.
​
How long does it take for them to grow up? If i am correct, and note i have not confirmed this nor has anyone else confirmed this for me. But it takes 15 minutes for a month to pass by in the game. The aging system is actually based on in game time so they will grow up based upon time, so it might take a good day or so for one generation of kids to grow up and begin working.
​
What are Embassies and are they worth it? Embassies are basically like a friend system, they allow you to build a building that allows a quick way to gift resources and send messages together regardless of if they are talking in global chat or not. Also, if you are human for example, and you get an embassy from a zolarg/draconian race. you will then also get zolarg/draconian colonists as well. and vice versa if your another race. The cross-race system has no benefits or downfalls, it is simply just a for looks or for bragging rights type of thing.
​
Is the arcologies worth it? if you have to ask yourself if it’s worth it even after i describe what they are then they are not, also note, the black/normal arcology consumes less resources than the Fantasy Arcology and has 500 medical slots, 2k education slots, 500 tourist slots, and 10k housing population capacity. However the downfall is it has 7k worker capacity. With the new addition of the sliders allowing you to make it so no one will work in it, it has become more useful if you need more education/medical/entertainment, however the Fantasy Arcology houses 16k people with no jobs or anything else, however it does use resources like Toys, Rum, and Cloth.
​
Is there any way to passively generate Clay without the need of constantly building Clay Mines? Yes! if you build the Ultra Deep Dig site (built by drones) then you will get more alien artifacts as well as some clay over time!
​
Lastly, I just want people to understand this. This game is not something that will be perfect, I mean, it can, and it already basically is. But of course there will always be bugs and issues. That’s just apart of expanding a game. Not to mention that this game isn’t on some million dollar budget, it is made by one, amazing person, someone who makes hundreds of different games, all free to play! Bast is only human, so please do cut him some slack on some things okay...? Yes there are some issues with My Colony, some big, some small. But we gotta take it one step at a time and we gotta help bast, not bombard him with a million problems at once and expect him to fix it all in that moment.
Bast is the only developer I know. He is the only person I know that actually gets this involved with the community and actually reads all the forum posts and provides feedback. Like I personally could never! The amount of time, and patience that would be required to have something of this scale and keep it in tip top shape to ensure thousands of people are happy at once? Like that’s honestly insane, yet bast somehow manages to do it flawlessly. So @bastecklein, I would like to say thank you.Thank you for giving us something that brings us all together, and something that we can all enjoy. To the part of the community that has been here with us and has supported, guided, and provided helpful feedback. Thank you.
I hope this answers some questions you may have!
​If you have any other questions, please comment below and I will do my best to answer!
Posted 11-30-2020 (30th of November)
Update Version: 1.10.0
Since I've noticed that if you buy premium it may not be accessible in another platform of MC, I thought that maybe when you got premium, you would get a bundle of keys for each platform. Then, when you logged on you would be able to insert the key for that platform. Another fix is maybe when you buy premium, it is put on your account as My Colony premium buyer, so when you log on another platform, the game realizes you've bought premium for my colony and gives it to you.
erm, buying premium activates premium for said account and works on every platform.
only exception in a way is steam version, buying steam version does give premium everywhere, but if game wasn't bought on steam you won't get steam version(which is premium only) for free, got to buy it again to have it on steam.
That said, if you did buy the premium on one platform and it didn't transfer to other one you should contact bast or wait for him to see this post I guess so he can help with solving that
only exception in a way is steam version, buying steam version does give premium everywhere, but if game wasn't bought on steam you won't get steam version(which is premium only) for free, got to buy it again to have it on steam.
That said, if you did buy the premium on one platform and it didn't transfer to other one you should contact bast or wait for him to see this post I guess so he can help with solving that
Also, all things ignored entirely...
Premium is not a scam, it's an option one can use to support the developer to make sure he can still keep developing My Colony, and also to let him know possibly where the interest is in his games, despite having a few now.
As someone who enjoys My Colony genuinely, I had no problem essentially getting Premium twice, once for Android, once for Desktop, and then buying it on Steam.
Not to mention, I'm also working on a mod for it. Slowly, but surely.
You don't have to get Premium, in fact, it's entirely unneeded to reaching the end game as any faction (tho the reptilians could use a non-premium patrician's den). And, while you do get some perks for it, it's not a scam. The only platforms that have ever had you "buy one game, get it on all others" is any game on GoG which has the library transferral permission toggled, bought on a supported other platform, and that's about it.
Tho Knucklecracker DID do that with the Creeper World series, those who bought a non-DRM copy of any of the games could recieve it freely on Steam if they politely wrote Virgil about it.
Premium is not a scam, it's an option one can use to support the developer to make sure he can still keep developing My Colony, and also to let him know possibly where the interest is in his games, despite having a few now.
As someone who enjoys My Colony genuinely, I had no problem essentially getting Premium twice, once for Android, once for Desktop, and then buying it on Steam.
Not to mention, I'm also working on a mod for it. Slowly, but surely.
You don't have to get Premium, in fact, it's entirely unneeded to reaching the end game as any faction (tho the reptilians could use a non-premium patrician's den). And, while you do get some perks for it, it's not a scam. The only platforms that have ever had you "buy one game, get it on all others" is any game on GoG which has the library transferral permission toggled, bought on a supported other platform, and that's about it.
Tho Knucklecracker DID do that with the Creeper World series, those who bought a non-DRM copy of any of the games could recieve it freely on Steam if they politely wrote Virgil about it.
I didnt find while searching, but maybe i can ask here:
I forgot my phone unlocked at evening (and while charging, it didnt turn of), then ingame some trouble happend and though the power went out in my colony, over night all people died.
Now, i have no colonists left. And there is noone immigrating on my landing pads.
Is there a way to get new colonists to my ghost town?
Thx
I forgot my phone unlocked at evening (and while charging, it didnt turn of), then ingame some trouble happend and though the power went out in my colony, over night all people died.
Now, i have no colonists left. And there is noone immigrating on my landing pads.
Is there a way to get new colonists to my ghost town?
Thx
I have the same problem, except mine won't fix itself. I received the premium from the event, and premium does indeed work on the Android version. However I prefer to use the desktop version, when I logged into my account on that platform the premium doesn't work. Every time I click my account on the hidden tab the game immediately crashes whether the game is loaded or on the main menu.
It's as if the account function is broken on the desktop version by the windows store.
I've played from the start to independence and still premium won't work on that platform.
Edit: The online native client works, as does the ape apps launcher, but the version from the windows store still doesn't allow premium.
It's as if the account function is broken on the desktop version by the windows store.
I've played from the start to independence and still premium won't work on that platform.
Edit: The online native client works, as does the ape apps launcher, but the version from the windows store still doesn't allow premium.
Have you tried the version from the Ape Apps store on this site? You can install the Ape Apps Launcher, sign in, and any games you have bought premium for will register it when they are installed.
Also, if you still have the *.amk file you can still make sure your account has premium. Just go here: https://accounts.ape-apps.com/myaccount.php
Scroll down and you can see what apps have premium or don't and you can add the amk file (if you have it) to apply it if premium doesn't show.
@Bastecklein - might need some dev help for him with premium if he can't figure out the premium.
Also, if you still have the *.amk file you can still make sure your account has premium. Just go here: https://accounts.ape-apps.com/myaccount.php
Scroll down and you can see what apps have premium or don't and you can add the amk file (if you have it) to apply it if premium doesn't show.
@Bastecklein - might need some dev help for him with premium if he can't figure out the premium.
I recently purchased premium on IOS (because I had some gift card money in my iTunes account) after reading that premium is activated on all devices with your account. However, none of my other devices have been activated with premium and the iOS version of premium My Colony is bugged and unusable. I posted this on tech support to find absolutely no help, so... DON’T BUY PREMIUM, it does nothing.
Traloach said:I downloaded free Pdf Scan.
Then I purchased Pdf Scan Premium.
How do I know that I have premium version as when it loads it does not indicate it is the premium version.
Also when I view my ms account I see my order details but no option to download it.
The Premium is not a separate download, it unlocks all of the features in the regular download. You will know that it is unlocked because the app will not have any advertisements in it, and all of the features you see will work without giving you a popup notice saying they require premium.
Recently purchased premium key. Activated on Win7 native client and Samsung S7 android v 7.0. Have recently not been able to play at all on phone ( eternal load screen ). Whilst on Pc client will load and i can play offline but cannot start an online game. Nor do online features of the game work in my one online colony. It seems to me that i may have triggered autobanner while trying to fix the mobile version ( i didnt know the premium key had a limited number of " charges " thus may have activated twice on phone ) Wondering if there is any way to confirm? Also if i can appeal said ban. I really love this game and i recommend it as often as i can. Any assistance would be awesome If error logs or screenshots will help pls lmk.
So I quit playing my colony for about 8 months had premium and I just got back into it went into creative cause I lost my saves and it wouldn't let me because it said I didnt have premium but I bought it back then I wanna cry this game Is so good
Oh, didnt know. Nice artwork then. Ill be sure to look into contributing art for this after i finish the artwork for my lighted road and high atmosphere pressure terraforming ideas. I mentioned the idea of building platforms a while back too but it didnt catch on.
Okay then I suggest you to read the update notes he never sadi that there is storage for ore... he will add storage for some ressources that still dont have that but didnt do it yet...this isnt even a bug
Here you go if you're lazy
That was v0.5 and as you can see he didnt talk about storage in 0.51 (implementation of them)
edit: mb just rushed my ctrl+f he will do it later and that is said in v0.51
Here you go if you're lazy
That was v0.5 and as you can see he didnt talk about storage in 0.51 (implementation of them)
edit: mb just rushed my ctrl+f he will do it later and that is said in v0.51
so I downloaded the Patch today seperatly (bc the click to install thing didnt worked)
First my New Colony was freezing pretty fast
than I stopped all Vehicles and set them to build again, ->it seemed to work, but than i found that all my Buildings are set but noone is working in them
Win 7 x64
My other big Colony i was unable to play because the game didnt saved on the .exe one i swiched to Chrome what seemed to work, but i cant backup it. now getting this error: (Sry german)
Diese Website ist nicht erreichbar
Die Webseite unter blob:https://www.apewebapps.com/somehexnumbers... ist möglicherweise vorübergehend nicht verfügbar oder wurde dauerhaft an eine neue Webadresse verschoben.
ERR_INVALID_RESPONSE
->short form page isnt available
Colony names: New Eden and Mos Iceley
Also When game is not Saving or Freezing what I Build is gone but the resources i Send to this Colony or the resources to build this buildings are gone too
First my New Colony was freezing pretty fast
than I stopped all Vehicles and set them to build again, ->it seemed to work, but than i found that all my Buildings are set but noone is working in them
Win 7 x64
My other big Colony i was unable to play because the game didnt saved on the .exe one i swiched to Chrome what seemed to work, but i cant backup it. now getting this error: (Sry german)
Diese Website ist nicht erreichbar
Die Webseite unter blob:https://www.apewebapps.com/somehexnumbers... ist möglicherweise vorübergehend nicht verfügbar oder wurde dauerhaft an eine neue Webadresse verschoben.
ERR_INVALID_RESPONSE
->short form page isnt available
Colony names: New Eden and Mos Iceley
Also When game is not Saving or Freezing what I Build is gone but the resources i Send to this Colony or the resources to build this buildings are gone too
Hi,
I've got an online game with the Zolarg Empire. I just spent most of my money and Civics creating an embassy from one of my other games to this one. I confirmed everything worked, saved, reloaded to ensure people actually started working there and didnt show as homeless, and saved again. I exited the Zolarg game and returned later. I placed a single Unholy Diamond Spawer on the map, and attempted to save. This time, it didnt save. It tried for about 30 minutes, but could not save. I exited the game and restarted the phone, only to find it stuck at "Restoring Data". I tried this several times with the same result. I tried several local test colonies with the same result. It wasnt until I tried an online game that it loaded, and all of my local games began loading as well afterwards. My Zolarg game will not restore though. I may be mistaken, but it doesnt appear to be getting any info from the cloud, or perhaps it isnt connecting to the cloud. Any assistance is appreciated. I've got a Note 8.
I've got an online game with the Zolarg Empire. I just spent most of my money and Civics creating an embassy from one of my other games to this one. I confirmed everything worked, saved, reloaded to ensure people actually started working there and didnt show as homeless, and saved again. I exited the Zolarg game and returned later. I placed a single Unholy Diamond Spawer on the map, and attempted to save. This time, it didnt save. It tried for about 30 minutes, but could not save. I exited the game and restarted the phone, only to find it stuck at "Restoring Data". I tried this several times with the same result. I tried several local test colonies with the same result. It wasnt until I tried an online game that it loaded, and all of my local games began loading as well afterwards. My Zolarg game will not restore though. I may be mistaken, but it doesnt appear to be getting any info from the cloud, or perhaps it isnt connecting to the cloud. Any assistance is appreciated. I've got a Note 8.
Vas said:Invincible; You don't understand the concept of professionalism. I didn't say turn it into a triple A game. Behave according to a code of conduct. Mute, kick, ban trolls from the chat. Install a system of censors if you want the chat to be safe for children, so you don't have people teaching 15 year old kids to tell people to "fuck off cunt". The exact words spoken to me by someone I believe is 15 there.
How is asking if the game has a pause button impolite? The first response I got was rude as hell.
Having an always networked chat running that I couldn't disable was the reason I mentioned I might not purchase the game. Which you guys took as some horrible attack, and then I stated the chat got stuck and i could no longer play the game in which the second response was also rude. You want to claim that I was the rude one?
You shouldn't be sitting there in a game chat thats always open for all players, shitting on people's views. Calling them libtards. Attacking people who don't view the world the same way you do. The game has nothing to do with real world politics, so don't bring your political bullshit into the game. Take it to a new channel, a politics channel, where people can optionally go if they want to.
EDIT: I see that Invinc edited his message to remove two paragraphs, but I'm not gonna hide my response to it.
There were more than 2 paras <_<
anyway, re-edited the pot to include the Original post. didnt see that bast had already replied, and i didnt want to speak after him
Hello,
I purchased the premium version of the game quite some time ago, and got some games with the premium buildings built and rotated. However I have a problem: I deleted my Google play account and performed a factory reset, but being unable to reconnect the Google play account whom I purchased the game with to my colony, I am unable to continue building premium structures and rotating buildings, after I reinstalled the game. ( All the maps were saved on my address card ).
Is there a possibility to get the premium version back without buying it again?
Thanks in advance
I purchased the premium version of the game quite some time ago, and got some games with the premium buildings built and rotated. However I have a problem: I deleted my Google play account and performed a factory reset, but being unable to reconnect the Google play account whom I purchased the game with to my colony, I am unable to continue building premium structures and rotating buildings, after I reinstalled the game. ( All the maps were saved on my address card ).
Is there a possibility to get the premium version back without buying it again?
Thanks in advance
So I have premium
I did not buy it
It kinda doesn’t work but still why is it here
Steps to replicate
1. Not play for like 3 months
2. Go to China
3.Play it cuz it is not restrained by China
4. Realize you can get checkered pavement
5. Try out Creative cuz u has premium
6. Loads up old colony image, nothing working
7. Try again, then black screen
8. And again
So why do I even have premium?
Probably spelled premium wrong the whole time
Plz help
I be confused
IPad Pro, 2 years old uhhhm idk processor
17 March 2018 Shanghai Time
0.59.0
I did not buy it
It kinda doesn’t work but still why is it here
Steps to replicate
1. Not play for like 3 months
2. Go to China
3.Play it cuz it is not restrained by China
4. Realize you can get checkered pavement
5. Try out Creative cuz u has premium
6. Loads up old colony image, nothing working
7. Try again, then black screen
8. And again
So why do I even have premium?
Probably spelled premium wrong the whole time
Plz help
I be confused
IPad Pro, 2 years old uhhhm idk processor
17 March 2018 Shanghai Time
0.59.0
bastecklein said:ssj2071 said:I recently bought the premium version of My Colony on my iPhone SE and I just logged in to my ape apps account of the Facebook version of the game via Facebook, but the premium mode didn't carry over. If anyone could please help me with this issue, I would be grateful.
I fixed your account, it should work now. For some reason the premium flag did not get triggered, maybe there was a connection issue at the "moment of truth".
Thanks, and yes, it shows up now, it's just that when I logged in on Facebook yesterday right before this post, I had already been playing on premium mode for almost a week on my iPhone before I logged in on the Facebook version. But I just logged in on the Facebook version just now and it shows up this time. Thanks again, bastecklein.
Okay so I updated from v0.75 to v0.76 and my premium has disappeared. The account manager page recongizes that i have premium ( http://prntscr.com/lla71j ) but I don't have premium ingame. ( http://prntscr.com/lla7ex )
I purchased the steam version if that helps. ( http://prntscr.com/lla81a )
Is there any way I can get premium back?
I have restarted the game, and relogged. I even reinstalled the game.
I purchased the steam version if that helps. ( http://prntscr.com/lla81a )
Is there any way I can get premium back?
I have restarted the game, and relogged. I even reinstalled the game.
hi123456789 said:Okay so I updated from v0.75 to v0.76 and my premium has disappeared. The account manager page recongizes that i have premium ( http://prntscr.com/lla71j ) but I don't have premium ingame. ( http://prntscr.com/lla7ex )
I purchased the steam version if that helps. ( http://prntscr.com/lla81a )
Is there any way I can get premium back?
I have restarted the game, and relogged. I even reinstalled the game.
Sorry, I had accidentally uploaded the wrong build to Steam :-/
I have uploaded the correct one and the update should be coming presently.
I bought premium via the website/PayPal. Got the key, can play on with premium the web version. Can't seem to apply the key to my iOS app, and can't get my online cloud save to load in the iOS app either.
I did have another game going before I purchased the key on the iOS app, however. I started a new file to try out regions after purchasing the premium key.
Can anyone help with applying premium key to the iOS app?
I did have another game going before I purchased the key on the iOS app, however. I started a new file to try out regions after purchasing the premium key.
Can anyone help with applying premium key to the iOS app?
I recently purchased premium on IOS (because I had some gift card money in my iTunes account) after reading that premium is activated on all devices with your account. However, none of my other devices have been activated with premium. What should I do?
@Kaymcray Thank you for the suggestions. It helps a ton when deciding what to add to the game, and this all seems pretty easily implementable.
As for what comes with Premium, I did not put any of the initial content behind the premium "wall," so the only thing Premium does right now is allow you to get the "free money" from the banking tab without having to watch a video (ad removes the banner advertising). The intention is to continually add new jobs/educations/houses/etc, some of which will be premium. Premium items will be clearly labeled as such.
As for what comes with Premium, I did not put any of the initial content behind the premium "wall," so the only thing Premium does right now is allow you to get the "free money" from the banking tab without having to watch a video (ad removes the banner advertising). The intention is to continually add new jobs/educations/houses/etc, some of which will be premium. Premium items will be clearly labeled as such.
There is no direct way to become a premium member of the forum. The only members who are premium are those with an Ape Apps Gold account (from https://accounts.ape-apps.com) who get premium on every Ape Apps product across the board.
By the way, there are no benefits on the forum for being a premium member, it's the exact same experience either way!
By the way, there are no benefits on the forum for being a premium member, it's the exact same experience either way!