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These are just a few ideas that may be obvious things that bast has already decided he will implement, but hopefully some of these ideas may help. And Before you start blasting me about how bast won't ever put a pvp element into my colony, you should check the updates and announcements page under update 75, since bast includes the possibility of a pvp element with federations.
The ideas below represent an entire concept when applied together. This is how I would implement pvp between federations in my colony, but like all of my other concept ideas, it's mainly here to present new thoughts to the developer on how certain concepts could come together, and I don't expect him to just take this entire concept and put it in the game.
First off, I think that any pvp feature should be optional, just as bast said. But I do think that there should be some risk involved with enabling pvp and joining in federation wars/rivalries. I don't think that the risk should be catastrophic, but being attacked by someone else should come with some major disadvantages.
I think that in order for a rivalry/war between two federations to continue, a certain percentage of the federation should be regularly and actively involved. This way, people have to be actively participating in the rivalry in order for it to continue, so time and effort would need to be put in. While a rivalry is going on, all colonies in those federations are given buffs that increase income and production speeds of certain resources, so a rivalry would be good for business, as it also is in real life.
However, those that chose not to participate in a rivalry will not benefit at all from any benefits that come about by attacking enemy colonies, only active colonies do. This way there will be no freeloaders. I also think that there should be a cooldown timer that forces players to remain pvp active for a while after they've attacked another colony. This way colonies can't attack other colonies and then quickly disable pvp mode to avoid retaliation. However, if you accidentally enable pvp and haven't attacked anyone, you can immediately disable pvp. I also think that each colony should only be able to have one debuff affecting them at a time, but they could have multiple buffs in effect. Any further attempts to double-debuff an enemy would result in the attacker wasting a debuff chance and using resources that they could have used on another target.
Now, here comes a system of buffs and debuffs that I think would fit the pvp feature nicely. With these status effects, each colony could specialize in a certain kind of attack, or take on a certain support role in a rivalry, thus adding a bit of an rpg element to this system, but shouldn't need to get too in depth or complex with it. Below is a system of classes, point systems, and buffs and debuffs that a player can cast on other friendly or enemy colonies. Bear in mind that in order to receive a buff or debuff, you need to be in pvp mode. All buffs and debuffs require certain buildings in order to be unlocked and improved, and the best status effects require more complex buildings.
There would also be four different scores attributed to each colony that tell what kind of contribution that colony makes to the war effort and what their specialty/class is. Each class would be specified by a certain building, and only one of six of these buildings can be constructed at once in a colony. Whichever building is built determines the war class of the colony and what it specializes in. The buildings can be upgraded in tiers, giving more and more unique advantages for each tier, but also becoming more expensive. The classes are as follows:
A vanguard heads straight in and attacks the enemy headlong, splitting their focus between offense and defense. They can be capable attackers and defenders, but would more often than not pose as a distraction to the enemy, spreading their attacks and defenses onto multiple colonies at once with the splitter cast, and protecting themselves with the feedback loop cast. They focus on collecting offense and defense points.
Unique advantages: the vanguard's unique advantages focus on reducing the durations of all debuffs that they are targeted with, reducing buff/debuff cooldowns, increasing the amount of targets that a vanguarde can hit with the splitter cast, and on the highest tier, enabling the vanguard to attack an enemy and "taunt" them, thus forcing them to target the vanguard for their next attack. The taunt can also be used in combination with splitter to affect multiple enemies, forcing them all to wait on each other to take turns attacking the same vanguard before they can target another colony.
An empowerer is good at preparing their allies for an initial attack on an unsuspecting enemy. The buff their allies to strengthen them for the battle to come, and they join the ranks of vanguards in attacking and distracting the enemy. The Empowerer can counter some debuffs with buffs, but it proves to be a very inefficient counterer and can easily be picked out by an assassin if it causes too much bother in the heat of battle. It's best for this class to do all of it's buffs before battle and save the debuffs until the heat of battle. An empowerer will rack up offense and utility points, with relatively few defense points.
Unique advantages: The empowerer's unique abilities focus on buff potency, the amount of targets that splitter can reach, duration reduction to any debuffs that it experiences. And on the highest tier buildings, Empowerers gain a 1 in 5 chance to apply a buff to themselves automatically if they cast that same buff onto an ally without negating a debuff or being negated by a debuff. This allows the Empowerer to easily empower themselves while they are empowering other colonies in preparation for a battle, but doesn't help the empowerer during the heat of battle.
An assassin makes calculated strikes. Their attacks are very potent and can be made even more potent thanks to the charge cast. They are often supported by vanguards that strike before the assassins to get the initial attention from the enemies. They need not worry about protecting themselves in battle because of this. Even if they are attacked, they can retaliate quickly by using the dimensional reflection buff, thus giving their enemy a taste of their own medicine. An assassin can be good at countering buffs with debuffs, but not as effectively as they can attack an unprotected enemy. This class will have mostly offense points, with a little bit of silencer points as well.
Unique advantages: the Assassin's unique advantages focus on debuff potency and cooldown, dimensional mirror cooldown and cost reduction, increased potency and decreased cooldown on a buff affected by the charge cast, and on the highest tier, giving the assassin the ability to attack an enemy with an "evasive" attack, thus forcing the enemy to not be able to retaliate against the assassin for a certain amount of time. The enemy can target other colonies during that time though, just not that particular assassin.
The counterer focuses on offense and defense. They use their casts to negate a buff or debuff. They use the splitter and feedback loop buffs to cast negating buffs and debuffs onto themselves and other allies. The assassin might target a counterer with a potent attack at just the right time, during the counterer's cooldown time, if the counterer becomes a bother to it's enemies. So learning when to take action to help your allies and when let up for a while to lose attention from enemy colonies is a must for this class. The counterer gains equal amounts of defense and silencer points.
Unique advantages:The counterer's unique advantages focus on cooldown and resource cost reduction to all buffs and debuffs, increasing the amount of extra targets that splitter can give you, and on the highest tier, a counterer can "silence" an enemy, preventing them from attacking or defending any target for a duration, if they successfully negate that enemy's debuff or buff. The silence effect has a 1 in 5 chance of happening for each successful counter.
The healer is solely a supporter and defender, defending colonists by negating debuffs with their buffs and using buffs on allies just as utilities to boost their performance. The healer gives potent buffs and defenses to other players and is the pillar that holds up the federation in the war. They can use the charge cast to further increase the potency of a buff, which they would use to further strengthen allies. Assassins will target these the most to slow them down so the enemy will be without support, and counterers can also silence Healers by negating their buffs with debuffs. But healers are really good at empowering all of the other classes, which in turn will retaliate if one of their healers is attacked. The healer focuses on collecting defense and utility points.
Unique advantages: The healer's advantages focus on buff potency and cooldown, increased potency and decreased cooldown effects of the charge buff on all buffs, and on the highest tier, if they successfully counter a debuff with a buff, that buff's cooldown is reduced by 75%, allowing them to deal large amounts of counters in rapid succession as long as their buffs aren't re-countered/negated by an enemy.
The Commando is like an empowerer in that it buffs allies in preparation for battle, but instead of joining in the frontline assault like empowerers, commandos hide under cover of distraction and take out enemy defenses with tactical casts. They are extremely efficient with countering buffs with debuffs, yet they can't defend allies against debuffs. The commando is the hardest class to play as their position on the battlefield is an awkward one. And while they are really good at ripping enemy defenses away and preparing allies for battle, they themselves can't directly attack or defend anyone. Only choose this class if you're experienced with the pvp feature and your federation needs people of this class, otherwise you'll find yourself having a really bad experience with the pvp element.
Unique advantages: The commando looses the ability to buff people that are already affected with a debuff and the ability to debuff an enemy that's not protected by a buff, and debuff potency and duration is set to 0 so that if a commando successfully negates a buff, the debuff doesn't affect the enemy as an attack like it regularly would. This forces the commando into it's role turns debuffs solely into a means of breaking defenses instead of attacking directly. The commando also gets cooldown reduction to all debuffs, buff potency, increased splitter targets, and on the highest tier structure, the commando has a 1 in 5 chance of completely removing a buff or debuff's cooldown after casting it successfully. This means that the commando can hit many more targets than any other class in a period of time, allowing it to somewhat carpet-bomb enemy defenses or empower massive amounts of allies before the battle.
Major Benefits in participating in PVP: As factions war against each other, the colonies contributing to the war effect will share in the spoils of war. In order for Federations to start a war, both Federations must fromt a certain amount of money, and then each week after that start of the war, that same amount of money must be paid by each federation. Each week, a tally would be taken of how many successful attacks and counters were dealt by each federation. Both numbers are added together to get the Federation's battle score, and the federation with the highest score wins all of the money from all participating federations for that week. This can be used in a free-for-all war that includes multple federations as well as just a regular rivalry between two federations, and the war can continue as long as the federations want it to continue, provided they have enough money to put forward. The winning federation is required to split the winnings among it's participating colonies, but how much a percentage of the win that it keeps to itself is optional. Just bear in mind that nobody will participate if there is not a big enough reward.
Debuffs:
Benefits of debuffing enemies: When you debuff an enemy that doesn't currently have any status effects without being negated, you permanently gain a small amount of potency towards the debuff you casted and you get offense points that go to your offense score, which can be seen by other members of your federation. If you successfully negate a buffed enemy with a debuff, you gain silencer points towards your silencer score that other members can see and you permanenty gain a very small percentage chance of not being negated each time you cast a debuff or buff, even if your buff or debuff was countered correctly by a defending enemy(this also applies to buffs/debuffs casted with feedback loop). Finally, if you successfully negated a buff or debuff that negated your original buff/debuff on the same enemy, you will gain 2x silencer points and you get 2x more percentage added to your negation-block chance.
Brownout: Forcefully syphon energy from your enemy to temporarily add to your power capacity. Is negated by the Syphon buff but can negate the repair nanites buff. Casting this debuff successfully without having it negated will permanently add a 2% increase to the caster's power capacity that scales with their power capacity.
Category: Techno-warfare
EMP Blast: Blast your enemy with EMP waves that temporarily damage power producing buildings, causing a complete power blackout. the effects of the emp blast are shorter in duration than the brownout, but cannot be countered by simply increasing power production like brownout could. Negates the Syphon Buff but is negated by the repair nanites buff. Successfully casting this debuff without negation would award the caster with a permanent 2% faster build speed on all power producing buildings.
Plague: Inflict an enemy with a nasty plague that lowers the health of it's colonists over time. By treating the population of that colony like guinea pigs, you gain a boost towards research production. A plague will never kill a colonist directly, the lowest that a plague would bring a colonist would be 5%. This is avoid any colony from dying out because of warfare. Negated by the healing nanites buff but negates the probiotic bursts buff. Successfully casting this buff without negation will grant the caster a 2% increase in build speed of hospitals and scientific structures.
Famine: Target your enemy's food supply and reduce the amount of food they produce for a time. Negated by the probiotic bursts buff but negates the healing nanites buff since people can't heal without eating food. Successfully casting this buff without negation will grant the caster a permanent 2% increase in food storage.
World eater: You release a rare silicon-based life form that eats stone and metal into your enemy's colony. The creature quickly reproduces and infests all of the enemy's ore mines, viciously attacking the miners.. The enemy suffers a substantial reduction in production rates from any structure that relies on holes in the ground, including excavation sites, core mines, regolith extraction co.s, fracking plants, etc. The world eaters are trained to build storehouses for the ore they collect and share it with their masters. Successfully casting this debuff without having it negated will permanent multiply the attacker's total storage capacity for raw resources by 1.02, thus adding an extra 2% capacity in relation to the capacity they already have. This scales with resource capacity and applies to all resources that come from the ground, including alien arts, ore, gold, ura, alu, rego,
Category: Geo-warfare
Tectonic disruption: Pummel your enemy with earthquakes that make working in tall buildings extremely hard. The target suffers reduced work productivity depending on how potent your attack is and can't build or destroy any buildings during the duration of the debuff. Successfully casting this buff without negation will grant the caster 2% faster construction of any structure that classifies as a tall building.
Category: Geo-warfare
Splitter: A very costly and high tech buff that allows you to direct your buffs and debuffs toward two targets at once. In order to successfully target two allies/enemies with a particular status effect, you need to cast splitter on both targets in rapid succession(casts are no more than 5 minutes apart), otherwise the splitter buff/debuff would be wasted on only one target and the caster would have to wait the long cooldown in order to cast it again.
Category: Offensive Warfare
Malicious Sanctioning campaign: you target an enemy with a campaign to invite it's population to immigrate to your colony, thus leaching population away from them. Requires tons of civics to cast and a colony would have to be well established in order to have access to this attack and would need to have tons of space for new colonists. Negated by the repopulate buff but negates the Friendly sanctioning buff. Once a caster's housing space is filled up, the campaign will be ended, thus avoiding any homeless people. Successfully casting this debuff without running out of housing space or being negated will grant the caster a 2% increase in build speeds on all housing structures.
Category: Political Warfare
Purge: Purge your colony of any overly complacent colonists, forcing them to immigrate to your enemy. These colonists will immigrate to the enemy regardless of whether they have housing room or not. If the enemy doesn't have housing room, the immigrants because homeless and detract from their happiness score. This buff requires a lot of civics and would have a huge cooldown. Successfully casting this debuff would grant the caster a 2% increase in build speeds for all tourism structures.
Category: Political warfare
Blockade: Block and enemy's trade via gbt and all import/export/immigration buildings other than the Stargate. is negated by the subspace detour buff but negates the hyperspace transport buff. Requires starships to cast. During the blockade, the prices of all of the import/export stuctures besides your highest tier import/export building(stargate for humans) are reduced by 20% and the rewards gain from the exports are increased by 20%
Category: Economic Warfare
Subspace disruption: Disruption your enemy's Stargate connection, rendering their most advanced immigration and trade building useless. Negates the subspace detour buff but is negated by the hyperspace transport buff. During a disruption, your highest tier import/export building gains a 20% import price reduction and a 20% export reward increase.
Category: Economic Warfare
Buffs:
Benefits of buffing allies: There are good benefits to turning your colony unto a support colony that buffs it's allies. When you successfully negate a debuff, you permanently gain a small amount of resistance to the debuff that you negated, and you get defense points that go to your overall defense score that other members can see. When you cast a buff onto an ally while they aren't affected by any status affects, then you gain points towards your utility score, which other members can see as well, and you gain a potency increase to that buff.
Syphon: You temporarily sacrifice a portion of your power to add to an ally colony's power levels. Designed to negate the brownout debuff as long as the caster has enough extra power to successfully supplement that colony's needs as well as the extra demand for power that the brownout debuff adds. Unfortunately, the emp burst debuff negates this buff.
Category: Techno-warfare
Repair nanites: sends a swarm of nanites to repair any damage in an ally's technology caused by an EMP blast, immidiately negating the debuff. The brownout debuff destroys these nanites as the high electric demand causes electronics to overheat, vaporizing the nanites as they try to fix the damage. One side effect of getting hit with this buff is that they repair damage caused by other means, thereby repairing building infrastructure by a significant percentage.
Category: techno-warfare
Healing nanites: you send a swarm of healing nanites to an ally colony to heal it's occupants. Completely negates the plague debuff, but is negated by the dyson sphere debuff. Hospitals also heal sick colonists faster depending on buff potency.
Category: Bio-warfare
Probiotic bursts: gives an ally colony rapid food production for some time. This buff requires a large amount of food and water to charge, but when casted onto an ally colony, it releases massive clouds of genetically modified probiotics in the atmosphere, which help crops grow fast. negates the dyson sphere debuff, but is negated by the plague debuff.
Category: Bio-warfare
Ultrasonic resonance: Blast your ally with ultrasonic waves that purify the earth of any world eaters. Obviously this counters the world eater debuff. The resonance shakes ores and minerals loose from the rocks for easier collection. This adds a significant boost to production in all buildings that rely on holes in the ground. However, this buff does nothing against the tectonic disruption debuff.
Category: Geo-warfare
Cryonic infusion: calm an ally's planet down with the freezing power of cryo-science. Negates tectonic disruption, but world eaters are impervious to the extreme cold. The severe cold causes blue crystalline to grow on the surface of the planet, no matter what planet it is, and there is a percentage chance for each lava tile on a lava map to instantly turn into obsidian. Both of these benefits depend on buff potency.
Category: Geo-warfare
Repopulate: you sacrifice a portion of your population to save an ally from dying off by repopulating their colony. No resource or tech requirements. Not designed to negate any debuff, but designed to prevent any colony from dying off. This is a very low tier buff, and would be the first buff to be unlocked, so it really shouldn't be possible to kill off an enemy colony to where they can't recover, since they could always get reinforcements from allies. In fact, I could see some colonies specializing in this buff by increasing their population size way beyond their population requirements. Negates the sanctioning campaign debuff but people won't want to move to that colony if it been afflicted by a purge from another colony.
Category: Political Warfare
Friendly Sanctioning campaign: Help your ally by welcoming all of their homeless into your colony. The buff only stops when either the caster runs out of housing or the target runs out of homeless. negates the Purge debuff but is negated by the Malicious sanctioning debuff.
Category: Political Warfare
Subspace detour: Allow your ally to connect to your gbt via their stargate, thus allowing them to make trades. This negates a blockade debuff, but is negated by the subspace disruption debuff. Side effects from this buff include a reduced cost in civics for each gbt transaction and the reduction of cost and increase of reward from importing/exporting from the stargate or highest tier import/export building, depending on buff potency.
Wormhole: You create a wormhole above your planet that links to a wormhole above your allie's planet. Because of this, allies can travel more effectively without the need of a stargate. Negates subspace disruption but is negated by blockade. Has the same effect on gbt as subspace detour, but applies the cost and benefit modifiers to every tier other than the top tier import/export building.
SOS: This buff can only be applied to the colony casting it. It's basically a cry for help. Other allies can see a list of SOS reports for their federation and see the colony being attacked and identify the attacker. Afterward they can proceed to buff their ally in danger, or retaliate against the attacker with a debilitating debuff. There is no requirement or cost to cast this buff, you just have to have a communications device, consulate, or capital.
Category: Defensive Warfare
Feedback loop: Can only be applied to the caster, casting requires large amounts of power and the tech required with be pretty high to unlock this buff. Once this buff is casted, the caster can target themselves once with any buff, essentially being able to defend themselves instead of having to rely on another colony for counters. The feedback loop would come with a large cooldown, so the caster would have to choose wisely on.
Category: Defensive Warfare
Dimensional reflection: Reflect a buff or debuff back onto an enemy or ally, thus negating any effect on the caster completely and immediately. A high tech and a lot of resources required to cast this buff and comes with a long cooldown. This buff doesn't prevent an attack, you have to cast this buff during when you are experiencing a buff or debuff.
Category: Defensive Warfare
Charge: cast this buff before casting another buff or debuff to multiply the potency by 5. This also increases the cooldown of the buff being affected by 5. The most expensive buff in the game and comes with the highest cooldown.
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Now with all of that out of the way, I want to remind everyone that I'm not expecting this whole beast of a concept to be plopped into the game. I hope that bast at least takes a consideration of the concept and uses pieces and parts from it, but I mainly just want to see the game grow to become more popular and hopefully some of my ideas play a part in making that happen. I will be making changes to this post to constantly refine it based on what I learn about what is feasible to do and what bast's plans are, so stay tuned.
The ideas below represent an entire concept when applied together. This is how I would implement pvp between federations in my colony, but like all of my other concept ideas, it's mainly here to present new thoughts to the developer on how certain concepts could come together, and I don't expect him to just take this entire concept and put it in the game.
First off, I think that any pvp feature should be optional, just as bast said. But I do think that there should be some risk involved with enabling pvp and joining in federation wars/rivalries. I don't think that the risk should be catastrophic, but being attacked by someone else should come with some major disadvantages.
I think that in order for a rivalry/war between two federations to continue, a certain percentage of the federation should be regularly and actively involved. This way, people have to be actively participating in the rivalry in order for it to continue, so time and effort would need to be put in. While a rivalry is going on, all colonies in those federations are given buffs that increase income and production speeds of certain resources, so a rivalry would be good for business, as it also is in real life.
However, those that chose not to participate in a rivalry will not benefit at all from any benefits that come about by attacking enemy colonies, only active colonies do. This way there will be no freeloaders. I also think that there should be a cooldown timer that forces players to remain pvp active for a while after they've attacked another colony. This way colonies can't attack other colonies and then quickly disable pvp mode to avoid retaliation. However, if you accidentally enable pvp and haven't attacked anyone, you can immediately disable pvp. I also think that each colony should only be able to have one debuff affecting them at a time, but they could have multiple buffs in effect. Any further attempts to double-debuff an enemy would result in the attacker wasting a debuff chance and using resources that they could have used on another target.
Now, here comes a system of buffs and debuffs that I think would fit the pvp feature nicely. With these status effects, each colony could specialize in a certain kind of attack, or take on a certain support role in a rivalry, thus adding a bit of an rpg element to this system, but shouldn't need to get too in depth or complex with it. Below is a system of classes, point systems, and buffs and debuffs that a player can cast on other friendly or enemy colonies. Bear in mind that in order to receive a buff or debuff, you need to be in pvp mode. All buffs and debuffs require certain buildings in order to be unlocked and improved, and the best status effects require more complex buildings.
There would also be four different scores attributed to each colony that tell what kind of contribution that colony makes to the war effort and what their specialty/class is. Each class would be specified by a certain building, and only one of six of these buildings can be constructed at once in a colony. Whichever building is built determines the war class of the colony and what it specializes in. The buildings can be upgraded in tiers, giving more and more unique advantages for each tier, but also becoming more expensive. The classes are as follows:
A vanguard heads straight in and attacks the enemy headlong, splitting their focus between offense and defense. They can be capable attackers and defenders, but would more often than not pose as a distraction to the enemy, spreading their attacks and defenses onto multiple colonies at once with the splitter cast, and protecting themselves with the feedback loop cast. They focus on collecting offense and defense points.
Unique advantages: the vanguard's unique advantages focus on reducing the durations of all debuffs that they are targeted with, reducing buff/debuff cooldowns, increasing the amount of targets that a vanguarde can hit with the splitter cast, and on the highest tier, enabling the vanguard to attack an enemy and "taunt" them, thus forcing them to target the vanguard for their next attack. The taunt can also be used in combination with splitter to affect multiple enemies, forcing them all to wait on each other to take turns attacking the same vanguard before they can target another colony.
An empowerer is good at preparing their allies for an initial attack on an unsuspecting enemy. The buff their allies to strengthen them for the battle to come, and they join the ranks of vanguards in attacking and distracting the enemy. The Empowerer can counter some debuffs with buffs, but it proves to be a very inefficient counterer and can easily be picked out by an assassin if it causes too much bother in the heat of battle. It's best for this class to do all of it's buffs before battle and save the debuffs until the heat of battle. An empowerer will rack up offense and utility points, with relatively few defense points.
Unique advantages: The empowerer's unique abilities focus on buff potency, the amount of targets that splitter can reach, duration reduction to any debuffs that it experiences. And on the highest tier buildings, Empowerers gain a 1 in 5 chance to apply a buff to themselves automatically if they cast that same buff onto an ally without negating a debuff or being negated by a debuff. This allows the Empowerer to easily empower themselves while they are empowering other colonies in preparation for a battle, but doesn't help the empowerer during the heat of battle.
An assassin makes calculated strikes. Their attacks are very potent and can be made even more potent thanks to the charge cast. They are often supported by vanguards that strike before the assassins to get the initial attention from the enemies. They need not worry about protecting themselves in battle because of this. Even if they are attacked, they can retaliate quickly by using the dimensional reflection buff, thus giving their enemy a taste of their own medicine. An assassin can be good at countering buffs with debuffs, but not as effectively as they can attack an unprotected enemy. This class will have mostly offense points, with a little bit of silencer points as well.
Unique advantages: the Assassin's unique advantages focus on debuff potency and cooldown, dimensional mirror cooldown and cost reduction, increased potency and decreased cooldown on a buff affected by the charge cast, and on the highest tier, giving the assassin the ability to attack an enemy with an "evasive" attack, thus forcing the enemy to not be able to retaliate against the assassin for a certain amount of time. The enemy can target other colonies during that time though, just not that particular assassin.
The counterer focuses on offense and defense. They use their casts to negate a buff or debuff. They use the splitter and feedback loop buffs to cast negating buffs and debuffs onto themselves and other allies. The assassin might target a counterer with a potent attack at just the right time, during the counterer's cooldown time, if the counterer becomes a bother to it's enemies. So learning when to take action to help your allies and when let up for a while to lose attention from enemy colonies is a must for this class. The counterer gains equal amounts of defense and silencer points.
Unique advantages:The counterer's unique advantages focus on cooldown and resource cost reduction to all buffs and debuffs, increasing the amount of extra targets that splitter can give you, and on the highest tier, a counterer can "silence" an enemy, preventing them from attacking or defending any target for a duration, if they successfully negate that enemy's debuff or buff. The silence effect has a 1 in 5 chance of happening for each successful counter.
The healer is solely a supporter and defender, defending colonists by negating debuffs with their buffs and using buffs on allies just as utilities to boost their performance. The healer gives potent buffs and defenses to other players and is the pillar that holds up the federation in the war. They can use the charge cast to further increase the potency of a buff, which they would use to further strengthen allies. Assassins will target these the most to slow them down so the enemy will be without support, and counterers can also silence Healers by negating their buffs with debuffs. But healers are really good at empowering all of the other classes, which in turn will retaliate if one of their healers is attacked. The healer focuses on collecting defense and utility points.
Unique advantages: The healer's advantages focus on buff potency and cooldown, increased potency and decreased cooldown effects of the charge buff on all buffs, and on the highest tier, if they successfully counter a debuff with a buff, that buff's cooldown is reduced by 75%, allowing them to deal large amounts of counters in rapid succession as long as their buffs aren't re-countered/negated by an enemy.
The Commando is like an empowerer in that it buffs allies in preparation for battle, but instead of joining in the frontline assault like empowerers, commandos hide under cover of distraction and take out enemy defenses with tactical casts. They are extremely efficient with countering buffs with debuffs, yet they can't defend allies against debuffs. The commando is the hardest class to play as their position on the battlefield is an awkward one. And while they are really good at ripping enemy defenses away and preparing allies for battle, they themselves can't directly attack or defend anyone. Only choose this class if you're experienced with the pvp feature and your federation needs people of this class, otherwise you'll find yourself having a really bad experience with the pvp element.
Unique advantages: The commando looses the ability to buff people that are already affected with a debuff and the ability to debuff an enemy that's not protected by a buff, and debuff potency and duration is set to 0 so that if a commando successfully negates a buff, the debuff doesn't affect the enemy as an attack like it regularly would. This forces the commando into it's role turns debuffs solely into a means of breaking defenses instead of attacking directly. The commando also gets cooldown reduction to all debuffs, buff potency, increased splitter targets, and on the highest tier structure, the commando has a 1 in 5 chance of completely removing a buff or debuff's cooldown after casting it successfully. This means that the commando can hit many more targets than any other class in a period of time, allowing it to somewhat carpet-bomb enemy defenses or empower massive amounts of allies before the battle.
Major Benefits in participating in PVP: As factions war against each other, the colonies contributing to the war effect will share in the spoils of war. In order for Federations to start a war, both Federations must fromt a certain amount of money, and then each week after that start of the war, that same amount of money must be paid by each federation. Each week, a tally would be taken of how many successful attacks and counters were dealt by each federation. Both numbers are added together to get the Federation's battle score, and the federation with the highest score wins all of the money from all participating federations for that week. This can be used in a free-for-all war that includes multple federations as well as just a regular rivalry between two federations, and the war can continue as long as the federations want it to continue, provided they have enough money to put forward. The winning federation is required to split the winnings among it's participating colonies, but how much a percentage of the win that it keeps to itself is optional. Just bear in mind that nobody will participate if there is not a big enough reward.
Debuffs:
Benefits of debuffing enemies: When you debuff an enemy that doesn't currently have any status effects without being negated, you permanently gain a small amount of potency towards the debuff you casted and you get offense points that go to your offense score, which can be seen by other members of your federation. If you successfully negate a buffed enemy with a debuff, you gain silencer points towards your silencer score that other members can see and you permanenty gain a very small percentage chance of not being negated each time you cast a debuff or buff, even if your buff or debuff was countered correctly by a defending enemy(this also applies to buffs/debuffs casted with feedback loop). Finally, if you successfully negated a buff or debuff that negated your original buff/debuff on the same enemy, you will gain 2x silencer points and you get 2x more percentage added to your negation-block chance.
Brownout: Forcefully syphon energy from your enemy to temporarily add to your power capacity. Is negated by the Syphon buff but can negate the repair nanites buff. Casting this debuff successfully without having it negated will permanently add a 2% increase to the caster's power capacity that scales with their power capacity.
Category: Techno-warfare
EMP Blast: Blast your enemy with EMP waves that temporarily damage power producing buildings, causing a complete power blackout. the effects of the emp blast are shorter in duration than the brownout, but cannot be countered by simply increasing power production like brownout could. Negates the Syphon Buff but is negated by the repair nanites buff. Successfully casting this debuff without negation would award the caster with a permanent 2% faster build speed on all power producing buildings.
Plague: Inflict an enemy with a nasty plague that lowers the health of it's colonists over time. By treating the population of that colony like guinea pigs, you gain a boost towards research production. A plague will never kill a colonist directly, the lowest that a plague would bring a colonist would be 5%. This is avoid any colony from dying out because of warfare. Negated by the healing nanites buff but negates the probiotic bursts buff. Successfully casting this buff without negation will grant the caster a 2% increase in build speed of hospitals and scientific structures.
Famine: Target your enemy's food supply and reduce the amount of food they produce for a time. Negated by the probiotic bursts buff but negates the healing nanites buff since people can't heal without eating food. Successfully casting this buff without negation will grant the caster a permanent 2% increase in food storage.
World eater: You release a rare silicon-based life form that eats stone and metal into your enemy's colony. The creature quickly reproduces and infests all of the enemy's ore mines, viciously attacking the miners.. The enemy suffers a substantial reduction in production rates from any structure that relies on holes in the ground, including excavation sites, core mines, regolith extraction co.s, fracking plants, etc. The world eaters are trained to build storehouses for the ore they collect and share it with their masters. Successfully casting this debuff without having it negated will permanent multiply the attacker's total storage capacity for raw resources by 1.02, thus adding an extra 2% capacity in relation to the capacity they already have. This scales with resource capacity and applies to all resources that come from the ground, including alien arts, ore, gold, ura, alu, rego,
Category: Geo-warfare
Tectonic disruption: Pummel your enemy with earthquakes that make working in tall buildings extremely hard. The target suffers reduced work productivity depending on how potent your attack is and can't build or destroy any buildings during the duration of the debuff. Successfully casting this buff without negation will grant the caster 2% faster construction of any structure that classifies as a tall building.
Category: Geo-warfare
Splitter: A very costly and high tech buff that allows you to direct your buffs and debuffs toward two targets at once. In order to successfully target two allies/enemies with a particular status effect, you need to cast splitter on both targets in rapid succession(casts are no more than 5 minutes apart), otherwise the splitter buff/debuff would be wasted on only one target and the caster would have to wait the long cooldown in order to cast it again.
Category: Offensive Warfare
Malicious Sanctioning campaign: you target an enemy with a campaign to invite it's population to immigrate to your colony, thus leaching population away from them. Requires tons of civics to cast and a colony would have to be well established in order to have access to this attack and would need to have tons of space for new colonists. Negated by the repopulate buff but negates the Friendly sanctioning buff. Once a caster's housing space is filled up, the campaign will be ended, thus avoiding any homeless people. Successfully casting this debuff without running out of housing space or being negated will grant the caster a 2% increase in build speeds on all housing structures.
Category: Political Warfare
Purge: Purge your colony of any overly complacent colonists, forcing them to immigrate to your enemy. These colonists will immigrate to the enemy regardless of whether they have housing room or not. If the enemy doesn't have housing room, the immigrants because homeless and detract from their happiness score. This buff requires a lot of civics and would have a huge cooldown. Successfully casting this debuff would grant the caster a 2% increase in build speeds for all tourism structures.
Category: Political warfare
Blockade: Block and enemy's trade via gbt and all import/export/immigration buildings other than the Stargate. is negated by the subspace detour buff but negates the hyperspace transport buff. Requires starships to cast. During the blockade, the prices of all of the import/export stuctures besides your highest tier import/export building(stargate for humans) are reduced by 20% and the rewards gain from the exports are increased by 20%
Category: Economic Warfare
Subspace disruption: Disruption your enemy's Stargate connection, rendering their most advanced immigration and trade building useless. Negates the subspace detour buff but is negated by the hyperspace transport buff. During a disruption, your highest tier import/export building gains a 20% import price reduction and a 20% export reward increase.
Category: Economic Warfare
Buffs:
Benefits of buffing allies: There are good benefits to turning your colony unto a support colony that buffs it's allies. When you successfully negate a debuff, you permanently gain a small amount of resistance to the debuff that you negated, and you get defense points that go to your overall defense score that other members can see. When you cast a buff onto an ally while they aren't affected by any status affects, then you gain points towards your utility score, which other members can see as well, and you gain a potency increase to that buff.
Syphon: You temporarily sacrifice a portion of your power to add to an ally colony's power levels. Designed to negate the brownout debuff as long as the caster has enough extra power to successfully supplement that colony's needs as well as the extra demand for power that the brownout debuff adds. Unfortunately, the emp burst debuff negates this buff.
Category: Techno-warfare
Repair nanites: sends a swarm of nanites to repair any damage in an ally's technology caused by an EMP blast, immidiately negating the debuff. The brownout debuff destroys these nanites as the high electric demand causes electronics to overheat, vaporizing the nanites as they try to fix the damage. One side effect of getting hit with this buff is that they repair damage caused by other means, thereby repairing building infrastructure by a significant percentage.
Category: techno-warfare
Healing nanites: you send a swarm of healing nanites to an ally colony to heal it's occupants. Completely negates the plague debuff, but is negated by the dyson sphere debuff. Hospitals also heal sick colonists faster depending on buff potency.
Category: Bio-warfare
Probiotic bursts: gives an ally colony rapid food production for some time. This buff requires a large amount of food and water to charge, but when casted onto an ally colony, it releases massive clouds of genetically modified probiotics in the atmosphere, which help crops grow fast. negates the dyson sphere debuff, but is negated by the plague debuff.
Category: Bio-warfare
Ultrasonic resonance: Blast your ally with ultrasonic waves that purify the earth of any world eaters. Obviously this counters the world eater debuff. The resonance shakes ores and minerals loose from the rocks for easier collection. This adds a significant boost to production in all buildings that rely on holes in the ground. However, this buff does nothing against the tectonic disruption debuff.
Category: Geo-warfare
Cryonic infusion: calm an ally's planet down with the freezing power of cryo-science. Negates tectonic disruption, but world eaters are impervious to the extreme cold. The severe cold causes blue crystalline to grow on the surface of the planet, no matter what planet it is, and there is a percentage chance for each lava tile on a lava map to instantly turn into obsidian. Both of these benefits depend on buff potency.
Category: Geo-warfare
Repopulate: you sacrifice a portion of your population to save an ally from dying off by repopulating their colony. No resource or tech requirements. Not designed to negate any debuff, but designed to prevent any colony from dying off. This is a very low tier buff, and would be the first buff to be unlocked, so it really shouldn't be possible to kill off an enemy colony to where they can't recover, since they could always get reinforcements from allies. In fact, I could see some colonies specializing in this buff by increasing their population size way beyond their population requirements. Negates the sanctioning campaign debuff but people won't want to move to that colony if it been afflicted by a purge from another colony.
Category: Political Warfare
Friendly Sanctioning campaign: Help your ally by welcoming all of their homeless into your colony. The buff only stops when either the caster runs out of housing or the target runs out of homeless. negates the Purge debuff but is negated by the Malicious sanctioning debuff.
Category: Political Warfare
Subspace detour: Allow your ally to connect to your gbt via their stargate, thus allowing them to make trades. This negates a blockade debuff, but is negated by the subspace disruption debuff. Side effects from this buff include a reduced cost in civics for each gbt transaction and the reduction of cost and increase of reward from importing/exporting from the stargate or highest tier import/export building, depending on buff potency.
Wormhole: You create a wormhole above your planet that links to a wormhole above your allie's planet. Because of this, allies can travel more effectively without the need of a stargate. Negates subspace disruption but is negated by blockade. Has the same effect on gbt as subspace detour, but applies the cost and benefit modifiers to every tier other than the top tier import/export building.
SOS: This buff can only be applied to the colony casting it. It's basically a cry for help. Other allies can see a list of SOS reports for their federation and see the colony being attacked and identify the attacker. Afterward they can proceed to buff their ally in danger, or retaliate against the attacker with a debilitating debuff. There is no requirement or cost to cast this buff, you just have to have a communications device, consulate, or capital.
Category: Defensive Warfare
Feedback loop: Can only be applied to the caster, casting requires large amounts of power and the tech required with be pretty high to unlock this buff. Once this buff is casted, the caster can target themselves once with any buff, essentially being able to defend themselves instead of having to rely on another colony for counters. The feedback loop would come with a large cooldown, so the caster would have to choose wisely on.
Category: Defensive Warfare
Dimensional reflection: Reflect a buff or debuff back onto an enemy or ally, thus negating any effect on the caster completely and immediately. A high tech and a lot of resources required to cast this buff and comes with a long cooldown. This buff doesn't prevent an attack, you have to cast this buff during when you are experiencing a buff or debuff.
Category: Defensive Warfare
Charge: cast this buff before casting another buff or debuff to multiply the potency by 5. This also increases the cooldown of the buff being affected by 5. The most expensive buff in the game and comes with the highest cooldown.
-------------------------------
Now with all of that out of the way, I want to remind everyone that I'm not expecting this whole beast of a concept to be plopped into the game. I hope that bast at least takes a consideration of the concept and uses pieces and parts from it, but I mainly just want to see the game grow to become more popular and hopefully some of my ideas play a part in making that happen. I will be making changes to this post to constantly refine it based on what I learn about what is feasible to do and what bast's plans are, so stay tuned.
I have all of these except transcendent academy. It's been 1 real life week since my IQ stopped at 110 but a large chunk of my population is student in the high end buildings who has lots of teachers, but there is no progress and not a SINGLE colonist seem interested in some jobs.
All students and all teachers under view have no age, no happyness, no money number, all NaN style, so I suspect the game sorta simulate what it can't calculate individually --- but for some chunk of education that's done wrong.
And of course my population is terminally unhappy from being uneducated for the duration, except logically the teachers (I have max teachers in each school) but even calculating how many teachers I have in my small community college, the number of people unhappy from lack of education doesn't make sense since the requirements of that teacher job. It's same in all my education building types.
So where does the database help???
NONE of the buildings have a education/IQ gained by tick math on it. I can't know if one is 1000 times less efficient than the other, and how much 1 teacher is different from 0, and so on. GUESSWORK hasn't worked and having some of each never broke the 110 IQ limit.
There are currently 250 people in the small community college, whose IQ limit is 130, the teachers are maxxed and teachers require 130 IQ...
...yet since ALL students and ALL teachers in ALL education buildings have NaN stats, and are probably estimated from the non-simulated truly calculated individuals (of which there is none) then that means no education progress. IS THAT THE PROBLEM? Fire drills doesn't fix it. Killing simulated colonists doesn't fix it. 1 week of real life time doesn't fix it.
I looked at the entire database, there is no info in the database about education that isn't in the ingame information. The database does not have an "IQ" entry either. There is simply no way to know for sure ANYTHING about why my colony is stuck.
And oh, it's probably stuck at several undocumented levels simultaneously, but education is an obvious one.
All students and all teachers under view have no age, no happyness, no money number, all NaN style, so I suspect the game sorta simulate what it can't calculate individually --- but for some chunk of education that's done wrong.
And of course my population is terminally unhappy from being uneducated for the duration, except logically the teachers (I have max teachers in each school) but even calculating how many teachers I have in my small community college, the number of people unhappy from lack of education doesn't make sense since the requirements of that teacher job. It's same in all my education building types.
So where does the database help???
NONE of the buildings have a education/IQ gained by tick math on it. I can't know if one is 1000 times less efficient than the other, and how much 1 teacher is different from 0, and so on. GUESSWORK hasn't worked and having some of each never broke the 110 IQ limit.
There are currently 250 people in the small community college, whose IQ limit is 130, the teachers are maxxed and teachers require 130 IQ...
...yet since ALL students and ALL teachers in ALL education buildings have NaN stats, and are probably estimated from the non-simulated truly calculated individuals (of which there is none) then that means no education progress. IS THAT THE PROBLEM? Fire drills doesn't fix it. Killing simulated colonists doesn't fix it. 1 week of real life time doesn't fix it.
I looked at the entire database, there is no info in the database about education that isn't in the ingame information. The database does not have an "IQ" entry either. There is simply no way to know for sure ANYTHING about why my colony is stuck.
And oh, it's probably stuck at several undocumented levels simultaneously, but education is an obvious one.
Yes, it is confusing the way education works/doesn't work. Here's the rundown of the process:
Colonists enter the colony, look for housing and employment. If they can not find employment they will look for education. Upon completing the education they check again for employment and if there still isn't any jobs they complain about education. So the real problem is not enough jobs.
So long as you have the jobs, you won't need to worry about education because as it stands education isn't really forced. Buildings with a higher education requirement will teach colonists on the job without education. Now, this may change but the current state is that education isn't necessary.
Hope this helps you out. If you have any more questions drop by our discord, we have a bunch of people who can help you out.
Colonists enter the colony, look for housing and employment. If they can not find employment they will look for education. Upon completing the education they check again for employment and if there still isn't any jobs they complain about education. So the real problem is not enough jobs.
So long as you have the jobs, you won't need to worry about education because as it stands education isn't really forced. Buildings with a higher education requirement will teach colonists on the job without education. Now, this may change but the current state is that education isn't necessary.
Hope this helps you out. If you have any more questions drop by our discord, we have a bunch of people who can help you out.
Hello guys!
I found out Insectnoids lacks education seriously and the average IQ dropped to substandard levels (although they won’t need IQ for research but some colonists get annoyed with low IQs)
So here, there are some feedbacks to help the little insects to restore their (tiny) smart brains.
Solution 1 : Research-Education buildings
We have brood training centre and spire of knowledge for research, however from their name they also supposed to have educational function.
Solution 2 : Homeschooled
Insectnoids are born in their cozy mounds but not immigrated - Education is best done when they are still young. Maybe have somekind of mound that gives both education and homes; or make mounds also provide education.
Solution 3 : Something like the human ones - SCHOOLS.
Maybe the insectnoids should learn something from human and set up schools for education. Yep, an insectnoid school, like you may expect - I would name it the Brood Hive.
Here are my suggestions regarding the lack of education in Insectnoid colonies.
More ideas? Or further improvements? Please comment! (•ω•)
I found out Insectnoids lacks education seriously and the average IQ dropped to substandard levels (although they won’t need IQ for research but some colonists get annoyed with low IQs)
So here, there are some feedbacks to help the little insects to restore their (tiny) smart brains.
Solution 1 : Research-Education buildings
We have brood training centre and spire of knowledge for research, however from their name they also supposed to have educational function.
Solution 2 : Homeschooled
Insectnoids are born in their cozy mounds but not immigrated - Education is best done when they are still young. Maybe have somekind of mound that gives both education and homes; or make mounds also provide education.
Solution 3 : Something like the human ones - SCHOOLS.
Maybe the insectnoids should learn something from human and set up schools for education. Yep, an insectnoid school, like you may expect - I would name it the Brood Hive.
Here are my suggestions regarding the lack of education in Insectnoid colonies.
More ideas? Or further improvements? Please comment! (•ω•)
I've noticed that even when education takes up 90% of the pie chart, only 3 or 4 people are at school. But when I look at the other reasons for complaint and fix them, the happiness raises drastically. So I wouldn't pay attention to the fact that education takes up the majority of the pie chart. For some reason, even though education appears to be the largest concern in my colony, the largest concern is always something else, and it's always something else that raises the happiness, not more education. So I just put enough schools to support the population and the jobs that I need people to fill and I disregard any other education complaint and tend to their other needs. My happiness level is usually 85-95 because of this method.
Also, some advice from an experienced gamer and a novice programmer. Just because a feature of the game doesn't work right away doesn't mean that it needs to be deleted from the game. Remember, the game is still in beta, so sometimes there will be bugs that break the game for everyone, and bast makes no guarantees that such a thing won't happen for at least a period of time. But as you can see, any game breaking bugs that have happened in the past have all been fixed.
Also, if we all voted to delete every feature in mc that gave us issues, then mc wouldn't exist, since there will always be errors with any new feature that you create within a program, it's just better to find those errors and fix them than it is the just throw away a feature that could make the game more valuable. It's no insult to say that even when bast adds a feature to mc, he ends up creating more bugs as well, because we all do, even skilled and experienced programmers like bast. But it's not how many bugs you make that affect the quality of a game, it's how many you are able to fix.
So be patient and watch how the education feature is fixed and improved over time, and it may be worth your while.
Also, some advice from an experienced gamer and a novice programmer. Just because a feature of the game doesn't work right away doesn't mean that it needs to be deleted from the game. Remember, the game is still in beta, so sometimes there will be bugs that break the game for everyone, and bast makes no guarantees that such a thing won't happen for at least a period of time. But as you can see, any game breaking bugs that have happened in the past have all been fixed.
Also, if we all voted to delete every feature in mc that gave us issues, then mc wouldn't exist, since there will always be errors with any new feature that you create within a program, it's just better to find those errors and fix them than it is the just throw away a feature that could make the game more valuable. It's no insult to say that even when bast adds a feature to mc, he ends up creating more bugs as well, because we all do, even skilled and experienced programmers like bast. But it's not how many bugs you make that affect the quality of a game, it's how many you are able to fix.
So be patient and watch how the education feature is fixed and improved over time, and it may be worth your while.
gewisse said:I started having this problem on March 3, 2018. Before this, all was fine, but on the 3rd I noticed that my Small Research buildings were not being supplied with workers. I started new colonies, even re-installed the app, but it's not working. I currently have 13 unemployed yet my Research building only has 1 worker and it's been 2 days since I created the Research building.
My stats are:
MyColony v.0.58.0
Win10
This creates major issues since without any research you cannot move the colony forward.
JaxxSilva said:
I am not sure as I am past this point, but it sounds like an education issue. Build education buildings so they can be smart enough for researching, and have some unemployed workers so they actually use the education buildings. Hope that helps.
That would make sense if the Education Building was available in the beginning. However, I've only seen them much later on....AFTER doing much research. As it stands, with one Research Building and one employee, it will take a very long time before I can even do the research for the Advanced Hydroponics.
I see in the Release Notes where this change is mentioned. However, IF education is going to be a priority for research buildings, then the education building should be available early on. Otherwise, I'll have 50 unemployed people sitting around doing nothing but eating up resources and not being productive.
gewisse said:gewisse said:I started having this problem on March 3, 2018. Before this, all was fine, but on the 3rd I noticed that my Small Research buildings were not being supplied with workers. I started new colonies, even re-installed the app, but it's not working. I currently have 13 unemployed yet my Research building only has 1 worker and it's been 2 days since I created the Research building.
My stats are:
MyColony v.0.58.0
Win10
This creates major issues since without any research you cannot move the colony forward.
JaxxSilva said:
I am not sure as I am past this point, but it sounds like an education issue. Build education buildings so they can be smart enough for researching, and have some unemployed workers so they actually use the education buildings. Hope that helps.
That would make sense if the Education Building was available in the beginning. However, I've only seen them much later on....AFTER doing much research. As it stands, with one Research Building and one employee, it will take a very long time before I can even do the research for the Advanced Hydroponics.
I see in the Release Notes where this change is mentioned. However, IF education is going to be a priority for research buildings, then the education building should be available early on. Otherwise, I'll have 50 unemployed people sitting around doing nothing but eating up resources and not being productive.
The internet relay booth educates citizens.
The v0.58.0 update for My Colony should be hitting a device near you soon. I expected another Reptilian content update, but I got sidetracked and started implementing the education system instead. Oh well! Here is what's new:
My Colony v0.58.0 Changelog
New Stuff
For some reason I decided to spend this update activating the dormant education system that has been inside of the engine for some time now. I am sure there are bugs to work out, and the system will be refined over the coming updates. Right now, only basic research structures require educated colonists, in order to give people time to transition. Eventually, there will be IQ requirements set for most structures.
For Human colonies which have managed to accumulate Alien Relics, there is a new Relic Research Center which is ultimately an Aluminum Generator on steroids. It is a good late-game way to produce aluminum without having to maintain 900 Aluminum Gens.
The next update will probably add education to both the Zolarg and the Reptilians, as well as iron out any education related bugs which may arise. I will probably also enable flipping to most structures in the game, at least the ones which do not have text written on the side of them.
Before then though, a great update is on the way to Antiquitas, adding in the Gauls as the second civilization.
Also, a new Desktop application called the Ape Apps Launcher will be coming out soon, and you can find more details about what it is here: https://www.ape-apps.com/viewpage.php?p=17315
That's it for this update. Enjoy, much more to come!
My Colony v0.58.0 Changelog
New Stuff
- New Tech: Basic Education
- New Occupation Class: Teacher
- New Structures: Center for Relic Studies, Adult Daycare, Small Elementary School, Small High School, Small Community College
- New Policies Added: Deport Arbitrary, Deport Homeless, Deport Poor
- Some non-square structures can now be flipped. If no issues crop up related to this, more will be added soon.
- The 'Research' producing buildings now have IQ requirements for employment
- Desktop-class users can now change the flip orientation of structures before placing them
- Various minor UI changes
For some reason I decided to spend this update activating the dormant education system that has been inside of the engine for some time now. I am sure there are bugs to work out, and the system will be refined over the coming updates. Right now, only basic research structures require educated colonists, in order to give people time to transition. Eventually, there will be IQ requirements set for most structures.
For Human colonies which have managed to accumulate Alien Relics, there is a new Relic Research Center which is ultimately an Aluminum Generator on steroids. It is a good late-game way to produce aluminum without having to maintain 900 Aluminum Gens.
The next update will probably add education to both the Zolarg and the Reptilians, as well as iron out any education related bugs which may arise. I will probably also enable flipping to most structures in the game, at least the ones which do not have text written on the side of them.
Before then though, a great update is on the way to Antiquitas, adding in the Gauls as the second civilization.
Also, a new Desktop application called the Ape Apps Launcher will be coming out soon, and you can find more details about what it is here: https://www.ape-apps.com/viewpage.php?p=17315
That's it for this update. Enjoy, much more to come!
bastecklein said:So they are currently listed as unemployed while they are a student, but that will be changing in a future update. Once they graduate they will try to find a job like normal, the only difference being is that there will now be more jobs available for them to choose from. If there are no high tech jobs, they can still work somewhere else. You can have a stereotypical college grad working at the Pub.
If they still have no jobs available they will try to find higher education. If they cannot find it, they will just be a regular unemployed person. But basically, if they graduate from High School and there is a high school teacher job available, they will fill that job before moving on to college. They only move on to more education if they need it to get a job.
Maybe you misunderstood, will they fill in the high school teacher before being, say, a scientist? Also, will unemployed people seek education, or do I have to finagle my way around firing people and re hiring them after they find education, in order to raise colony average IQ because I'm a completionist?
I seemed to have found a viable solution to this problem. It's easy to forget that not every type of school trains people with the same IQ. You can't just build a community college and think that's enough. You need to build all of the school types.
People with 50 IQ can't get into a community college because the Maximum IQ of 90 for the elementary school is the minimum IQ of the college. So new colonists will need an elementary school in order to satisfy their education needs before moving to the college. However, just building elementary schools and colleges might take much longer to raise happiness back to normal. A high school overlaps both IQ ranges and allows colonists to move smoothly from one IQ range to another. A high school has more teachers and can train more students quicker, so getting from the elementary range to college range will be much quicker.
The annoying thing is that each school type has varying amounts of student capacity, so you'll have to play around with adding a few extra of each school type scattered around your colony. And also, a word to the wise, don't pay attention to how many students are in the schools, they don't keep an accurate account in this current version. In order to gauge the success of the changes to education you make, rely only on happiness level and how much of a percentage uneducated takes up on the pie chart, and the average IQ. In my game, I have one school that says it has 112 students in it, but looking at all of the students, they are all either working or sleeping, not learning.
My comment above about education needs based on profession still applies though, if you have tons of high profession jobs, you can expect to have more trouble with education, so still keep that in mind.
I was able to raise my hapiness using these guidlines, maybe you can too.
People with 50 IQ can't get into a community college because the Maximum IQ of 90 for the elementary school is the minimum IQ of the college. So new colonists will need an elementary school in order to satisfy their education needs before moving to the college. However, just building elementary schools and colleges might take much longer to raise happiness back to normal. A high school overlaps both IQ ranges and allows colonists to move smoothly from one IQ range to another. A high school has more teachers and can train more students quicker, so getting from the elementary range to college range will be much quicker.
The annoying thing is that each school type has varying amounts of student capacity, so you'll have to play around with adding a few extra of each school type scattered around your colony. And also, a word to the wise, don't pay attention to how many students are in the schools, they don't keep an accurate account in this current version. In order to gauge the success of the changes to education you make, rely only on happiness level and how much of a percentage uneducated takes up on the pie chart, and the average IQ. In my game, I have one school that says it has 112 students in it, but looking at all of the students, they are all either working or sleeping, not learning.
My comment above about education needs based on profession still applies though, if you have tons of high profession jobs, you can expect to have more trouble with education, so still keep that in mind.
I was able to raise my hapiness using these guidlines, maybe you can too.
Tetrianium Refinery
Costs:
10000 Ta
100000 Alien Artifact
10000 Ore
10000 Steel
10000 Gold
100000 Microchips
10000 Aluminum
10 Uranium
10000 Plastic
100 Cloth
10000 Robot
10000 Pottery
1000 Antanium
Smelts 1 Triantanium and 1 Antanium
Make 500 Money and 1 Tetrianium
Round duration 15000 ticks
Water -1000/round (cooling)
Round duration 15000 ticks
1 Worker
Worker required to operate
Size: 1x3
Tetrianium could be used for magical stuff. See: http://forum.ape-apps.com/showthread.php?tid=26509
Costs:
10000 Ta
100000 Alien Artifact
10000 Ore
10000 Steel
10000 Gold
100000 Microchips
10000 Aluminum
10 Uranium
10000 Plastic
100 Cloth
10000 Robot
10000 Pottery
1000 Antanium
Smelts 1 Triantanium and 1 Antanium
Make 500 Money and 1 Tetrianium
Round duration 15000 ticks
Water -1000/round (cooling)
Round duration 15000 ticks
1 Worker
Worker required to operate
Size: 1x3
Tetrianium could be used for magical stuff. See: http://forum.ape-apps.com/showthread.php?tid=26509
Bast, can you provide a bit more detail on IQ/Education? Do they count as unemployed? Is education permanent for a persons IQ, or does it need to be kept up? Will future updates grant control over making education a priority?
Hi all,
I'm still trying to work my best with the new education system but Ive just hit a little bump in my colonys infrastructure planning. Do the education buildings have to be near a colonists home? Or can they all be placed at a centralized location where the colonists can travel to and learn?
I'm currently using the 20 steps idea to build, wondering if the education buildings require to be within these 20 steps too.
I'm still trying to work my best with the new education system but Ive just hit a little bump in my colonys infrastructure planning. Do the education buildings have to be near a colonists home? Or can they all be placed at a centralized location where the colonists can travel to and learn?
I'm currently using the 20 steps idea to build, wondering if the education buildings require to be within these 20 steps too.
Well, I think that we should have the option to do all of the above. But I think that this should wait until bast develops crime and police. Once he does that, the police station could have a law enforcement menu that includes the ability to deport illegal immigrants. Once the option to deport is enabled, the station will deport a certain number for each round.
You could also build a refugee center, which would provide education for illegal immigrants and would turn them into colonists little by little, like 1 per round or something like that. Once they are colonists, they have every right to seek further education or find a job. Also, I feel that Immigrants shouldn't necessarily be unintelligent, because even smart people could be forced to flee a tyrannical commonwealth and take refuge in another. The refugee center would just make sure that illegal immigrants have a elementary school level of education.
In addition, later on in the game, you may have tons of illegals in your colony, so another building, the naturalization center, would ensure high school education for all illegals in range and would be at least 20 times more efficient at granting citizenship to illegals.
I would also make illegals capable of working in blue collar or unskilled labor. Their happiness wouldn't be counted into the colony happiness, so they would always wok at full pace, yet they would still consume some of your food and water. An additional option would be just to leave the system as it is and let the illegals do all of the dirty work.
You could also build a refugee center, which would provide education for illegal immigrants and would turn them into colonists little by little, like 1 per round or something like that. Once they are colonists, they have every right to seek further education or find a job. Also, I feel that Immigrants shouldn't necessarily be unintelligent, because even smart people could be forced to flee a tyrannical commonwealth and take refuge in another. The refugee center would just make sure that illegal immigrants have a elementary school level of education.
In addition, later on in the game, you may have tons of illegals in your colony, so another building, the naturalization center, would ensure high school education for all illegals in range and would be at least 20 times more efficient at granting citizenship to illegals.
I would also make illegals capable of working in blue collar or unskilled labor. Their happiness wouldn't be counted into the colony happiness, so they would always wok at full pace, yet they would still consume some of your food and water. An additional option would be just to leave the system as it is and let the illegals do all of the dirty work.
I'm playing ver. 85 on IOS XR and I've noticed that when I select an education building multiple times over a few minutes, the number of students in the schools changes weirdly. Some times it will decrease very rapidly, sometimes the number of students will stay the same for hours. The only way that I can see a change in the amount of education satisfaction of my colony is by going to statistics and looking at average IQ, happiness level and how much unhappiness is caused by lack of education.
For instance, one of my community colleges has had 112 students for hours after being built, and when I go into the status menu and view the status, some of them are sleeping and working, meaning they aren't in the building at all! There must be something wrong with the way that the education buildings detect how many colonists are inside them, since they can't possibly be at school if they are sleeping in their home or on the job.
For instance, one of my community colleges has had 112 students for hours after being built, and when I go into the status menu and view the status, some of them are sleeping and working, meaning they aren't in the building at all! There must be something wrong with the way that the education buildings detect how many colonists are inside them, since they can't possibly be at school if they are sleeping in their home or on the job.
For Draconians, since they get so many human migrants...there should be some buildings and stuff for their human counterparts. As it is, it seems humans are a negative impact on the cities, because they don't get homes or education or anything. So all they do is end up getting mad, which makes having a large city really hard.
The other thing, which I'm sure is because of the humans, is mysterious huge death waves. Government rating is low (humans likely being the cause) and a huge factor in unhappiness is education, but there is no education building. Yet I have 100% health, so I can only think humans are bringing the colony of draconians down.
I think draconians should get housing for humans, like a shelter kind of thing (draconians get a homeless shelter, but it doesn't seem to house humans). Education for humans, because why wouldn't the draconians want to teach their human migrants their own way of being draconian. And there should be entertainment for humans, and maybe a specialized clinic humans can go to if they are sick.
The other thing, which I'm sure is because of the humans, is mysterious huge death waves. Government rating is low (humans likely being the cause) and a huge factor in unhappiness is education, but there is no education building. Yet I have 100% health, so I can only think humans are bringing the colony of draconians down.
I think draconians should get housing for humans, like a shelter kind of thing (draconians get a homeless shelter, but it doesn't seem to house humans). Education for humans, because why wouldn't the draconians want to teach their human migrants their own way of being draconian. And there should be entertainment for humans, and maybe a specialized clinic humans can go to if they are sick.
H3110 guys!
Everybody must have know about it - If you want to participate in special jobs you must have a diploma on something especially science, medicine, e.t.c.
Yep, diploma. That’ll be the main thene today, I would try to expand the education system and make them more challenging.
Here we begin!
New Technologies!
Available Diplomas
New Buildings![/u]
More ideas are coming!
Ideas and feedbacks please (^ω^)
Everybody must have know about it - If you want to participate in special jobs you must have a diploma on something especially science, medicine, e.t.c.
Yep, diploma. That’ll be the main thene today, I would try to expand the education system and make them more challenging.
Here we begin!
New Technologies!
- Advanced Education Theory
If you really want some high-value labour force with specific capability for high-end important jobs, to operate high-tier facilities. You will need to have better education.
Community collage will also require this technology.
Available Diplomas
- Diploma of Science
Required for scientist jobs working in research facilities
Obtained in:
Internet Relay Booth (2 seats)
Small Elementary School (15 seats)
Small High School (20 seats)
Small Community Collage (30 seats)
Transcendent Academy (30 seats)
University of Sciece and Technology (150 seats) - Diploma of Medicine
Except the first aid station and small clinic, all facilities that hires medics will require this diploma.
Obtained in:
Small High School (5 seats)
Small Community Collage (30 seats)
Transcendent Academy (30 seats)
Medic Academy (100 seats)
New Buildings![/u]
- University of Science and Technology
A specialist school for training top scientists for important research jobs! - Medic Academy
A specialist school for training the best medics!
More ideas are coming!
Ideas and feedbacks please (^ω^)
The list of complete changes coming to My Colony v1.0.0 just keeps growing. So far Regional map generation and Power/Bandwidth utility grids have been completely rewritten, and now I am adding another major change to the list. Currently in testing, the way the engine handles colonists is now also being completely rewritten, as it applies to their jobs, entertainment, housing, education, and medical. Basically, the entire colonist simulation engine is being rewritten, which, along with the other changes already mentioned, is making v1.0.0, at least under the hood, almost a completely different game....
Before discussing the new changes in detail, I should explain how/why the existing system came to be. Colonists were first introduced to the game in v0.3.0 (July 30, 2016) at a time when the biggest housing unit was the actual Lander that you started out in. The game was designed as the Colonist being one of the central features of the simulation. Each colonist had a name, a job, his own stats, and went about his life in the colony. He had an energy level, a happiness level, a day/night sleep cycle, and so on. The intention was for each colonist to be a unique entity with it's own relationships, feelings, etc, sort of like in the Sims.
As time went on and the game grew though, it started morphing into more of a city-builder type game VS an individual colonist simulator. So as more (and bigger) buildings and features got added to the game, the original system based on the individual colonist was simply expanded and adapted in order to keep pace. Eventually the game got to where colonies with populations in the hundreds of thousands and even millions were possible, but the core colonist simulation engine remained as it always had been.
Simulating that many individual colonists brought along major performance and memory issues, especially on mobile. I tried to work around it by implementing a "virtual avatar" system, whereby after a certain population, the game just extrapolated out statistics based on a virtual avatar, where by one "real" colonist would represent 5,000 or more "virtual" colonists. This worked OK for performance, but it always caused strange statistical problems for things like Entertainment, Schooling, Medical, and Work. For example, if one colonist would get sick or unhappy for some reason, all 5,000 of the "virtual" colonists he represented would also take on his sickness/anger, which would lead to situations where 500 virtual colonists are not working.
For the last few years, each update is a constant battle against the old colonist system, with performance issues and complaints about certain stats not lining up as expected. Game functions like Entertainment/Medical,Education barely work in a consistent manner. Moreover, the colonist day/night cycle, which I thought was somewhat neat/unique/realistic to the game, was often confusing for new players who couldn't understand why nobody was at work in their buildings.
Anyway, I think it's long been time for a change, so with v1.0.0 I am stripping out pretty much all colonist-level individuality and data, and moving to a pure statistical model, more in line with a traditional city-simulator type game. After this update, the colonists you see walking around are pretty much for show only, and will no longer have their own individual stats. You will not be able to click on a colonist to see his name, where he lives, what is job is, etc. You will not be able to assign a colonist to a specific job. The individual colonist no longer matters.
So that's the sad part. It's sort of sad because I liked all that stuff about the game, but the reality is that those kinds of things are for a different type of game that My Colony no longer represents, and keeping them in the game has only caused performance issues and forced strange workarounds in the code.
So let's discuss the new system that is currently being tested. Starting with My Colony v1.0.0, all colony stats, including productivity, health, happiness, IQ, etc, are based on (roughly) on the overall land value/approval rating of the specific areas of your colony. It sounds more confusing, but I will explain more.
Housing structures are now the basic unit responsible for generating statistics in the game, taking place of the individual colonist. Housing structures now have internal statistics based on the availability of Schools, Entertainment, and Medical facilities in their proximity. While not yet implemented, there are also internal stats for Crime, which I plan on adding (along with Police Stations/Prisons) in v1.0.1 or v1.0.2.
While these numbers might be tweaked before the final release, you basically need enough Medical to accommodate 5% of your population, enough Schools for 20% of the population, and enough Entertainment for 15% of the population. These facilities must also be within range of the housing units. Medical facilities need to be within a 50 tile radius, schools 35 tile, and entertainment 25 tile. So basically, on a small sized map, an entertainment facility in the center of the map can theoretically service the entire map.
For work, job sites have to be within a 50 tile range of available housing. Jobs are prioritized by distance to house, IQ requirements, and pay. IQ level is impacted by the School rating of the housing unit. Each housing unit keeps track of the average travel distance it's residents must take to get to work, which impacts it's land value/approval rating.
The approval/land value rating of a structure is based on how fully it's needs are met in those categories, with Crime soon to be added as well. When colonists look for new places to live, they will place priority on high value dwellings first, and only reluctantly fill in the slums if necessary. When crime is implemented, criminals will originate from slum areas of town, so the more low-value areas your colony has, the more crime will be generated. Crime in turn will further lower the value of the area.
With this new system, the colonist day/night cycle is gone. As long as approval/land value conditions are good, buildings will be operating at full capacity at all times, so there is no more sitting there waiting for workers to come back on duty.
Some people will not like this new system as the change is large and will probably render many existing city layouts ineffective. You now have to think about the macro-conditions of each area of your city, making sure that there is sufficient medical, education, and entertainment for all residential areas. Since these stats were largely underutilized before, most existing cities will probably have shortages right off the bat. I plan on introducing new education and medical facilities as I get further along on the v1.0.0 update, as they will probably be needed.
There are some positives that come along with this change. Firstly, save file size and memory usage is greatly reduced, as the game no longer keeps a reference table of all workers/buildings. The game no longer conducts the expensive job/medical/school/entertainment search routines for individual colonists, which involved expensive operations of sorting all in-game structures by distance from each colonist, and then weeding through destination candidates one by one.
I estimate that most colonies will see improved performance with this change, particularly on the high end. In addition, this new system will allow me to implement probably the most requested feature of the last 3 years - mass transit, which I tentatively plan on introducing in v1.0.3 with either a new subway or monorail system (depending on what I want to draw). Since the engine no longer has to figure out paths for each individual worker, it now only needs to make sure that a mass-transit system is fully connected to itself, and then figure out a building's distance to the overall transit network, making it's implementation much, much simpler and less performance intensive than trying to resolve mass transit paths for each individual colonist.
So I've written a book here, but the reason for the long write up is because this is probably absolutely the single largest engine change to the game since it first came out, and it represents a complete rewrite of one of the core mechanics of the game. I am trying to design it in a way that will not feel overly different to long-time players and will not be overly disruptive to existing games, but with a change on this scale, you know some people will be impacted.
If you have issues/observations with the new system, you can post them in this thread. I will be working on this particular part of the game for a few more days here. Be advised, that if you open a colony on v1.0.0 from this point on, the engine changes are sufficiently large that re-opening your game in a pre-v1.0.0 client may cause issues, as v1.0.0 deletes a lot of depreciated properties from in-game objects.
Before discussing the new changes in detail, I should explain how/why the existing system came to be. Colonists were first introduced to the game in v0.3.0 (July 30, 2016) at a time when the biggest housing unit was the actual Lander that you started out in. The game was designed as the Colonist being one of the central features of the simulation. Each colonist had a name, a job, his own stats, and went about his life in the colony. He had an energy level, a happiness level, a day/night sleep cycle, and so on. The intention was for each colonist to be a unique entity with it's own relationships, feelings, etc, sort of like in the Sims.
As time went on and the game grew though, it started morphing into more of a city-builder type game VS an individual colonist simulator. So as more (and bigger) buildings and features got added to the game, the original system based on the individual colonist was simply expanded and adapted in order to keep pace. Eventually the game got to where colonies with populations in the hundreds of thousands and even millions were possible, but the core colonist simulation engine remained as it always had been.
Simulating that many individual colonists brought along major performance and memory issues, especially on mobile. I tried to work around it by implementing a "virtual avatar" system, whereby after a certain population, the game just extrapolated out statistics based on a virtual avatar, where by one "real" colonist would represent 5,000 or more "virtual" colonists. This worked OK for performance, but it always caused strange statistical problems for things like Entertainment, Schooling, Medical, and Work. For example, if one colonist would get sick or unhappy for some reason, all 5,000 of the "virtual" colonists he represented would also take on his sickness/anger, which would lead to situations where 500 virtual colonists are not working.
For the last few years, each update is a constant battle against the old colonist system, with performance issues and complaints about certain stats not lining up as expected. Game functions like Entertainment/Medical,Education barely work in a consistent manner. Moreover, the colonist day/night cycle, which I thought was somewhat neat/unique/realistic to the game, was often confusing for new players who couldn't understand why nobody was at work in their buildings.
Anyway, I think it's long been time for a change, so with v1.0.0 I am stripping out pretty much all colonist-level individuality and data, and moving to a pure statistical model, more in line with a traditional city-simulator type game. After this update, the colonists you see walking around are pretty much for show only, and will no longer have their own individual stats. You will not be able to click on a colonist to see his name, where he lives, what is job is, etc. You will not be able to assign a colonist to a specific job. The individual colonist no longer matters.
So that's the sad part. It's sort of sad because I liked all that stuff about the game, but the reality is that those kinds of things are for a different type of game that My Colony no longer represents, and keeping them in the game has only caused performance issues and forced strange workarounds in the code.
So let's discuss the new system that is currently being tested. Starting with My Colony v1.0.0, all colony stats, including productivity, health, happiness, IQ, etc, are based on (roughly) on the overall land value/approval rating of the specific areas of your colony. It sounds more confusing, but I will explain more.
Housing structures are now the basic unit responsible for generating statistics in the game, taking place of the individual colonist. Housing structures now have internal statistics based on the availability of Schools, Entertainment, and Medical facilities in their proximity. While not yet implemented, there are also internal stats for Crime, which I plan on adding (along with Police Stations/Prisons) in v1.0.1 or v1.0.2.
While these numbers might be tweaked before the final release, you basically need enough Medical to accommodate 5% of your population, enough Schools for 20% of the population, and enough Entertainment for 15% of the population. These facilities must also be within range of the housing units. Medical facilities need to be within a 50 tile radius, schools 35 tile, and entertainment 25 tile. So basically, on a small sized map, an entertainment facility in the center of the map can theoretically service the entire map.
For work, job sites have to be within a 50 tile range of available housing. Jobs are prioritized by distance to house, IQ requirements, and pay. IQ level is impacted by the School rating of the housing unit. Each housing unit keeps track of the average travel distance it's residents must take to get to work, which impacts it's land value/approval rating.
The approval/land value rating of a structure is based on how fully it's needs are met in those categories, with Crime soon to be added as well. When colonists look for new places to live, they will place priority on high value dwellings first, and only reluctantly fill in the slums if necessary. When crime is implemented, criminals will originate from slum areas of town, so the more low-value areas your colony has, the more crime will be generated. Crime in turn will further lower the value of the area.
With this new system, the colonist day/night cycle is gone. As long as approval/land value conditions are good, buildings will be operating at full capacity at all times, so there is no more sitting there waiting for workers to come back on duty.
Some people will not like this new system as the change is large and will probably render many existing city layouts ineffective. You now have to think about the macro-conditions of each area of your city, making sure that there is sufficient medical, education, and entertainment for all residential areas. Since these stats were largely underutilized before, most existing cities will probably have shortages right off the bat. I plan on introducing new education and medical facilities as I get further along on the v1.0.0 update, as they will probably be needed.
There are some positives that come along with this change. Firstly, save file size and memory usage is greatly reduced, as the game no longer keeps a reference table of all workers/buildings. The game no longer conducts the expensive job/medical/school/entertainment search routines for individual colonists, which involved expensive operations of sorting all in-game structures by distance from each colonist, and then weeding through destination candidates one by one.
I estimate that most colonies will see improved performance with this change, particularly on the high end. In addition, this new system will allow me to implement probably the most requested feature of the last 3 years - mass transit, which I tentatively plan on introducing in v1.0.3 with either a new subway or monorail system (depending on what I want to draw). Since the engine no longer has to figure out paths for each individual worker, it now only needs to make sure that a mass-transit system is fully connected to itself, and then figure out a building's distance to the overall transit network, making it's implementation much, much simpler and less performance intensive than trying to resolve mass transit paths for each individual colonist.
So I've written a book here, but the reason for the long write up is because this is probably absolutely the single largest engine change to the game since it first came out, and it represents a complete rewrite of one of the core mechanics of the game. I am trying to design it in a way that will not feel overly different to long-time players and will not be overly disruptive to existing games, but with a change on this scale, you know some people will be impacted.
If you have issues/observations with the new system, you can post them in this thread. I will be working on this particular part of the game for a few more days here. Be advised, that if you open a colony on v1.0.0 from this point on, the engine changes are sufficiently large that re-opening your game in a pre-v1.0.0 client may cause issues, as v1.0.0 deletes a lot of depreciated properties from in-game objects.
So yeah, the NetSchool seems to not work at all, even after some patches since its release. The NetSchool is the only education building that will never be used, no matter how many colonists actually could use it. The problem seeme to be that the colonists don't "recognize" it as a building for education. When you use the "Education Coverage Heatmap", NetSchools will never appear as blue, which means they aren't functional, despite actually using the Software they need to operate.
TL;DR NetSchools aren't even schools
TL;DR NetSchools aren't even schools
So they are currently listed as unemployed while they are a student, but that will be changing in a future update. Once they graduate they will try to find a job like normal, the only difference being is that there will now be more jobs available for them to choose from. If there are no high tech jobs, they can still work somewhere else. You can have a stereotypical college grad working at the Pub.
If they still have no jobs available they will try to find higher education. If they cannot find it, they will just be a regular unemployed person. But basically, if they graduate from High School and there is a high school teacher job available, they will fill that job before moving on to college. They only move on to more education if they need it to get a job.
If they still have no jobs available they will try to find higher education. If they cannot find it, they will just be a regular unemployed person. But basically, if they graduate from High School and there is a high school teacher job available, they will fill that job before moving on to college. They only move on to more education if they need it to get a job.
So, after playing with it a little bit, I guess I do have another question, hopefully this is answerable. Do employed people, (say, a blue collar ore refinery worker) still seek out education? Or is education only for unemployed people?
Generally, colonists will opt for employment as a priority over studies. This means that if there are no jobs for someone they will become a student until they graduate any particular education, after which they will search for employment again. If they still do not meet the requirements of remaining employment and cannot get a job otherwise, they will attend a higher level of education and repeat the process until they can be employed.
gewisse said:I started having this problem on March 3, 2018. Before this, all was fine, but on the 3rd I noticed that my Small Research buildings were not being supplied with workers. I started new colonies, even re-installed the app, but it's not working. I currently have 13 unemployed yet my Research building only has 1 worker and it's been 2 days since I created the Research building.
My stats are:
MyColony v.0.58.0
Win10
This creates major issues since without any research you cannot move the colony forward.
I am not sure as I am past this point, but it sounds like an education issue. Build education buildings so they can be smart enough for researching, and have some unemployed workers so they actually use the education buildings. Hope that helps.
ZehWarlock said:@ JaxxSilva
I believe eventually, the goal is to have an IQ requirement to work in certain(If not all) buildings save for early game ones. So technically, if someone does not have the IQ for the only job available, they would go off to get themselves learned until they can take that job. It would work out I think, but I'm sure it is gonna be glitchy for a while, and colonists will stand around complaining when they can't get work because they don't go to the readily available school next door.
I think you are exactly right.
Right now I just wish the education anyone actually gets would stick and stay permanent. I had my education over 100 average and it's back down to 75. I don't go back to college every 2 years to relearn college, so once a colonist goes, that IQ should stay - it currently does not seem to.
i have been playing this game since v0.35.0 but recently i have had problems with the education system. i created a new colony and found that workers in a reasearch lab need an IQ of 100. i had only to people in my entire colony who met the requirements which meant research was ludicrously low. after 20 minutes of saving up research points i got basic education and built an elementry school. to my horror i found that it only brought up the IQ to 90. after doing some looking on references i found that to get 100+ IQ i need a high school which requires civiv and finance research (500+) research points what do i do as i only have 2 researchers?
Have them in all Human Colonies to build this:
Higher Institution of Education
Requires Education, Alien Language, and Tourist Traps.
A huge museum and school of the arts and higher education all in one super building. Consumes Paintings, Pottery, Rum, Clay, Civics, Money, Food, Water, and Alien Relics/Artifacts to generate Pottery, Paintings, Civics, and Money. Provides 175 IQ to 500 students. 50 workers, 1,000 tourists, and 2,500 colonists. Consumes 2,500 power. 5 by 5
10,000 ore
5,000 steel
3,500 gold
1,500 al
1,500 mc
1,000 pottery
100 paintings
100 rum
500 water
1,000 ant paste
1,000 antanium
250 triantanium
100 alien ar
100 alien relic
50,000 money
100 Crystal
100 obsidian
5,000 bricks
1,000 clay
Higher Institution of Education
Requires Education, Alien Language, and Tourist Traps.
A huge museum and school of the arts and higher education all in one super building. Consumes Paintings, Pottery, Rum, Clay, Civics, Money, Food, Water, and Alien Relics/Artifacts to generate Pottery, Paintings, Civics, and Money. Provides 175 IQ to 500 students. 50 workers, 1,000 tourists, and 2,500 colonists. Consumes 2,500 power. 5 by 5
10,000 ore
5,000 steel
3,500 gold
1,500 al
1,500 mc
1,000 pottery
100 paintings
100 rum
500 water
1,000 ant paste
1,000 antanium
250 triantanium
100 alien ar
100 alien relic
50,000 money
100 Crystal
100 obsidian
5,000 bricks
1,000 clay
I have just completed work on My Colony v0.72.0, which should be going out to all platforms over the next few days. This release contains a whole slew of general bug fixes, both region and non-region related, as well as a few new structures and a new change to unemployment.
Firstly, I think that I may have finally solved the long-standing "my rovers wont move" bug, which people have been complaining about for a year or so. Now that I have written this, there may well be 10 comments below proving that I have not solved it, but I am pretty sure that at least it is a lot better now than it was before. The issue is that some time ago, I added code so that the engine would save commonly used paths and re-use them again instead of going through the pathfinder every time, which saved a lot of cpu usage. Somehow though, I forgot to clear out those saved paths whenever new structures or terrain features were added to the map. So if a path was ever created, and then later on, a building got placed somewhere along the path, the game would go back and try to find a new path, but the engine kept giving out the old retained path over and over again. The retained path would eventually be killed if it failed enough times, but this was creating a constant loop where sometimes rovers would just sit there trying the same path over and over again, or if a ton of rovers were moving at once, they would completely lag out the game while they each tried to resolve the same broken path over and over.
So anyway, there is a better than zero chance that this issue is fixed now, but please (and I am sure you will) let me know if I am mistaken.
Next on the list, I have implemented a change in employment reporting. Before, if a colonist did not have a high enough IQ to take a job, they would become a student. If there were no schools available, they would just keep looking for an education until they could find one. This had a couple of effects. One, it could create lag on large colonies where colonists kept looking for schools over and over. Additionally, it created higher rates of unemployment while there will still jobs available. Players would wonder why colonists are not filling jobs when there are so many workers available, when the actual reason is that many of the colonists were too dumb to work in the jobs that were unfilled.
To address these issues, several changes were made. Now if a colonist cannot find a job, they will look for school once. If they can't find it they will either a) go to the bar and drink their woes away (find entertainment instead), or b) lose faith in your government and become a protester. Later on when they have become sufficiently happy again, or tired of protesting, they will retry their search for a job or school.
Next, the way unemployment is calculated has been changed. Before, unemployment was simply the number of colonists minus the number of filled jobs. Pretty simple. The issue was that since the simulated colonists (new colonists created after your population passes 2000) found jobs and lived their lives based on statistics from the non-simulated colonists, the unemployment rate in some cases would be artificially high as it was counting students and retired colonists as workers, and so simulated colonists were not finding jobs since their employment rate was coded to match the rate of the non-simulated population. Now, students and retired workers are no longer counted among the unemployed. These stats are now reflected on the statistics screen.
In addition, the unhappiness stats now account for colonists who cannot find an education. These stats were previously not accounted for, skewing the other statistics higher than they normally would have been.
In the coming updates, I want to add new colonist births, and also accelerate the rate of aging among the population. I then plan to include nonage and dotage into the population, where colonists will not work under the age of 16 or over the age of 70, or some other arbitrary numbers. Perhaps these numbers can be set in a new social policy.
For players of the desktop Native Client, all script errors should now be written to a .log file saved in the ~/Documents/My Colony folder on the device. Key word should.
Finally, the Reptilians got three new structures in this release. They finally have an embassy to establish diplomatic missions, the Foreign Outpost. In terms of regular structures, they get the Potters Den, which is a small housing unit which also creates pottery. Also they get a public housing structure, the Homeless Shelter, which also provides a mediocre education to those who live there.
One last word about the Android crashes before I wrap up here. From the stats I have gathered, it appears that over 90% of the crashes happen in offline games vs online games. I am wondering if this is related to the game scanning WiFi for nearby players to trade resources with. I have added some potential fixes related to the TCP/IP networking, but whether or not that have an impact remains to be seen.
That's all for today's update. Thanks for playing, and stay tuned for more!
Firstly, I think that I may have finally solved the long-standing "my rovers wont move" bug, which people have been complaining about for a year or so. Now that I have written this, there may well be 10 comments below proving that I have not solved it, but I am pretty sure that at least it is a lot better now than it was before. The issue is that some time ago, I added code so that the engine would save commonly used paths and re-use them again instead of going through the pathfinder every time, which saved a lot of cpu usage. Somehow though, I forgot to clear out those saved paths whenever new structures or terrain features were added to the map. So if a path was ever created, and then later on, a building got placed somewhere along the path, the game would go back and try to find a new path, but the engine kept giving out the old retained path over and over again. The retained path would eventually be killed if it failed enough times, but this was creating a constant loop where sometimes rovers would just sit there trying the same path over and over again, or if a ton of rovers were moving at once, they would completely lag out the game while they each tried to resolve the same broken path over and over.
So anyway, there is a better than zero chance that this issue is fixed now, but please (and I am sure you will) let me know if I am mistaken.
Next on the list, I have implemented a change in employment reporting. Before, if a colonist did not have a high enough IQ to take a job, they would become a student. If there were no schools available, they would just keep looking for an education until they could find one. This had a couple of effects. One, it could create lag on large colonies where colonists kept looking for schools over and over. Additionally, it created higher rates of unemployment while there will still jobs available. Players would wonder why colonists are not filling jobs when there are so many workers available, when the actual reason is that many of the colonists were too dumb to work in the jobs that were unfilled.
To address these issues, several changes were made. Now if a colonist cannot find a job, they will look for school once. If they can't find it they will either a) go to the bar and drink their woes away (find entertainment instead), or b) lose faith in your government and become a protester. Later on when they have become sufficiently happy again, or tired of protesting, they will retry their search for a job or school.
Next, the way unemployment is calculated has been changed. Before, unemployment was simply the number of colonists minus the number of filled jobs. Pretty simple. The issue was that since the simulated colonists (new colonists created after your population passes 2000) found jobs and lived their lives based on statistics from the non-simulated colonists, the unemployment rate in some cases would be artificially high as it was counting students and retired colonists as workers, and so simulated colonists were not finding jobs since their employment rate was coded to match the rate of the non-simulated population. Now, students and retired workers are no longer counted among the unemployed. These stats are now reflected on the statistics screen.
In addition, the unhappiness stats now account for colonists who cannot find an education. These stats were previously not accounted for, skewing the other statistics higher than they normally would have been.
In the coming updates, I want to add new colonist births, and also accelerate the rate of aging among the population. I then plan to include nonage and dotage into the population, where colonists will not work under the age of 16 or over the age of 70, or some other arbitrary numbers. Perhaps these numbers can be set in a new social policy.
For players of the desktop Native Client, all script errors should now be written to a .log file saved in the ~/Documents/My Colony folder on the device. Key word should.
Finally, the Reptilians got three new structures in this release. They finally have an embassy to establish diplomatic missions, the Foreign Outpost. In terms of regular structures, they get the Potters Den, which is a small housing unit which also creates pottery. Also they get a public housing structure, the Homeless Shelter, which also provides a mediocre education to those who live there.
One last word about the Android crashes before I wrap up here. From the stats I have gathered, it appears that over 90% of the crashes happen in offline games vs online games. I am wondering if this is related to the game scanning WiFi for nearby players to trade resources with. I have added some potential fixes related to the TCP/IP networking, but whether or not that have an impact remains to be seen.
That's all for today's update. Thanks for playing, and stay tuned for more!
So I've been playing a while. Started a new game started to get to Mid game almost late game setup. All of a sudden my colony started complaining about education. So I created schools middle schools high schools internet relays everything important about that all around my residential housing. Thought it fixed it. It absolutely collapsed my entire colony. I just started a new game figuring I just try and do it smarter I'm already 3 hours in and education is the biggest drag on everything I'm doing. 240 colonist two small elementary schools 6 Internet relay Booth's and educated is a 97% concern???????
I am finally putting the finishing touches on the My Colony v0.86.0 patch, which should be hitting all devices within a few days. I had planned for this to be a huge exciting content update, but then once I started working on it, I began running into one problem after the other and it ended up taking way longer to complete than I had anticipated. As a result, there are a lot of engine changes in this update but no content additions, so from the outside it may look like I've spent the last two weeks doing nothing. Rest assured though, there are some improvements to the game in this release, so let's take a look!
The first major change, which actually inadvertently started a domino effect of changes to the engine, was a total rewrite of the way the game saves files. As most of you know, when My Colony first came out there was no such thing as Regions, and so the concept wasn't even considered during game saving. Once Regions came out, many of the engine mechanics had to change to accommodate having multiple game objects processing at the same time (the individual city you are playing, the region itself, and the minor updates to the surrounding region files).
With all of these changes happening to different game objects at the same time, the game saving function remained the same as before. I sort of duct taped a solution together which worked pretty good for the most part. For instance, I had never personally run into any major issues with saving a Regions game. However, there were always reports of problems with saving in Regions, particularly with Resources and Technology levels not saving. This is unique to Regions, as it shares a single Resource and Technology pool among many different game files.
In addition to Regions, the structure of the game itself has changed considerably over the last three years, and over time, layers upon layers of different ideas have been cobbled together in the code creating a mess of sorts. To resolve all of this, I decided to completely change the manner in which game data is saved to the system. The new method allows making saves to multiple game objects at a time, instead of just the currently active game object. For example, prior to this update, when you were playing a region, the overall Region file did not save until you chose "Exit to Region" from the game menu. With this new update, you no longer have to Exit to Region for all regional data to be saved.
This is all well and good, but I didn't anticipate, or rather appreciate, just how many parts of the code were tied into the previous game saving functions. This lack of preparation on my part led to a major issue in the pre-release code on Ape Web Apps where saving a regional city would cause all colonists to lose their jobs and become homeless. Which is not good. It was like doing a fire-drill with each save, except after the fire-drill, the colony would never recover. So that was fun, and working through that led me on a breadcrumb trail that resulted in little changes and fixes all throughout the engine.
As if that wasn't enough though, I also decided to make major changes to the way virtual colonists work. Virtual Colonists are the "colonists" in your colony when your population exceeds 2000. These colonists do not actually exist, but the game instead uses statistics to simulate their education, housing, entertainment, and industrial output. With today's changes, the accuracy of this simulation should be greatly increased, especially in regards to education, which was barely simulated before.
On top of those significant engine changes, I also decided to completely rewrite the way colonists find jobs! I know, too many big changes for one update. There were so many changes here that I could write a whole article about it, but to avoid putting you to sleep, I will give the general overview. With this latest update, the game now keeps track of a "now hiring" list, sort of like a classified advertisement page. Whenever a business has an open job, it adds a now hiring record containing the x:y location of the job, the IQ requirement, pay, etc. Whenever a colonist doesn't have a job, the game takes the now hiring list, and sorts it for that colonist based on location from their house, how it matches their IQ, how it pays, etc. They then start at the top of the list and apply for the jobs. If the job is within a certain range of their house (40 tiles I think) and they meet the requirements, they will take the job. If they don't find one, they will lower their standards a bit. If they still don't find one, they will enroll in school. If they don't find a school to enroll in, they will be mad and complain about lack of education.
This change actually works pretty good, but there is a computational penalty when sorting the job openings. When only a handful of colonists are looking for jobs, it's no big deal. But if you conduct a fire-drill and the entire colony looks for work at once, you might experience a lag in the game of several seconds or more. I will need to look into a fix for this at some point soon.
Ok, so that addresses the bulk of the engine changes I made. There are some other little things here and there that you might notice, as I actually changed so much that I can't remember it all. But since there were so many changes, I would expect to see bugs as a result. Please let me know in the forum what you find!
Let's move on to non-engine related changes. First off, on the main Region city selection screen, the game now shows the name of the city on the overall map.
I will probably add a toggle to turn this on/off, I just did not get to it this time. This is mainly for mobile/touch players, since they don't have a mouse and therefore do not see the mouse-hover popup box that Desktop players see on this screen, making it hard to tell which colony is which.
Next up, I have consolidated most of the Commonwealth management settings into the main Commonwealth section of the statistics screen, so you no longer have to dig through the Policy menu to find everything.
If you look closely at the above, you will probably also notice the next thing I added. That's right, you can now finally change your Commonwealth Tax Rate! This has been requested since Commonwealths first came out, and I apologize for not adding it sooner, but it's there now. I have also capped the Commonwealth Payroll Assistance at 500%, since some of the levels on the server were insane.
Moving on, I have added a new feature called Layout Templates. This is mainly for Regions, but you can now save a "Template" of your current map and export it to the file system to share with other players. When you activate a template on your map, you see a ghosted image of the template buildings overlayed on your colony (you can turn the image on/off) that you can use as a guide for building. This is mainly for players who have designed certain build layouts and want to share the layout with others. I imagine it would work best on an empty regional map with no resources. You can find the template options on the bottom of the General Statistics screen.
There is a new engine setting that allows you to turn Gamepad input on or off. It has always been turned on from the beginning, but there was a concern that if you were playing another game on your desktop while My Colony was open, My Colony would be processing the gamepad inputs from the other game. If you find yourself in this situation, you can now turn off gamepad input completely from the Engine Settings screen.
There have been some minor changes to Colonist processing. Entertainment facilities now increase energy and happiness at a faster rate. In addition, colonist happiness will also slightly increase when they are at home. I have also increased the starting colonist IQ range to make them a bit smarter by default (will not impact current colonists, only new arrivals). And finally, I have further increased the rate that colonists age, since I still think it's too slow.
And last but not least, there were a couple of changes to existing buildings. The Mass Driver trade capacity has lifted from 100 to 300, and the basic Greenhouse now has a slightly faster production rate and a higher storage capacity.
So anyway, for me this was one of those updates that was pretty large, but for the general players of the game, it should seem like a pretty small patch. Hopefully nothing major has been broken, but continue to let me know what bugs you find. I should note that on the Android and Windows clients, there is a new "Send Feedback" button on the My Colony sidebar that will allow you to send a message or bug report directly to my Inbox, and I will add this to the Desktop, Web, and iOS versions at some point too. A lot of times people leave bug reports in the app store comments, and those are easy for me to miss.
That's all for today;s update though, let me know what you find, stay tuned for more, and thanks for playing My Colony!
The first major change, which actually inadvertently started a domino effect of changes to the engine, was a total rewrite of the way the game saves files. As most of you know, when My Colony first came out there was no such thing as Regions, and so the concept wasn't even considered during game saving. Once Regions came out, many of the engine mechanics had to change to accommodate having multiple game objects processing at the same time (the individual city you are playing, the region itself, and the minor updates to the surrounding region files).
With all of these changes happening to different game objects at the same time, the game saving function remained the same as before. I sort of duct taped a solution together which worked pretty good for the most part. For instance, I had never personally run into any major issues with saving a Regions game. However, there were always reports of problems with saving in Regions, particularly with Resources and Technology levels not saving. This is unique to Regions, as it shares a single Resource and Technology pool among many different game files.
In addition to Regions, the structure of the game itself has changed considerably over the last three years, and over time, layers upon layers of different ideas have been cobbled together in the code creating a mess of sorts. To resolve all of this, I decided to completely change the manner in which game data is saved to the system. The new method allows making saves to multiple game objects at a time, instead of just the currently active game object. For example, prior to this update, when you were playing a region, the overall Region file did not save until you chose "Exit to Region" from the game menu. With this new update, you no longer have to Exit to Region for all regional data to be saved.
This is all well and good, but I didn't anticipate, or rather appreciate, just how many parts of the code were tied into the previous game saving functions. This lack of preparation on my part led to a major issue in the pre-release code on Ape Web Apps where saving a regional city would cause all colonists to lose their jobs and become homeless. Which is not good. It was like doing a fire-drill with each save, except after the fire-drill, the colony would never recover. So that was fun, and working through that led me on a breadcrumb trail that resulted in little changes and fixes all throughout the engine.
As if that wasn't enough though, I also decided to make major changes to the way virtual colonists work. Virtual Colonists are the "colonists" in your colony when your population exceeds 2000. These colonists do not actually exist, but the game instead uses statistics to simulate their education, housing, entertainment, and industrial output. With today's changes, the accuracy of this simulation should be greatly increased, especially in regards to education, which was barely simulated before.
On top of those significant engine changes, I also decided to completely rewrite the way colonists find jobs! I know, too many big changes for one update. There were so many changes here that I could write a whole article about it, but to avoid putting you to sleep, I will give the general overview. With this latest update, the game now keeps track of a "now hiring" list, sort of like a classified advertisement page. Whenever a business has an open job, it adds a now hiring record containing the x:y location of the job, the IQ requirement, pay, etc. Whenever a colonist doesn't have a job, the game takes the now hiring list, and sorts it for that colonist based on location from their house, how it matches their IQ, how it pays, etc. They then start at the top of the list and apply for the jobs. If the job is within a certain range of their house (40 tiles I think) and they meet the requirements, they will take the job. If they don't find one, they will lower their standards a bit. If they still don't find one, they will enroll in school. If they don't find a school to enroll in, they will be mad and complain about lack of education.
This change actually works pretty good, but there is a computational penalty when sorting the job openings. When only a handful of colonists are looking for jobs, it's no big deal. But if you conduct a fire-drill and the entire colony looks for work at once, you might experience a lag in the game of several seconds or more. I will need to look into a fix for this at some point soon.
Ok, so that addresses the bulk of the engine changes I made. There are some other little things here and there that you might notice, as I actually changed so much that I can't remember it all. But since there were so many changes, I would expect to see bugs as a result. Please let me know in the forum what you find!
Let's move on to non-engine related changes. First off, on the main Region city selection screen, the game now shows the name of the city on the overall map.
I will probably add a toggle to turn this on/off, I just did not get to it this time. This is mainly for mobile/touch players, since they don't have a mouse and therefore do not see the mouse-hover popup box that Desktop players see on this screen, making it hard to tell which colony is which.
Next up, I have consolidated most of the Commonwealth management settings into the main Commonwealth section of the statistics screen, so you no longer have to dig through the Policy menu to find everything.
If you look closely at the above, you will probably also notice the next thing I added. That's right, you can now finally change your Commonwealth Tax Rate! This has been requested since Commonwealths first came out, and I apologize for not adding it sooner, but it's there now. I have also capped the Commonwealth Payroll Assistance at 500%, since some of the levels on the server were insane.
Moving on, I have added a new feature called Layout Templates. This is mainly for Regions, but you can now save a "Template" of your current map and export it to the file system to share with other players. When you activate a template on your map, you see a ghosted image of the template buildings overlayed on your colony (you can turn the image on/off) that you can use as a guide for building. This is mainly for players who have designed certain build layouts and want to share the layout with others. I imagine it would work best on an empty regional map with no resources. You can find the template options on the bottom of the General Statistics screen.
There is a new engine setting that allows you to turn Gamepad input on or off. It has always been turned on from the beginning, but there was a concern that if you were playing another game on your desktop while My Colony was open, My Colony would be processing the gamepad inputs from the other game. If you find yourself in this situation, you can now turn off gamepad input completely from the Engine Settings screen.
There have been some minor changes to Colonist processing. Entertainment facilities now increase energy and happiness at a faster rate. In addition, colonist happiness will also slightly increase when they are at home. I have also increased the starting colonist IQ range to make them a bit smarter by default (will not impact current colonists, only new arrivals). And finally, I have further increased the rate that colonists age, since I still think it's too slow.
And last but not least, there were a couple of changes to existing buildings. The Mass Driver trade capacity has lifted from 100 to 300, and the basic Greenhouse now has a slightly faster production rate and a higher storage capacity.
So anyway, for me this was one of those updates that was pretty large, but for the general players of the game, it should seem like a pretty small patch. Hopefully nothing major has been broken, but continue to let me know what bugs you find. I should note that on the Android and Windows clients, there is a new "Send Feedback" button on the My Colony sidebar that will allow you to send a message or bug report directly to my Inbox, and I will add this to the Desktop, Web, and iOS versions at some point too. A lot of times people leave bug reports in the app store comments, and those are easy for me to miss.
That's all for today;s update though, let me know what you find, stay tuned for more, and thanks for playing My Colony!
I've had average violinist IQ above 120 and still they complain about education... It doesn't make sense but it's really about jobs available within your education limits.
H3110 guys! (•ω•)
In the insectnoid branch of technology, there’s a technology that has nothing unlocked even you have resesrched it - INSECTNOID MIND NETWORK.
And may I explain something here, insectnoid mind network is not a new utility, but it is how insectnoids utilizes the network to exchange thoughts.
So here this time, I am going to put my ideas here seriously.
New Techs unlocked by Insectnoid Mind Network!
New Buildings!
Here’s my ideas, and more might come soon.
Ideas and feedbacks?
Comments please (>ω•)
In the insectnoid branch of technology, there’s a technology that has nothing unlocked even you have resesrched it - INSECTNOID MIND NETWORK.
And may I explain something here, insectnoid mind network is not a new utility, but it is how insectnoids utilizes the network to exchange thoughts.
So here this time, I am going to put my ideas here seriously.
New Techs unlocked by Insectnoid Mind Network!
- Neuro Studies
Learn to study organisms thinking patterns and mind flow from mind data, without the need to cut you head open to study them. - Mind Unity
Bring unity to the minds of your subjects - Not just letting them know what others are thinking, but also helps you to govern them into a deep-mind level. - Mind Control
To ensure your people obey to your government, brainwashing is unavoidable...
(Also applies on human tech tree)
New Buildings!
- Interstellar Alter of Integrated Thoughts
This serves as an upgrade as Interstellar Pad of Thoughts. But it’s stronger as the utilization of Insectnoid Mind Network is able to intergrate pure and raw thoughts into greater mythical power. - Mind Bank
Serve as an upgrade for the Mound of Scholars. This is the place where pure great thoughts and knowledge accumuated and collected from the insectnoids. Provides high level education by inserting raw thoughts and knowledge into their tiny brains while also produces a minor amount of research and a trace amount of antaura from it. - Mind Meditation Hub
Here you can relax, throw away your daily troubles and enjoy the mediataion accompanied with the chilling mind illusions inserted into your brain. This mind treatment is well known among every civilization in the galaxy for its high effectiveness treating depression and mental disorders. - Insitution for Thoughts Studies
Thoughts has infinity possibilities. This insectnoid research insitution is specialised to have some new discoveries and knowledge from studying minds and thoughts. - Hall of Minds
Establish a government insitution to manage matters of insectnoid-importance that goes into the minds of your subjects. Generates civics. - Hive of Brainwashing
Brainwash your broods with those information you desired to insert into their brain, that ensure they obeys the government (though not 100% effective) - under the disguise of education. Generates civics while provides high level education.
Here’s my ideas, and more might come soon.
Ideas and feedbacks?
Comments please (>ω•)
My initial thoughts about the changes to approval rating regarding health, education and entertainment was to treat a bit like the utilities. So for education you could associate points based on the number of people in your colony that are young or old (what you decided to do).
Also you can have trash and atmosphere have an effect on colonists health. So the way they'd both work would be similar to the way taxes work. For atmosphere you could split it up into 0 - 250k, 250k - 1mil, 1mil - 5mil, 5mil - 15mil and 15mil+. Each category has a certain number of points associated to them which then effects all colonists. So the larger the atmosphere of the colony the more medical facilities are needed for the colony. This could also be applied to trash in a similar way.
Sorry if I'm repeating myself but you could also have the similar effect on the rest of the approval rating factors where they each provide points based on several factors. So education can have points relating to the iQ needed for that job so then the districts you have come up with can then have different needs for the colonists.
I think this would behave in a similar way to what you are currently developing. It would just have a fairly easy way to quantify how much entertainment etc. is needed for the colonists.
Once again I'm sorry if this is me repeating myself but I was just thinking you might like to implement this idea in someway, @bastecklein
Also you can have trash and atmosphere have an effect on colonists health. So the way they'd both work would be similar to the way taxes work. For atmosphere you could split it up into 0 - 250k, 250k - 1mil, 1mil - 5mil, 5mil - 15mil and 15mil+. Each category has a certain number of points associated to them which then effects all colonists. So the larger the atmosphere of the colony the more medical facilities are needed for the colony. This could also be applied to trash in a similar way.
Sorry if I'm repeating myself but you could also have the similar effect on the rest of the approval rating factors where they each provide points based on several factors. So education can have points relating to the iQ needed for that job so then the districts you have come up with can then have different needs for the colonists.
I think this would behave in a similar way to what you are currently developing. It would just have a fairly easy way to quantify how much entertainment etc. is needed for the colonists.
Once again I'm sorry if this is me repeating myself but I was just thinking you might like to implement this idea in someway, @bastecklein
I hope everybody is having a good week! Today after several weeks of work, I am putting the finishing touches on My Colony v1.0.0 which will be heading out to all platforms over the coming days, just in time for the holidays! There is not a lot of new content in this update, and pretty much nothing that I had originally planned to add to it is here, but that is ok! What you get instead is almost a total re-write of the underlying simulation engine, which I think will improve performance on most devices, greatly reduce save-file sizes (and save corruption instances), and greatly expand the possibilities for new features in the coming updates. With all of that said, let's take a look at what has changed. This will probably be a longer write-up than most, so sit tight!
First of all, I really wish I had more time to work on this update, as I do not consider it to be complete by any stretch of the means. Sadly though, because of the time of year I had to push the update now, otherwise I would not be able to release until sometime in January. For one reason, I have a lot of family stuff coming up for the holidays. Also, the various app stores do not process submissions during this time of year (so that their employees can have some holiday time off), particularly iPhone, so I have to get the update in now before the release window closes. So I want to apologize to everybody for the lack of new content and incomplete nature of this update, given what I had promised previously. I hope you are not too mad at me, especially since it has been about a month since the last update! I did put a ton of hours into this one though, and I think (hope!) in the long run the game will end up being a lot better for it.
Since these patch notes are longer than normal, I will split them up into sections.
Game Data
First I want to talk about some game file changes. Since the format of the game has evolved a bit since the first release of My Colony in 2016, there have been a lot of properties and settings added over the months and years that are no longer applicable today. I have done a little bit of cleanup and reorganizing of the game data in this release, and if you have an older, larger colony, the first time you open it in v1.0.0 it might take a little longer to load as this cleanup procedure takes place on your game data, possible up to a minute or more. This is normal. Afterwards, the disk size of your game data should be a lot smaller, which should be great for all versions of the game, as save file corruptions are sometimes a problem on various platforms. It should also make cloud sync a whole lot faster and more reliable. I believe it will also help with issues where web browsers like Chrome delete My Colony saves to keep the game under the browser's storage quota. Just for an example, the save file for my main colony which has around 270k population is now only about 600kb, which is a massive reduction from before.
I am working on a way to export an entire region game (and all of it's sub colonies) into one single backup file. I had meant to have this feature ready to go for this update, but simply ran out of time. Be aware that it is coming soon though. The new file size reduction is one of the reasons why I am able to implement this feature properly!
Regions
There is a large change to how Regions are generated now, when playing on a map type that features a river terrain, such as Earthlike, Abandoned World, and Lava World. The River formations are now generated on a region-wide basis, instead of on a map-by-map basis, giving the entire region a more continuous look and feel. So now when you start a new region on one of these map types, it will have to generate the river template, which may take a minute on slower devices. It is a one-time thing though, so I think the time trade-off is worth it.
In addition to automatic region generation, you can now also include a template file that the game will use to create your region. The template parser works best when using a 250x250 black and white image, but it will accept any image file you have. For example, consider the following template file:
When applied to a Lava World region, will create the following regional map:
These new region generating and templating features can make for some very interesting regional maps!
Once you are inside of a region map, you will notice some additional changes. There is now a 1 tile green border surrounding regional cities. If you mouse-over this border, you will see the name of the adjacent city in the region and if you click on it, it will ask you if you want to switch over to that city, without having to back out to the overall regional map first.
In addition, you can now order a rover or other unit to drive onto that green border area, and the unit will be transferred to the adjacent city. Players have wanted this feature since regions first came out, and it basically works just as you would expect it to.
Simulation Changes
This is where the changes start getting big, but I have tried to implement them in a way that will hopefully be unnoticeable to most players. For v1.0.0, I have rewritten the core simulation engine from scratch, moving it from an individual colonist based simulation, to more of a macro simulation using buildings as the core point of focus for the game. This change was mainly done for performance and scale. When I had originally created the game, I did not really expect colonies with more than a few hundred colonists at most. My original inspiration for the colonist part of the game was a title I found on Steam called Spacebase DF-9, which sadly got abandoned by it's creators. But in that vain, each colonist had it's own stats, it's own bank account, it's own mood, name, health, happiness level, job, house etc. With a few hundred colonists, this works out pretty good. With 100,000 or even 1,000,000, this becomes a CPU and memory nightmare.
Over the years I have done various tweaks and hacks to try to get around this design issue, but it's never worked out perfectly. At the end of the day, there was no way to get around the fact that the way that the game was originally envisioned and designed was simply no longer compatible with the way that the game had eventually turned out. My Colony has become, at it's core, a city simulator game based in outer space. It does feature things that you will not find in a traditional city simulator game, but at the end of the day, this is what it has basically morphed in to. So I have made changes to the game to better reflect this reality.
The individual colonist, as he has existed in prior versions of the game, no longer exists. He has been replaced by statistics. The game now operates on a system based on the residential structure and it's proximity to available amenities, such as entertainment, medical, educational, and work. This is now reflected by clicking on a building and looking at it's stats screen.
Where a colonist decided to live is based on the overall value rating of the residential property. Where a colonist decides to work is based on the location of the job site in relation to occupied residential buildings. Therefore, maintaining full productive capacity requires balancing all of the desirability factors for your residential buildings and keeping your job sites in range to those buildings.
It may sound complicated, but it's really not. In general, a colony that was well designed and balanced before this update should still work without too many issues. I have tried to design this in a way that would be as minimally disruptive to existing colonies as possible.
The largest potential issue people will see is in regards to medical care. Simply put, before medical care was barely required, and now it is absolutely required. If your colony lacks medical facilities, people will die. If you start seeing people die every month for no reason, make sure that you have enough medical clinics!
This new simulation engine has changed the way approval rating is calculated. It is now a function of the overall value of every residential structure, weighted by the number of colonists living in that structure. Overall colony approval rating will impact production in this way: if overall approval falls below 30%, you will start to see riots, which will in turn decrease the number of people who go to work. To make the transition to v1.0.0 easier, I have disabled rioting for this release, to give players time to balance their colonies. It will be activated in v1.1.0 though, so you should not ignore it.
In a way, it is sad to make this change, as I've always liked having the ability to select a colonist and see where they live, how happy the are, give them money, etc. These options are now gone from the game, along with certain policy items that were related to individual colonists. That said, the change has reduced the memory consumption of the game significantly, and will also allow the game to grow in ways never before possible, so I think that overall it will be a good thing, and I hope people are not too disappointed by it!
Colonist Lifecycle
Colonists now age properly in this update, and they will also have babies. You now need to balance your colony in a way that can support children and elderly, who are unable to work. Before you could just have a 1:1 ratio of population to jobs, now you cannot. A new section has been added to the population stat screen that lets you see the current age distribution of your colonists.
Colonists will work between the ages of 16 and 70 and they will have kids between the ages of 16 and 40. After the age of 50, they have a chance to die of natural causes, and that chance is higher or lower based on the health rating of your colony.
This has been the hardest part of the game to balance in this update, and will probably take several updates to get it right. You do not want the birth rate to be too high at the beginning of the game, because it is hard to take care of babies when you are just starting out. However, you do not want it to be too low later on, because you need enough new workers to support the aging population.
As I said, this will probably take some time to get right. It will be a bit more difficult for large existing colonies, because before this update, almost all colonists were aged between 20-35 years old. If you have a large existing population, all of these people will probably be retiring around the same time. To ease these issues, I have added new deportation policies to the game, with the options to deport all elderly and children.
Random Changes and Improvements
The Stats screen now has two new sections, Utilities and Game Data, both of which were going to be a lot cooler than they are now, but I ran out of time. Keep an eye on these, because they will be getting better in the future.
On the main construction sidebar, you can now right-click on a building to quick-jump to the encyclopedia article for that structure. In addition, mouse-hovering over a building now shows a bit more information, such as the entertainment/medical/educational capacities of the structure.
For vehicle construction buildings like the Small Vehicle Factory, you can now mouse-over them when they have multiple units queues up to see exactly which types of units are currently in the queue.
On regional maps, the day/night cycle is now synchronized across the entire region. Before now, one city could be daytime, and the city right next to it could be night.
Tourism has been revamped, much in the way the rest of the simulation has. You will now probably make a lot more money on tourism than you had previously.
The Overview statistics window now displays the total number of real-life hours you have played the game (since v0.91.0, as it was not tracked before then), as well as the amount of game-time that your colony has been around.
There is now a new Medical build category.
When a colony under embargo starts paying taxes again, they now regain their "motherland relations" at a faster rate.
The Brood Training Center now provides some education.
Increased the number of students for the Transcendent Academy, Mound of Scholars, and Internet Relay Booth.
Increased medical capacity of the Bloodletting Station, Healing Pods, and First Aid Station.
Increased the guest capacity of the Large Park, Paste Treatment Spa, Torture Booth, Live Autopsy Slab, Suppertime Arena, and Internet Relay Booth.
Added slight Entertainment and Education boost to the Real News Station.
Added slight Education boost to the Live Autopsy Slab.
New Content
New Unit: Ether Rover
New Structures: Ether Storage, Integrated Medical Clinic, Small Hospital, University, Ant Paste Rejuvenation Clinic
What's Next?
There is still much to be done. I would have preferred to just work on this update for three months and add everything I want to it, but I did want to give everybody something to play over the holidays. My immediate plan for My Colony v1.1.0 is to add the #1 most requested feature since the game originally came out, Mass Transit. I already have the entire system mapped out in my head and I think it's going to work well, and will function within a single city and even across region. This means you will also be able to have houses in one region map where people work in the adjacent region map. So this is what will be coming in v1.1.0, unless there are major issues with this update, in which case it will be v1.2.0.
After that, I want to implement crime and security, which will be the focus of the next update. Crime is already factored into the land value rating of all buildings, so a lot of the work is already done. I just need to do the work to finish it off. If I had more time, Mass Transit and Crime would have been done in this release, since I have already started implementing both "under the hood."
Finally, I promised online competition and leaderboards for this update, and I just didn't get to them. I have not forgotten about it though, but I am pushing it out until after Mass Transit and Crime, as I have already sort of started on Mass Transit and Crime, and I think people will probably get more out of those two features anyway. So I am tentatively scheduling the online competition update for v1.3 or v1.4.
Beyond those, that is all I have planned in the near future for major gameplay changing updates. After that it will be back to the regular bug-fix and content update grinds. I do still need to flesh out the other civs a bit more. At some point I want to add AI controlled factions, as I want to add a new map type that is already inhabited by a primitive species and you will either have to coexist with them or exterminate them. But that is a little bit further down the line.
So that's all for v1.0.0. It should be hitting all devices over the coming days, so be on the lookout. Let me know in the forum what issues and requests you have. There are literally a ton of engine changes to this update and so I do expect problems, but with your help I will get them all ironed out over the coming updates.
This happens to be the 100th major update to My Colony, and I want to thank everybody who has been with me over the years, helping me create this amazing game that we all love! I never could have imagined when I first started on it in 2016 what it would have eventually morphed into. A lot of the greatness in the game comes directly from suggestions I have gotten from you guys, so thank you to everybody who has supported the game over the years, and stay tuned for a lot more to come in the future!
First of all, I really wish I had more time to work on this update, as I do not consider it to be complete by any stretch of the means. Sadly though, because of the time of year I had to push the update now, otherwise I would not be able to release until sometime in January. For one reason, I have a lot of family stuff coming up for the holidays. Also, the various app stores do not process submissions during this time of year (so that their employees can have some holiday time off), particularly iPhone, so I have to get the update in now before the release window closes. So I want to apologize to everybody for the lack of new content and incomplete nature of this update, given what I had promised previously. I hope you are not too mad at me, especially since it has been about a month since the last update! I did put a ton of hours into this one though, and I think (hope!) in the long run the game will end up being a lot better for it.
Since these patch notes are longer than normal, I will split them up into sections.
Game Data
First I want to talk about some game file changes. Since the format of the game has evolved a bit since the first release of My Colony in 2016, there have been a lot of properties and settings added over the months and years that are no longer applicable today. I have done a little bit of cleanup and reorganizing of the game data in this release, and if you have an older, larger colony, the first time you open it in v1.0.0 it might take a little longer to load as this cleanup procedure takes place on your game data, possible up to a minute or more. This is normal. Afterwards, the disk size of your game data should be a lot smaller, which should be great for all versions of the game, as save file corruptions are sometimes a problem on various platforms. It should also make cloud sync a whole lot faster and more reliable. I believe it will also help with issues where web browsers like Chrome delete My Colony saves to keep the game under the browser's storage quota. Just for an example, the save file for my main colony which has around 270k population is now only about 600kb, which is a massive reduction from before.
I am working on a way to export an entire region game (and all of it's sub colonies) into one single backup file. I had meant to have this feature ready to go for this update, but simply ran out of time. Be aware that it is coming soon though. The new file size reduction is one of the reasons why I am able to implement this feature properly!
Regions
There is a large change to how Regions are generated now, when playing on a map type that features a river terrain, such as Earthlike, Abandoned World, and Lava World. The River formations are now generated on a region-wide basis, instead of on a map-by-map basis, giving the entire region a more continuous look and feel. So now when you start a new region on one of these map types, it will have to generate the river template, which may take a minute on slower devices. It is a one-time thing though, so I think the time trade-off is worth it.
In addition to automatic region generation, you can now also include a template file that the game will use to create your region. The template parser works best when using a 250x250 black and white image, but it will accept any image file you have. For example, consider the following template file:
When applied to a Lava World region, will create the following regional map:
These new region generating and templating features can make for some very interesting regional maps!
Once you are inside of a region map, you will notice some additional changes. There is now a 1 tile green border surrounding regional cities. If you mouse-over this border, you will see the name of the adjacent city in the region and if you click on it, it will ask you if you want to switch over to that city, without having to back out to the overall regional map first.
In addition, you can now order a rover or other unit to drive onto that green border area, and the unit will be transferred to the adjacent city. Players have wanted this feature since regions first came out, and it basically works just as you would expect it to.
Simulation Changes
This is where the changes start getting big, but I have tried to implement them in a way that will hopefully be unnoticeable to most players. For v1.0.0, I have rewritten the core simulation engine from scratch, moving it from an individual colonist based simulation, to more of a macro simulation using buildings as the core point of focus for the game. This change was mainly done for performance and scale. When I had originally created the game, I did not really expect colonies with more than a few hundred colonists at most. My original inspiration for the colonist part of the game was a title I found on Steam called Spacebase DF-9, which sadly got abandoned by it's creators. But in that vain, each colonist had it's own stats, it's own bank account, it's own mood, name, health, happiness level, job, house etc. With a few hundred colonists, this works out pretty good. With 100,000 or even 1,000,000, this becomes a CPU and memory nightmare.
Over the years I have done various tweaks and hacks to try to get around this design issue, but it's never worked out perfectly. At the end of the day, there was no way to get around the fact that the way that the game was originally envisioned and designed was simply no longer compatible with the way that the game had eventually turned out. My Colony has become, at it's core, a city simulator game based in outer space. It does feature things that you will not find in a traditional city simulator game, but at the end of the day, this is what it has basically morphed in to. So I have made changes to the game to better reflect this reality.
The individual colonist, as he has existed in prior versions of the game, no longer exists. He has been replaced by statistics. The game now operates on a system based on the residential structure and it's proximity to available amenities, such as entertainment, medical, educational, and work. This is now reflected by clicking on a building and looking at it's stats screen.
Where a colonist decided to live is based on the overall value rating of the residential property. Where a colonist decides to work is based on the location of the job site in relation to occupied residential buildings. Therefore, maintaining full productive capacity requires balancing all of the desirability factors for your residential buildings and keeping your job sites in range to those buildings.
It may sound complicated, but it's really not. In general, a colony that was well designed and balanced before this update should still work without too many issues. I have tried to design this in a way that would be as minimally disruptive to existing colonies as possible.
The largest potential issue people will see is in regards to medical care. Simply put, before medical care was barely required, and now it is absolutely required. If your colony lacks medical facilities, people will die. If you start seeing people die every month for no reason, make sure that you have enough medical clinics!
This new simulation engine has changed the way approval rating is calculated. It is now a function of the overall value of every residential structure, weighted by the number of colonists living in that structure. Overall colony approval rating will impact production in this way: if overall approval falls below 30%, you will start to see riots, which will in turn decrease the number of people who go to work. To make the transition to v1.0.0 easier, I have disabled rioting for this release, to give players time to balance their colonies. It will be activated in v1.1.0 though, so you should not ignore it.
In a way, it is sad to make this change, as I've always liked having the ability to select a colonist and see where they live, how happy the are, give them money, etc. These options are now gone from the game, along with certain policy items that were related to individual colonists. That said, the change has reduced the memory consumption of the game significantly, and will also allow the game to grow in ways never before possible, so I think that overall it will be a good thing, and I hope people are not too disappointed by it!
Colonist Lifecycle
Colonists now age properly in this update, and they will also have babies. You now need to balance your colony in a way that can support children and elderly, who are unable to work. Before you could just have a 1:1 ratio of population to jobs, now you cannot. A new section has been added to the population stat screen that lets you see the current age distribution of your colonists.
Colonists will work between the ages of 16 and 70 and they will have kids between the ages of 16 and 40. After the age of 50, they have a chance to die of natural causes, and that chance is higher or lower based on the health rating of your colony.
This has been the hardest part of the game to balance in this update, and will probably take several updates to get it right. You do not want the birth rate to be too high at the beginning of the game, because it is hard to take care of babies when you are just starting out. However, you do not want it to be too low later on, because you need enough new workers to support the aging population.
As I said, this will probably take some time to get right. It will be a bit more difficult for large existing colonies, because before this update, almost all colonists were aged between 20-35 years old. If you have a large existing population, all of these people will probably be retiring around the same time. To ease these issues, I have added new deportation policies to the game, with the options to deport all elderly and children.
Random Changes and Improvements
The Stats screen now has two new sections, Utilities and Game Data, both of which were going to be a lot cooler than they are now, but I ran out of time. Keep an eye on these, because they will be getting better in the future.
On the main construction sidebar, you can now right-click on a building to quick-jump to the encyclopedia article for that structure. In addition, mouse-hovering over a building now shows a bit more information, such as the entertainment/medical/educational capacities of the structure.
For vehicle construction buildings like the Small Vehicle Factory, you can now mouse-over them when they have multiple units queues up to see exactly which types of units are currently in the queue.
On regional maps, the day/night cycle is now synchronized across the entire region. Before now, one city could be daytime, and the city right next to it could be night.
Tourism has been revamped, much in the way the rest of the simulation has. You will now probably make a lot more money on tourism than you had previously.
The Overview statistics window now displays the total number of real-life hours you have played the game (since v0.91.0, as it was not tracked before then), as well as the amount of game-time that your colony has been around.
There is now a new Medical build category.
When a colony under embargo starts paying taxes again, they now regain their "motherland relations" at a faster rate.
The Brood Training Center now provides some education.
Increased the number of students for the Transcendent Academy, Mound of Scholars, and Internet Relay Booth.
Increased medical capacity of the Bloodletting Station, Healing Pods, and First Aid Station.
Increased the guest capacity of the Large Park, Paste Treatment Spa, Torture Booth, Live Autopsy Slab, Suppertime Arena, and Internet Relay Booth.
Added slight Entertainment and Education boost to the Real News Station.
Added slight Education boost to the Live Autopsy Slab.
New Content
New Unit: Ether Rover
New Structures: Ether Storage, Integrated Medical Clinic, Small Hospital, University, Ant Paste Rejuvenation Clinic
What's Next?
There is still much to be done. I would have preferred to just work on this update for three months and add everything I want to it, but I did want to give everybody something to play over the holidays. My immediate plan for My Colony v1.1.0 is to add the #1 most requested feature since the game originally came out, Mass Transit. I already have the entire system mapped out in my head and I think it's going to work well, and will function within a single city and even across region. This means you will also be able to have houses in one region map where people work in the adjacent region map. So this is what will be coming in v1.1.0, unless there are major issues with this update, in which case it will be v1.2.0.
After that, I want to implement crime and security, which will be the focus of the next update. Crime is already factored into the land value rating of all buildings, so a lot of the work is already done. I just need to do the work to finish it off. If I had more time, Mass Transit and Crime would have been done in this release, since I have already started implementing both "under the hood."
Finally, I promised online competition and leaderboards for this update, and I just didn't get to them. I have not forgotten about it though, but I am pushing it out until after Mass Transit and Crime, as I have already sort of started on Mass Transit and Crime, and I think people will probably get more out of those two features anyway. So I am tentatively scheduling the online competition update for v1.3 or v1.4.
Beyond those, that is all I have planned in the near future for major gameplay changing updates. After that it will be back to the regular bug-fix and content update grinds. I do still need to flesh out the other civs a bit more. At some point I want to add AI controlled factions, as I want to add a new map type that is already inhabited by a primitive species and you will either have to coexist with them or exterminate them. But that is a little bit further down the line.
So that's all for v1.0.0. It should be hitting all devices over the coming days, so be on the lookout. Let me know in the forum what issues and requests you have. There are literally a ton of engine changes to this update and so I do expect problems, but with your help I will get them all ironed out over the coming updates.
This happens to be the 100th major update to My Colony, and I want to thank everybody who has been with me over the years, helping me create this amazing game that we all love! I never could have imagined when I first started on it in 2016 what it would have eventually morphed into. A lot of the greatness in the game comes directly from suggestions I have gotten from you guys, so thank you to everybody who has supported the game over the years, and stay tuned for a lot more to come in the future!
Hello guys!
Some old players like @Ansom would like to see very compact service facilities, saving places for factories while fitting into the gaps easier and helps better management, or something that can serve lots of colonists in a limited place.
You know, when lands are scarce, and you cannot expand your colony productions, while facing enormous service demands.
So this time, my big batch of idea will feature ultra compact service facilities.
Technologies!
New Resource!
Quantum Battery (QB) is the new end-game resource for developing even compact buildings.
These quantum batteries contains pure quantum matters that requires extra care when dealing woth them, especially they are volatile under exposure to strong solar radiation.
Buildings!
Some old players like @Ansom would like to see very compact service facilities, saving places for factories while fitting into the gaps easier and helps better management, or something that can serve lots of colonists in a limited place.
You know, when lands are scarce, and you cannot expand your colony productions, while facing enormous service demands.
So this time, my big batch of idea will feature ultra compact service facilities.
Technologies!
- Pure Quantum Matter Extraction
Learn how to extract pure quantum matters, a mysterious matter tha has infinite possibility, from the long lost methods from lost civilizations. - Modular Engineering
Using pure quantum and ancient alien knowledge to find out the most space-saving designs of facilities using micro-modules. - Quantum Dimensional Engineering
Harness the power of quantum technology and knowledge of the dimensions, find out ways to ‘expand spaces’ inside limited space.
New Resource!
Quantum Battery (QB) is the new end-game resource for developing even compact buildings.
These quantum batteries contains pure quantum matters that requires extra care when dealing woth them, especially they are volatile under exposure to strong solar radiation.
Buildings!
- Pure Quantum Extraction Lab
Where the smartest scientists collects pure quantum matters, and seal them inside batteries. - Transcendent Modular Colonimulation Centre
Harness the power of quantum technology and modular engineering, Colonimulation now introduces a even higher entertainment experience for colonists, and super-large service capacity. - Transcendent Modular Quantum Health Centre
Not just it is runed using quantum matters, this facility also make use of the quantum matter for therapies, serving numerous sicks and ills quickly. - Transcendent Modular Education Pod Cluster
With quantum modular education pods, more transcendent quality education can be carried out at the same time - Just hop into one of the pods, and the pods will bring you knowledge by quantum influence. - Transcendent Alien Power Tower
Beyond what ancient aliens had done so far, now with the quantum modular technology, more reactors can be installed. Most importantly, easy replacement of modules makes easy maintenance. - Transcendent Arcology
Imagine when we can pack even more people into a limited space using quantum-powered modular furniture, windows and walls. Everything are quantum powered. - Transcendent Quantum Forge
Infinite possibilities with quantum technology. With this Transcendent Quantum Forge, Anything can be created with pure knowledge.
An upgrade of research convertor. - Transcendent Modular Server
Modular quantum processors are able to process quadzillions of terrabytes at 0.000000273 second. So why not use it for servers? - Gate of Utopia
The recent advance of quantum-dimensional technology allowed us to create space. Imagine you can create a space large as a city just using the space of a room, enjoying endless entertainment and leisure, and living in ultimately relaxing homes you ever seen. - Gate of Heavens
Don’t worry, you’re not dying. It’s just an artifical dimension, where the best medical technology integrates, and no disease are cureless. - Gate of the Endless Libraries
Every trace of knowledge we have discovered can be found here. I’m very sure that everybody can find their clues here, and eventually become ultra-smart beings. - Gate of Hell
The most realistic Hell world you have ever seen, the most terrible space for criminals.
Hello guys!
Keeping your people happy is always the basics for a thriving civilization.
In this post, I’ll introduce the buildings related to quality of life and happiness - The service utilities.
(notes: service utilities includes health, education, entertainment and security.)
Royal Jelly Club
An upgrade of the Gentlebugs Club. Of course, serves more guests, and consumes more rum, and sugar for flavouring.
Hall of Rum Fountains
An upgrade of the House of Running Rum. It’s definitely a large hall for greater feasts and entertinment. Don’t forget the amazing rum fountain :D.
The Megatree of United Souls
Surely fits the style of insectnoids, worshipping mythical theories and seek for truths trough meditation.
Notes: nothing to do with bandwidth.
Park of The Shining Stars
It roughly includes a tall rock where you can stand and observe the skies, and some trees hanged with lanterns.
Fee-free entertainment for all.
Public Forum
An multi-purpose building, produces civics, gives education, and provides entertainment.
Grand Brood Academy
An upgrade for Mound of Scholars, for meeting enormous needs of education.
Sauna Mound
A mix of medical and enterment service, multipurpose building for larger insectnoid population.
Herbal Yard
A larger medical facility for healing more sick insectnoids.
Infirmary Hive
That’s an upgraded Herbal Yard.
Unholy Shrine of Health
If you are asking for more ways utilizing Antaura, then that’s one of the way.
Unholy Temple of Endless Darkness
In case you need more entertainment and Antaura.
The Shame Deeps
An upgrade for Mound of Justice.
Guild of Royal Guard
An simple idea for security buildings... Maybe serves as an upgrade of The Shame Deeps?
Keeping your people happy is always the basics for a thriving civilization.
In this post, I’ll introduce the buildings related to quality of life and happiness - The service utilities.
(notes: service utilities includes health, education, entertainment and security.)
Royal Jelly Club
What’s better than a club that serves royal jelly cocktail?
An upgrade of the Gentlebugs Club. Of course, serves more guests, and consumes more rum, and sugar for flavouring.
Hall of Rum Fountains
A gorgeous place where the gentries of insectnoids in the society meet, and spend their wonderful night dancing, enjoying top-quality, unlimited supply of Royal Rum.
An upgrade of the House of Running Rum. It’s definitely a large hall for greater feasts and entertinment. Don’t forget the amazing rum fountain :D.
The Megatree of United Souls
Each insectnoid colony might have one, symbolizes unity and linkage of the Insectnoids as a whole. Not just a tourism hotspot, but also where insectnoids having troubles seek for answers here via meditation.
Surely fits the style of insectnoids, worshipping mythical theories and seek for truths trough meditation.
Notes: nothing to do with bandwidth.
Park of The Shining Stars
A park, a good spot for astronomic observations and relaxing. Some important rituals of the entire colony are held there.
It roughly includes a tall rock where you can stand and observe the skies, and some trees hanged with lanterns.
Fee-free entertainment for all.
Public Forum
Whenever there’s important issues needs everybody to discuss, the insectnoids goes to this Public Forum for a day-long debate. It’s also a good place for young insectnoids to develop thinking skills through dabates. And almost every insectnoid enjoys listening to the debators.
An multi-purpose building, produces civics, gives education, and provides entertainment.
Grand Brood Academy
This Grand Brood Academy will teaches broodlings from all hives with kinds of skills that an insectnoid needs, and learn insectnoid history.
An upgrade for Mound of Scholars, for meeting enormous needs of education.
Sauna Mound
Steaming your body with herbs not just relieves soar muscles, it is also an effective therapy for some sickness. Come and enjoy this beneficial insectnoid sauna!
A mix of medical and enterment service, multipurpose building for larger insectnoid population.
Herbal Yard
Where the herbs are grown for making medicine for the sick. Sometimes the herbs are used to brew some refreshing herbal tea.
A larger medical facility for healing more sick insectnoids.
Infirmary Hive
Essentially a large specialised facility for healing thousands of sick bugs.
That’s an upgraded Herbal Yard.
Unholy Shrine of Health
Using unholy the power of Antaura, even cancers can be cured in a few minutes. It’s the mythical magic that nobody actually understands at all.
If you are asking for more ways utilizing Antaura, then that’s one of the way.
Unholy Temple of Endless Darkness
Where the evil cultists worshipps the power of Antaura... and seeking for the truth of the galaxy.
In case you need more entertainment and Antaura.
The Shame Deeps
Where important criminals are locked at the deepest spot of this prison, while those minor criminals are either punished and insulted at the surface plaza, or locked underground but not in the worst deeps.
An upgrade for Mound of Justice.
Guild of Royal Guard
Where a group of well-deciplined gentlebugs, the Royal Guards, meet and assign roles and tasks to maintain order in the colony. Of course, the Guild has prison for the most unforgivable criminals at maxinum secturity.
An simple idea for security buildings... Maybe serves as an upgrade of The Shame Deeps?