Search - faction
This is the dedicated thread for faction (patron) ideas for Terra Nova 4X (My Colony version of My Empire 4X).
Here I've put ideas and background for existing factions and some of my custom ones.
It'll be updated if changes needed.
And of course, we'd like to see others' interesting ideas as well!
United Earth
Though United Earth government promised the colonization of Terra Nova would be an open competition, to some politicians and senators, this beautiful and meaningful Earthlike planet is too important to be claimed as property of private corporations. Hence, an "independent" colonization team of experts is sent to represent their own interest, and ensure United Earth government has the largest bargaining power in the race.
Faction bonus:
(TBD)
Corporate Industries
Always been ambitious, the interstellar megacorporation Corporate Industries has big plans to make another quadrillions of profit. Estimated to have extremely high industrial and commercial value, investors of Corporate Industries have shown great interest on colonization of recently discovered Terra Nova. To strengthen the reputation of Corporate Industry monopoly, a massive investment has been made, and here Corporate Industries joins the fray!
Faction bonus:
Tracy's Piggybank - Starts with a larger sum of money.
Galactic Freight
Terra Nova itself is conveniently located at the intersection of multiple new shipping lines. If Galactic Freight wants to expand business into nearby systems, then controlling this logistics hub is the key to predominating success, and the colonization race of Terra Nova just provides them the best opportunity to do so.
Faction bonus:
(TBD)
Beaconburg Security & Arsenals (BSA)
A young and renowned security contractor corporation from the frontier regions, which is also secretly the military supplies contractor of LIS. Troubled by constraints of resources and suitable testing grounds when developing new weapons and security systems, BSA is currently looking for ways to boost progress of their expensive projects. Resources of Terra Nova could be one of their solutions to break the situation.
Faction bonus:
Field Military Research - Gains research from destroying enemy unit (value based on unit type).
Red Satellite Drive Yards
The Drive Yards is the legacy of the Red Satellite Treaty Union (RSTU) of the late Old Earth era. Currently it is one of the major spacecraft manufacturing corporation of United Earth famed for their simple, affordable and durable constructs. Yet with the growing monopoly of Corporate Industries, they are slowly losing ground in Solar System. The Drive Yards is now looking for a suitable location to rebase their business, and Terra Nova is undoubtedly their first choice.
Faction bonus:
Mass Production - All buildings and units production are 10% cheaper in 🔨 cost.
MarsCorps
The Martian Industries, or more commonly known by people as MarsCorps, is a corporation highly experienced with resource extraction operations and heavy industries, who pioneered the industrialization of early United Earth colonies on Mars. Knowing Terra Nova has an impressive reservoir of minerals and other valuable resources, MarsCorps immediately joins the colonization race to contest control of the subterranean wealth.
Faction bonus:
Ultra-Efficient Extraction - Strategic resource yields are doubled.
FutureTech Inc
Being an research institution that seeks for scientific discoveries and breakthroughs, scientists of FutureTech have spent years establishing new research outposts on the frontiers to study different phenomenons in space and various planets. Recently they have discovered that Terra Nova would be the best location for conducting astronomical researches that would fulfill their mission that wasn't complete since the Old Earth era.
Faction bonus:
(TBD)
Brotherhood of Polaris
A rugged religious organization that witnessed events since the end of the Old Earth era. Due to its origins from third-world countries, currently they are dedicated to provide material and spiritual support to developing colonies with various difficulties. The Brotherhood hoped to create an successful example in Terra Nova with a team of volunteers who looks for changes and achievements in their lives.
Faction bonus:
Volunteers - Starts with 1 more worker, unit productions are 20% cheaper in 🔨 cost.
Osaka Robotics
Osaka Robotics hopes to create societies that are less reliant on population while achieving high productivity using robotics and advanced electronics. An ambitious project has been proposed by them - to demonstrate further possibilities of their newest automation in the new era by establishing successful colonies on Terra Nova.
Faction bonus:
Automation - Every colony has +20% boost in 🔨.
Liliane Manors
A prestigious family business that has elegant reputation and wide influence among the high societies of Earth, running supply chains of luxuries ranging from spices and jewelries to cosmetics and fashion. They wish to develop new successful products by exploiting the high value resources in Terra Nova.
Faction bonus:
Prestigious Way of Life - Luxury resources yields +1 🏛.
Edelweiss Collective
A collective formed by a group of small colonies who wished to protect themselves from any forms of external interference, with the ultimate aim to create an isolated utopia among the stars. Terra Nova could be the ideal place where their dreams may come true, but only if they can keep other greedy rivals off their lawn.
Faction bonus:
Security is Priority - Cities of the Collective starts with city walls constructed.
Twilight Syndicate
In disguise of an unsuspecting colonization contractor, the notorious interstellar group of outcasts secretly joined the colonization race of Terra Nova for one single true reason - Turning this beautiful planet into a haven and heaven for their dirty-handed smugglers and mercenaries where they can have a long break without fear of United Earth's legal enforcers!
Faction bonus:
Smuggler's Black Markets - Importing and exporting contracts has a more favorable price.
Here I've put ideas and background for existing factions and some of my custom ones.
It'll be updated if changes needed.
And of course, we'd like to see others' interesting ideas as well!
United Earth
Though United Earth government promised the colonization of Terra Nova would be an open competition, to some politicians and senators, this beautiful and meaningful Earthlike planet is too important to be claimed as property of private corporations. Hence, an "independent" colonization team of experts is sent to represent their own interest, and ensure United Earth government has the largest bargaining power in the race.
Faction bonus:
(TBD)
Corporate Industries
Always been ambitious, the interstellar megacorporation Corporate Industries has big plans to make another quadrillions of profit. Estimated to have extremely high industrial and commercial value, investors of Corporate Industries have shown great interest on colonization of recently discovered Terra Nova. To strengthen the reputation of Corporate Industry monopoly, a massive investment has been made, and here Corporate Industries joins the fray!
Faction bonus:
Tracy's Piggybank - Starts with a larger sum of money.
Galactic Freight
Terra Nova itself is conveniently located at the intersection of multiple new shipping lines. If Galactic Freight wants to expand business into nearby systems, then controlling this logistics hub is the key to predominating success, and the colonization race of Terra Nova just provides them the best opportunity to do so.
Faction bonus:
(TBD)
Beaconburg Security & Arsenals (BSA)
A young and renowned security contractor corporation from the frontier regions, which is also secretly the military supplies contractor of LIS. Troubled by constraints of resources and suitable testing grounds when developing new weapons and security systems, BSA is currently looking for ways to boost progress of their expensive projects. Resources of Terra Nova could be one of their solutions to break the situation.
Faction bonus:
Field Military Research - Gains research from destroying enemy unit (value based on unit type).
Red Satellite Drive Yards
The Drive Yards is the legacy of the Red Satellite Treaty Union (RSTU) of the late Old Earth era. Currently it is one of the major spacecraft manufacturing corporation of United Earth famed for their simple, affordable and durable constructs. Yet with the growing monopoly of Corporate Industries, they are slowly losing ground in Solar System. The Drive Yards is now looking for a suitable location to rebase their business, and Terra Nova is undoubtedly their first choice.
Faction bonus:
Mass Production - All buildings and units production are 10% cheaper in 🔨 cost.
MarsCorps
The Martian Industries, or more commonly known by people as MarsCorps, is a corporation highly experienced with resource extraction operations and heavy industries, who pioneered the industrialization of early United Earth colonies on Mars. Knowing Terra Nova has an impressive reservoir of minerals and other valuable resources, MarsCorps immediately joins the colonization race to contest control of the subterranean wealth.
Faction bonus:
Ultra-Efficient Extraction - Strategic resource yields are doubled.
FutureTech Inc
Being an research institution that seeks for scientific discoveries and breakthroughs, scientists of FutureTech have spent years establishing new research outposts on the frontiers to study different phenomenons in space and various planets. Recently they have discovered that Terra Nova would be the best location for conducting astronomical researches that would fulfill their mission that wasn't complete since the Old Earth era.
Faction bonus:
(TBD)
Brotherhood of Polaris
A rugged religious organization that witnessed events since the end of the Old Earth era. Due to its origins from third-world countries, currently they are dedicated to provide material and spiritual support to developing colonies with various difficulties. The Brotherhood hoped to create an successful example in Terra Nova with a team of volunteers who looks for changes and achievements in their lives.
Faction bonus:
Volunteers - Starts with 1 more worker, unit productions are 20% cheaper in 🔨 cost.
Osaka Robotics
Osaka Robotics hopes to create societies that are less reliant on population while achieving high productivity using robotics and advanced electronics. An ambitious project has been proposed by them - to demonstrate further possibilities of their newest automation in the new era by establishing successful colonies on Terra Nova.
Faction bonus:
Automation - Every colony has +20% boost in 🔨.
Liliane Manors
A prestigious family business that has elegant reputation and wide influence among the high societies of Earth, running supply chains of luxuries ranging from spices and jewelries to cosmetics and fashion. They wish to develop new successful products by exploiting the high value resources in Terra Nova.
Faction bonus:
Prestigious Way of Life - Luxury resources yields +1 🏛.
Edelweiss Collective
A collective formed by a group of small colonies who wished to protect themselves from any forms of external interference, with the ultimate aim to create an isolated utopia among the stars. Terra Nova could be the ideal place where their dreams may come true, but only if they can keep other greedy rivals off their lawn.
Faction bonus:
Security is Priority - Cities of the Collective starts with city walls constructed.
Twilight Syndicate
In disguise of an unsuspecting colonization contractor, the notorious interstellar group of outcasts secretly joined the colonization race of Terra Nova for one single true reason - Turning this beautiful planet into a haven and heaven for their dirty-handed smugglers and mercenaries where they can have a long break without fear of United Earth's legal enforcers!
Faction bonus:
Smuggler's Black Markets - Importing and exporting contracts has a more favorable price.
Hello guys.
Just a simple idea for the game My Starship.
A reputation overview, as well what reputation affects.
Reputation overview shows your reputation among existing factions.
Example factions:
Major Factions
At the beginning of the game, players will start with reputation bonus with their home main faction.
The relations is shown in arbitrary numbers. As always, larger the (positive) value better your relation with that faction. While in negative numbers, it means you have a bad profile.
There's a threshold for a neutral reputation, around the value of -10 to +10. The threshold will keep you from some troubles if your reputation drops.
If your reputation among a faction dropped below -40 you'll be blacklisted from most services provided by that faction. At below -80 you'll be regarded as a criminal or enemy in their territory, which their military vessels will attempt to attack your ship (unless conducting peaceful missions which you'll have a temporary access).
Example:
United Earth +83 (Honoured)
League of Independent States -4 (Neutral)
Zolarg Empire -45 (Blacklisted)
Alpha Draconians -92 (Listed as wanted)
Now let's see how would the reputation affect the gameplay.
In terms of trading, planets a faction you have maintained a good reputation will offer discount to your purchase, and they'll be willing to pay more when you're selling things to them.
Good reputation also results in a few more benefits including more-profitable missions, cheaper repairs and refuel, and unblocking faction unique items.
Here are some factors that will affect reputation among factions.
Quests is still being a main factor - which these missions often involved some galactic affairs, from diplomatic missions to conspiracy of war and revolution. The outcome of the mission will not just impact relations with the involved planetary government, but also the faction. Either positively or negatively.
Failed to complete a quest can also degrade your reputation. So make sure you're able to complete the quest.
A bulk purchase or mass sale will also help developing some reputation, it is a more secured way as there are very few cases you'll make people mad... for instance when you are depleting their critical resources like food, water and uranium.
In case you have earned a notorious reputation among some factions, negotiation is always an option. They may ask you to pay fines, imprisonment, asset confiscation, or just a mission to redeem your crimes. If you're able to fulfill the demands, they'll consider lifting blacklist or death/prosecution warrant.
I'm also introducing a special contract called War Contract. This is signed with a faction, which your client will ask you to fight target faction in a series of high-pay missions. While it can boost your reputation among a faction, it'll also degrade your reputation in another faction. When the war is over you'll be at least blacklisted by the enemy faction. Depending on the reputation before the war and how much damage you have caused, you might even get listed as wanted.
Okay, here's all.
So what do you think?
Just a simple idea for the game My Starship.
A reputation overview, as well what reputation affects.
Reputation overview shows your reputation among existing factions.
Example factions:
Major Factions
- United Earth
- League of Independent States
- Zolarg Empire
- Alpha Draconians
- Twilight Syndicate
The notorious criminal syndicate known for their illegal operations throughout the galaxy, from smuggling to hijacking ships. - New Galactic Imperialists
The secret organisation who are ambitious to restore the ancient Old Galactic Empire. You will never know where these conspiracists are headquartered, but you can recieve their secret quest anywhere by chance. - Blue Comet Mercenaries
One of the major mercenary agency of the galaxy which they are also known as ‘Peacekeeper Merc’. - City States of the Outer Rim
The planets on the Outer Rim are usually forgotten by the rest of the Galaxy. Knowing they cannot just do nothing, these planetary city states formed an alliance to help each other, as well hope they can get noticed by others.
At the beginning of the game, players will start with reputation bonus with their home main faction.
The relations is shown in arbitrary numbers. As always, larger the (positive) value better your relation with that faction. While in negative numbers, it means you have a bad profile.
There's a threshold for a neutral reputation, around the value of -10 to +10. The threshold will keep you from some troubles if your reputation drops.
If your reputation among a faction dropped below -40 you'll be blacklisted from most services provided by that faction. At below -80 you'll be regarded as a criminal or enemy in their territory, which their military vessels will attempt to attack your ship (unless conducting peaceful missions which you'll have a temporary access).
Example:
United Earth +83 (Honoured)
League of Independent States -4 (Neutral)
Zolarg Empire -45 (Blacklisted)
Alpha Draconians -92 (Listed as wanted)
Now let's see how would the reputation affect the gameplay.
In terms of trading, planets a faction you have maintained a good reputation will offer discount to your purchase, and they'll be willing to pay more when you're selling things to them.
Good reputation also results in a few more benefits including more-profitable missions, cheaper repairs and refuel, and unblocking faction unique items.
Here are some factors that will affect reputation among factions.
Quests is still being a main factor - which these missions often involved some galactic affairs, from diplomatic missions to conspiracy of war and revolution. The outcome of the mission will not just impact relations with the involved planetary government, but also the faction. Either positively or negatively.
Failed to complete a quest can also degrade your reputation. So make sure you're able to complete the quest.
A bulk purchase or mass sale will also help developing some reputation, it is a more secured way as there are very few cases you'll make people mad... for instance when you are depleting their critical resources like food, water and uranium.
In case you have earned a notorious reputation among some factions, negotiation is always an option. They may ask you to pay fines, imprisonment, asset confiscation, or just a mission to redeem your crimes. If you're able to fulfill the demands, they'll consider lifting blacklist or death/prosecution warrant.
I'm also introducing a special contract called War Contract. This is signed with a faction, which your client will ask you to fight target faction in a series of high-pay missions. While it can boost your reputation among a faction, it'll also degrade your reputation in another faction. When the war is over you'll be at least blacklisted by the enemy faction. Depending on the reputation before the war and how much damage you have caused, you might even get listed as wanted.
Okay, here's all.
So what do you think?
More about mining:
Ore value: Amount of ore divided by 10
Gold value: Amount of gold divided/multiplied by 0
Aluminum value: Amount of aluminum multiplied by 10
Uranium value: Amount of uranium multiplied by 100
Diamond value: Amount of diamond multiplied by 1000
Also, I forgot to mention, mining diamonds will give you charcoal. (10% chance for charcoal) If you mine manually, money will not be given.
Gameplay mechanics: (cont)
[*] The player will start seeing trees grow on dirt or grass when the planet can harbor plants. They can be used to harvest wood.
[*] The player can make pickaxes. The pickaxes are shown below.
Wood pick: 2 resources harvested
Stone pickaxe: 3 resources harvested
Ore pickaxe: 5 resources harvested
Gold pickaxe: 8 resources harvested
Uranium pickaxe: 10 resources harvested*
Diamond pickaxe: 15 resources harvested*
*These picks can't be obtained by the player, and only obtained from traders.
[*] The player will craft resources and tools
[*]The player can hold resources with a max stack of 100 (raw resources are 250)
Native mechanics:
There are already people on a planet that are called Natives. These natives can either be a random faction (named randomly), or a different faction (United Earth, Independent State, Zolarg Prime, or Alpha Draconians). The player can trade with the natives to get or pay money. These natives will also give you tasks, these are, spying on other natives (will not be a faction native), peace with the natives, conquest and battle with the natives or pact with the natives (faction natives only). These native will be scattered out across the world, and a civilization can either be created when the player taps "Create Civilization", next to "Create City", or the "Native Mutation" ,but cannot be founded near cities (within 10 blocks of the city limit). These people will be part of your faction, but will develop manually. Here are the buildings that civs and natives will build:
(look depends on faction; if non-faction, will look random)
Civilization center (built by player when they found the civilization)
Cost: Ore +100, Steel +20, Wood +10
Note: The native mutation event can be part of a tribe spreading or another faction spreading. This will send people and they will build a civ center.
More about this will be shown later!
Ore value: Amount of ore divided by 10
Gold value: Amount of gold divided/multiplied by 0
Aluminum value: Amount of aluminum multiplied by 10
Uranium value: Amount of uranium multiplied by 100
Diamond value: Amount of diamond multiplied by 1000
Also, I forgot to mention, mining diamonds will give you charcoal. (10% chance for charcoal) If you mine manually, money will not be given.
Gameplay mechanics: (cont)
[*] The player will start seeing trees grow on dirt or grass when the planet can harbor plants. They can be used to harvest wood.
[*] The player can make pickaxes. The pickaxes are shown below.
Wood pick: 2 resources harvested
Stone pickaxe: 3 resources harvested
Ore pickaxe: 5 resources harvested
Gold pickaxe: 8 resources harvested
Uranium pickaxe: 10 resources harvested*
Diamond pickaxe: 15 resources harvested*
*These picks can't be obtained by the player, and only obtained from traders.
[*] The player will craft resources and tools
[*]The player can hold resources with a max stack of 100 (raw resources are 250)
Native mechanics:
There are already people on a planet that are called Natives. These natives can either be a random faction (named randomly), or a different faction (United Earth, Independent State, Zolarg Prime, or Alpha Draconians). The player can trade with the natives to get or pay money. These natives will also give you tasks, these are, spying on other natives (will not be a faction native), peace with the natives, conquest and battle with the natives or pact with the natives (faction natives only). These native will be scattered out across the world, and a civilization can either be created when the player taps "Create Civilization", next to "Create City", or the "Native Mutation" ,but cannot be founded near cities (within 10 blocks of the city limit). These people will be part of your faction, but will develop manually. Here are the buildings that civs and natives will build:
(look depends on faction; if non-faction, will look random)
Civilization center (built by player when they found the civilization)
Cost: Ore +100, Steel +20, Wood +10
Note: The native mutation event can be part of a tribe spreading or another faction spreading. This will send people and they will build a civ center.
More about this will be shown later!
Relations: In my eyes, this could be a very fun mechanic. If you have a good relation with the "mother" colony (kinda like what we have rn with the online base commonwealths) of a seperate race/faction, you could glean some of their tech through diplomatic missions to the mother colony of the selceted race/faction. There would need to be a catch though, which is where the relations part takes hold. In order to increase relations, you'll need to trade diplomats.
Diplomats: Diplomats are automatically assigned to the colony you have control of. The larger you colony grows, the more diplomats you get to have. But each diplomat is automatically sent to your mother colony/faction. In order to increase relations with a different mother colony/faction, you need to decrease the amount of diplomats you are sending to your parent colony/faction, thus losing a lot of stand in things like Elections, trades, and most importantly, Research offers.
Elections: Elections are going to decide who the head-honcho of the selected faction/race is. Each race will have a different leaders, and there will be no overall leader, exept for the Emperor, who is in the shadows for now. But back to the elections, they will be held by all factions in intervals. The colont with the most votes will win the Seat. The seat will be on the Counsil. There will be however many seats according to the races, but only one seat gets alloted to each race/faction.
//This idea has been discontinued//
Diplomats: Diplomats are automatically assigned to the colony you have control of. The larger you colony grows, the more diplomats you get to have. But each diplomat is automatically sent to your mother colony/faction. In order to increase relations with a different mother colony/faction, you need to decrease the amount of diplomats you are sending to your parent colony/faction, thus losing a lot of stand in things like Elections, trades, and most importantly, Research offers.
Elections: Elections are going to decide who the head-honcho of the selected faction/race is. Each race will have a different leaders, and there will be no overall leader, exept for the Emperor, who is in the shadows for now. But back to the elections, they will be held by all factions in intervals. The colont with the most votes will win the Seat. The seat will be on the Counsil. There will be however many seats according to the races, but only one seat gets alloted to each race/faction.
//This idea has been discontinued//
This game does need some sort of late game objective, eventually you have a colony set up that just keeps producing resources. Just numbers changing on a screen. We need to give those numbers a meaning and a goal.
Instead of having direct pvp war, we could have colony backed "federation faction conflicts". In which these unseen "wars" are funded by resource gifting to "the cause".
Basically, we would need some sort of game provided factions that every colony and federation can join. Their should be at least 3 but we could have many more. Each faction should provide a small in game bounus like +10% production to a certain resource, -?% power consumption, a loyalty increase to decrease protesters, ECT.
Once the factions are established, each individual player would be able to join one. Then they would send as many resources to "the cause" as they want or can afford.
At the end of every day or week, each faction will have a % chance of winning said "war" based on how many resources were collected. Then the game would randomly output a winner based on the % chance to win.
The winning faction would receive some sort of small bounus like (×2 faction bounus) or something like that.
We would have to develop ways to balance this concept. Resources would need individual value (Food would not be able to be worth as much as aluminum or uranium), certain factions would grow much stronger than the rest so we would need an underdog bounus or a decrease in (% chance to win) based on how many more members the faction has , things like this would need to be addressed.
Personally, I would be willing to help with any ideas to make something like this possible but I think we would need a few people working together to develop a game mechanic this complex.
Anyone agree, any thoughts?
Instead of having direct pvp war, we could have colony backed "federation faction conflicts". In which these unseen "wars" are funded by resource gifting to "the cause".
Basically, we would need some sort of game provided factions that every colony and federation can join. Their should be at least 3 but we could have many more. Each faction should provide a small in game bounus like +10% production to a certain resource, -?% power consumption, a loyalty increase to decrease protesters, ECT.
Once the factions are established, each individual player would be able to join one. Then they would send as many resources to "the cause" as they want or can afford.
At the end of every day or week, each faction will have a % chance of winning said "war" based on how many resources were collected. Then the game would randomly output a winner based on the % chance to win.
The winning faction would receive some sort of small bounus like (×2 faction bounus) or something like that.
We would have to develop ways to balance this concept. Resources would need individual value (Food would not be able to be worth as much as aluminum or uranium), certain factions would grow much stronger than the rest so we would need an underdog bounus or a decrease in (% chance to win) based on how many more members the faction has , things like this would need to be addressed.
Personally, I would be willing to help with any ideas to make something like this possible but I think we would need a few people working together to develop a game mechanic this complex.
Anyone agree, any thoughts?
Today I am posting a major update to the My Colony Universe themed 4X strategy game Terra Nova 4X, bumping the revision up to v1.0.0 and bringing a ton of new gameplay mechanics and UI improvements to the engine! Let's see what is new.
First of all, even though I am now calling the game v1.0.0, I still do not consider it to be out of beta or to be a final release. I wanted to publish the game to the Windows Store, and Windows Store packages need to be >= v1.0.0, and so I increased the version just to keep everything uniform. So don't be fooled, the game still is not done yet, lol.
Gamepad control input has been significantly improved in this release, and at this point the game is now 100% controllable using a gamepad. I ultimately plan to publish Terra Nova to the Steam Deck, and so solid gamepad support is a must. If you have a gamepad, please feel free to test the game out and let me know how I can improve on the controls.
Previously, it could be difficult to determine empire borders based on the dotted lines on the world map. With this new update, zooming out will now apply a semi-transparent color fill to all faction controlled tiles, allowing you to easily see which faction controls what territory.
The Diplomacy screens have been completely revamped in this release, and diplomatic options have been expanded. On the general diplomatic overview screen, you will now see all players grouped by sections (allies, at war, neutral, and defeated), along with their relationship rating towards you. You can use this general information to help decide what diplomatic steps to take with which players.
When you select a faction you wish to conduct diplomacy with, the new Diplomatic Options screen will give you a more detailed overview of your one-on-one relations between the other faction, including what factors go in to their opinion of you.
Several new diplomatic options have been added to this release, which have the potential to greatly change how the game is played.
You can new Gift Money (bribe) to other players in order to attempt to smooth out rough relations. You may also be able to convince a hostile opponent to back off a bit by "greasing the wheels" with gift money.
In addition, Terra Nova now gains the Open Borders diplomatic agreement, allowing players of different factions to travel through each other's territory. Previous, the only way to walk past an opponents territory was through war. Years of open borders will build friendly relations and trust between factions, but they can also be used for devious surprise attacks, so make sure you keep an eye on your territory and know who your friends are!
Next, Alliances have now been added to the game, along with the new Allied Conquest victory condition. Alliances can completely change the trajectory of the game, and have the opportunity to be either a blessing or a curse, depending on how the game plays out.
Having strong allies will afford you a degree of protection against stronger enemies, as allies will (generally) come to your aid in the event of a war. Not always though. If you end up in a war where the combined power of your alliance is severely outclassed by your enemies, your ally might instead end up brokering a peace deal with your adversaries and ending the alliance. The engine takes several factors into account, including your combined military strength, and the level of diplomatic relations between all parties involved. So while allies will generally have your back, there are indeed situations where they will instead cut in run during your time of need.
Likewise, allies can also get you tied up and bogged down in their reckless diplomatic schemes. If one of your allies decides to act belligerent and get himself into a conflict, you will be given the choice to either honor your alliance and join the war effort, or to cut ties and break the alliance. Just know that the other factions on Terra Nova will take notice to a player who is frequently dishonoring his agreements and obligations.
And of course, the new Alliance feature also has the chance of causing the entire planet of Terra Nova to break out into a massive global conflict. One stupid move by a rogue faction could trigger a chain of entangled alliances and plunge the entire game into chaos.
In addition to worrying about new diplomatic scenarios, the concept of city Corruption has been added to the game. The further away a city is now to your capital, the higher it's level of corruption will grow. I added the new Small Security Station structure which will lower corruption in a city, but I still need to add more anti-corruption structures to the game.
Having a high level of corruption in a city will lower its gold generation and slow down it's construction/production times.
Terra Nova 4X v1.0.0 is out now on the web and should be hitting both Android and Windows in the coming days, so feel free to check it out and let me know what you think. The next step is to expand the tech tree, add more units and buildings, and release the game on iPhone.
Enjoy the update!
#terranova4x
First of all, even though I am now calling the game v1.0.0, I still do not consider it to be out of beta or to be a final release. I wanted to publish the game to the Windows Store, and Windows Store packages need to be >= v1.0.0, and so I increased the version just to keep everything uniform. So don't be fooled, the game still is not done yet, lol.
Gamepad control input has been significantly improved in this release, and at this point the game is now 100% controllable using a gamepad. I ultimately plan to publish Terra Nova to the Steam Deck, and so solid gamepad support is a must. If you have a gamepad, please feel free to test the game out and let me know how I can improve on the controls.
Previously, it could be difficult to determine empire borders based on the dotted lines on the world map. With this new update, zooming out will now apply a semi-transparent color fill to all faction controlled tiles, allowing you to easily see which faction controls what territory.
The Diplomacy screens have been completely revamped in this release, and diplomatic options have been expanded. On the general diplomatic overview screen, you will now see all players grouped by sections (allies, at war, neutral, and defeated), along with their relationship rating towards you. You can use this general information to help decide what diplomatic steps to take with which players.
When you select a faction you wish to conduct diplomacy with, the new Diplomatic Options screen will give you a more detailed overview of your one-on-one relations between the other faction, including what factors go in to their opinion of you.
Several new diplomatic options have been added to this release, which have the potential to greatly change how the game is played.
You can new Gift Money (bribe) to other players in order to attempt to smooth out rough relations. You may also be able to convince a hostile opponent to back off a bit by "greasing the wheels" with gift money.
In addition, Terra Nova now gains the Open Borders diplomatic agreement, allowing players of different factions to travel through each other's territory. Previous, the only way to walk past an opponents territory was through war. Years of open borders will build friendly relations and trust between factions, but they can also be used for devious surprise attacks, so make sure you keep an eye on your territory and know who your friends are!
Next, Alliances have now been added to the game, along with the new Allied Conquest victory condition. Alliances can completely change the trajectory of the game, and have the opportunity to be either a blessing or a curse, depending on how the game plays out.
Having strong allies will afford you a degree of protection against stronger enemies, as allies will (generally) come to your aid in the event of a war. Not always though. If you end up in a war where the combined power of your alliance is severely outclassed by your enemies, your ally might instead end up brokering a peace deal with your adversaries and ending the alliance. The engine takes several factors into account, including your combined military strength, and the level of diplomatic relations between all parties involved. So while allies will generally have your back, there are indeed situations where they will instead cut in run during your time of need.
Likewise, allies can also get you tied up and bogged down in their reckless diplomatic schemes. If one of your allies decides to act belligerent and get himself into a conflict, you will be given the choice to either honor your alliance and join the war effort, or to cut ties and break the alliance. Just know that the other factions on Terra Nova will take notice to a player who is frequently dishonoring his agreements and obligations.
And of course, the new Alliance feature also has the chance of causing the entire planet of Terra Nova to break out into a massive global conflict. One stupid move by a rogue faction could trigger a chain of entangled alliances and plunge the entire game into chaos.
In addition to worrying about new diplomatic scenarios, the concept of city Corruption has been added to the game. The further away a city is now to your capital, the higher it's level of corruption will grow. I added the new Small Security Station structure which will lower corruption in a city, but I still need to add more anti-corruption structures to the game.
Having a high level of corruption in a city will lower its gold generation and slow down it's construction/production times.
Terra Nova 4X v1.0.0 is out now on the web and should be hitting both Android and Windows in the coming days, so feel free to check it out and let me know what you think. The next step is to expand the tech tree, add more units and buildings, and release the game on iPhone.
Enjoy the update!
#terranova4x
So, after playing for some hours, I've decided to make a list on what I'd like to see.
These won't all be directly effecting gameplay but are meant to make the game more user-friendly.
1. Optional Accounts: You would be able to make a My Colony Account in which you can save colonies on. This will allow users to log into the account from multiple browsers/platforms and play their colonies on multiple platforms. Meaning a player playing on the native client could switch to a mobile device.
2. Military/Militia: Creating a colony is not easy, you will meet some resistance.
My idea is you would eventually be able to create Militia. Specifically, Militia Soldiers, Patrol Bots, and Patrol Ships.(Space ships)
Militia bots and soldiers would be able to patrol and try to break up riots/protests, at the risk of accidently killing colonists(Which lowers your approval rating and the overall happiness.)
As a Colony, you won't be able to attack other colonies or capitals directly, but Capitals would be able to.
Capitals get access to Soldiers, Tanks, Transport Ships, Cruisers, and Dreadnaughts. (In addition to militia units.)
A few new buildings, Weapons factory, Training Area, Barracks, Space Depot. Also the Command Center, and Tank Factory for Capitals only.
United Earth, Zolarg Empire, and League of Independent States are all at war with each other, and you would be allowed to send units to them to fight against the other nations. These capitals won't normally attack any colony with a large force unless the "Front" moves far enough away from it. (Only if your charter was not originally from that faction)
All Commonwealths controlled by players would be neutral unless they attack first or the Front goes far enough away from the entire commonwealth.
If your colony is attacked and defeated, you will be annexed to the faction or Commonwealth that attacked you. If it was an AI faction, you will have a 1 day delay before you can request annexation to anyone. It's 3 days delay if it's a player commonwealth. The attacked can demand a maximum of 5% of your total money as tribute. No other resources will be touched. (Besides population loss from the fighting.)
Capitals can send units to help defend a colony or to be used as a staging point for an attack. Also, if you fail to pay taxes to your capital, your capital will be allowed to send a raiding party to your colony to pillage the money. The raid can take up to 30% of your total money, along with damaging infrastructure and possibly killing colonists.
That's really all I can think of for this.
3. Removal of Protesting: This feature seems to be...broken, or not fully thought out. Many times I find colonists protesting for no reason or for a reason they bring on themselves. I tend to see colonists protesting their low health instead of going to a clinic to get healed. I also see colonists protesting absurd commute lengths even though they could've picked a closer one.
4. Quitting Jobs: Colonists should be allowed to quit their jobs and find a new one if they don't feel happy with their current job. This can be commute lengths, salary, etc. Letting them be freely able to quit and get a new job may remedy the issue.
5. Personal Transports: Colonists would be allowed to purchase personal transport vehicles. They would drive from their house to a parking lot, from there they would walk to their job, and the amount they walk would be their commute length.
6. Shops/Stores/Consumer goods: Colonists can spend money they earn buying items from stores you can build. This is mainly to help the colony gain extra income.
7. Entertainment Tweak: If a colonist is unhappy they will seek entertainment to increase their happiness instead of protesting for no reason until their health kills them.
8. Tabbing Out: Your colony will continue to run even if you're not currently tabbed onto it, just as long as the game is still loaded.
9. Payroll Assistance: When payroll is paid, payroll assistance will arrive instantly regardless of whether or not the capital player is online. The capital players will be billed the amount once they log online.
10. Bug Fixing: This is self-explanatory. I'm not going to elaborate on it.
Well, this is a list, feel free to add to my ideas or make your own ideas.
These won't all be directly effecting gameplay but are meant to make the game more user-friendly.
1. Optional Accounts: You would be able to make a My Colony Account in which you can save colonies on. This will allow users to log into the account from multiple browsers/platforms and play their colonies on multiple platforms. Meaning a player playing on the native client could switch to a mobile device.
2. Military/Militia: Creating a colony is not easy, you will meet some resistance.
My idea is you would eventually be able to create Militia. Specifically, Militia Soldiers, Patrol Bots, and Patrol Ships.(Space ships)
Militia bots and soldiers would be able to patrol and try to break up riots/protests, at the risk of accidently killing colonists(Which lowers your approval rating and the overall happiness.)
As a Colony, you won't be able to attack other colonies or capitals directly, but Capitals would be able to.
Capitals get access to Soldiers, Tanks, Transport Ships, Cruisers, and Dreadnaughts. (In addition to militia units.)
A few new buildings, Weapons factory, Training Area, Barracks, Space Depot. Also the Command Center, and Tank Factory for Capitals only.
United Earth, Zolarg Empire, and League of Independent States are all at war with each other, and you would be allowed to send units to them to fight against the other nations. These capitals won't normally attack any colony with a large force unless the "Front" moves far enough away from it. (Only if your charter was not originally from that faction)
All Commonwealths controlled by players would be neutral unless they attack first or the Front goes far enough away from the entire commonwealth.
If your colony is attacked and defeated, you will be annexed to the faction or Commonwealth that attacked you. If it was an AI faction, you will have a 1 day delay before you can request annexation to anyone. It's 3 days delay if it's a player commonwealth. The attacked can demand a maximum of 5% of your total money as tribute. No other resources will be touched. (Besides population loss from the fighting.)
Capitals can send units to help defend a colony or to be used as a staging point for an attack. Also, if you fail to pay taxes to your capital, your capital will be allowed to send a raiding party to your colony to pillage the money. The raid can take up to 30% of your total money, along with damaging infrastructure and possibly killing colonists.
That's really all I can think of for this.
3. Removal of Protesting: This feature seems to be...broken, or not fully thought out. Many times I find colonists protesting for no reason or for a reason they bring on themselves. I tend to see colonists protesting their low health instead of going to a clinic to get healed. I also see colonists protesting absurd commute lengths even though they could've picked a closer one.
4. Quitting Jobs: Colonists should be allowed to quit their jobs and find a new one if they don't feel happy with their current job. This can be commute lengths, salary, etc. Letting them be freely able to quit and get a new job may remedy the issue.
5. Personal Transports: Colonists would be allowed to purchase personal transport vehicles. They would drive from their house to a parking lot, from there they would walk to their job, and the amount they walk would be their commute length.
6. Shops/Stores/Consumer goods: Colonists can spend money they earn buying items from stores you can build. This is mainly to help the colony gain extra income.
7. Entertainment Tweak: If a colonist is unhappy they will seek entertainment to increase their happiness instead of protesting for no reason until their health kills them.
8. Tabbing Out: Your colony will continue to run even if you're not currently tabbed onto it, just as long as the game is still loaded.
9. Payroll Assistance: When payroll is paid, payroll assistance will arrive instantly regardless of whether or not the capital player is online. The capital players will be billed the amount once they log online.
10. Bug Fixing: This is self-explanatory. I'm not going to elaborate on it.
Well, this is a list, feel free to add to my ideas or make your own ideas.
Prepare for a wall of text, throwing this to see what sticks, what doesn't.
As usual, the cost, speed, and other stats of suggested things can be and are up to the developer.
Bold names are whole Ideas, with underlined Names being each part of that idea if it has more than one.
More Reptilian Probes
The Reptilians, I feel, should eventually just move from slave labor to a mechanized workforce.
As a result, I'd like to suggest more types of Probes.
Ore Probe
Alt Name(s): Ore Mining Probe
Description: Those pesky Eruption Ores are no longer out of reach!
Purpose: To mine Ore deposits, main point of this though is that the Probe can move over obsidian and lava to get at ore deposits in the direct middle of lava planet eruptions.
Obsidian Probe
Alt Names(s): Obsidian Cutting Probe (Name is as such due to how Obsidian is irl "mined" and it's with cutting/scalpel and piercing tools).
Description: Clear lava fields of Obsidian with ease!
Purpose: To mine Obsidian deposits, like the Ore Probe, it's mainly more for going where bugs cannot.
Diabolic Probe
Alt Names(s): Crystalline Probe, Crystal Cutting Probe (I imagine Crystalline to be glass-like, only a bit tougher, but still capable of fracturing into shards and pointy edges.)
Description: Your bugs are doing a passable job. now do an amazing job of mining Crystalline.
Purpose: Again, mainly suggested for the hovering, but also this Probe will have a far higher carry capacity, to help accommodate for the fact that crystalline on lava planets eventually just gets out of control, or to help fill your storage even faster, depending on whatever PoV fits the reptilians best.
Aluminum Probe
Description: Harvest Aluminum in places Bugs can't go!
Purpose: Hovers, lets you harvest Aluminum after eruptions.
Gold Probe
Description: Collect that shiny, shiny gold in places too hazardous for Bugs.
Purpose: Hovers, can Harvest gold in lava fields.
Have a Probe for just basically every deposit a reptilian could ever need one for. I alos mention hovering, because it what Probes look like they do, even if they're probly more just flying. Probes can't do insectoid operations, however.
Faster Probes
Probes, IMO are too slow. I feel it should have the advantage of Pavement speed boosts, only all the time, since they fly. I'd like their main purpose to be an almost total replacement of your workforce for more efficient and better units. But in this process, they'd lose all bonuses for paths, save for...
Gravity-Controlled Lanes
I'd also like a special type of path that only works with probes and other Hover/Flying units, but doubles their speed, or something close to it, and infact works as an obstacle for anything that can't fly or hover, by reducing speed by just as much, with a max decrease in speed resulting in a total of 0.2 units of speed. but that's more just for consideration than a real wishlist item.
For visuals, it'd look like a purple tile with a blue glow coming off it. For stats, I figure it'd take like 50 power a piece, and would give off alot of light too. Or not.
Macrocondenser
Purpose: Literally just a 2x2 version of the Microcondenser, only far more powerful for water production, for those colonies that might one day just be building microcondensers like they're nothing.
Gold/Aluminum Grow Bed
Description: With the power of overpowered Science, placing ore, water, crystalline, and gold, somehow creates... more gold, but also aluminum!
Purpose: A combo of a gold Grower and an Aluminum Grower, but now it's either 2x2, or 3x3.
Water Pools resist Eruptions
I don't mean it'll STOP them, but it makes it less likely that an eruption happens within 8 tiles but only in locations where there's 3 tiles of water all around one tile of water.
If an eruption cannot happen because Water Pools are all blocking it from happening, the Eruption happens where the least water pools are located, the blocking effect is ignored.
Water Pools and Lava will constantly clash if directly next to one another and both are filled enough to visibly touch, reducing lava count, but also eventually destroying water pools to create obsidian.
Lava Repulsion Matrix
Description: After spending so long on such a hostile environment, robotics-enhanced and enslaved insectoids have finally created something to repel lava!
Purpose: Literally does what it says, repels lava, forcing it away rather quickly, but costing stupid amounts of energy, and it's 3x3, but has excessive range.
Or, dev, you can imagine it's a "build One" type of deal with less power usage. Sort of like a Capitol in a United Earth Colony, only it's not the government building.
Works on eruptions as well, preventing them within a smaller range.
Very Expensive though compared to everything else, and requires a large workforce, I'm thinking, someplace in the 1K-10K range of Workers.
Hell, it could be 5x5 and probly still be worth it imo, it'd be like a Wonder, takes ridiculous amounts of stuff to make, but gives you really good benefits.
Incomplete Artificial Planet
Difficulty: A Literal Nightmare.
Description: You know nothing of Difficulty.
Resources: Steel Mounds, Aluminum Piles, Circuit Cases.
Obstacles: Pits, 0 Starting Atmosphere, and a constant reduction of Atmosphere of 1 Billion/Million per second, Very little starting resources on even Abundant settings.
Factions: Only Reptilians, OR, a purely mechanical new faction later down the road (if that'll ever happen.) I'm thinking... some kind of race that salvages other tech and canonically feared by all, even the Reptilians, due to how they literally cannibalize technology and only live in ship graveyards, or remnants of gigantic space husks of abandoned super-projects.
This faction, in my mind, would be sorta like raggedy metal robot zombies, like maybe destroyed or malfunctioning robots possessed by souls of various other factions? Could even be a horrifying remnant of the "Aliens" faction referenced by alot of United Earth and LIS buildings.
The starting unit would probably fly, with all early and even mid-game buildings looking sort of crappy and disheveled, with the motto "It just works" behind all art design, until the late-game structures which look pristine and VERY chunky/tough.
Rundown: This planet can only gain deposits from meteors landing at purely random locations, with no real discrimination when it comes to map edges, meaning corners aren't safe, unlike in Lava Planets.
Everytime a Meteor lands, it creates pit randomly, but where it doesn't, it creates various metal-based deposits and purely at random. Sometimes none is created, and alot of Pit tiles are placed instead.
A Pit is a useless tile that represents that there's literally nothing there but darkness and space. it can be replaced, but the tile to do so is very expensive.
However, wreckages could also crash into the map, creating either absurd amounts of material of only durable goods and nothing raw beyond Oil, but having a massive range to the affected area, if anything, make it so it's always blobby-in shape for spawned material piles.
Pits would spawn like massive rivers to begin with.
The Size of the map as it currently is, will increase the likelihood of meteors or wreckages smacking into the map area. Reason I don't say wreckages wouldn't make pits, is because something like the framework for a planet to give it it's gravity, a ship or even station wreck crashing into it, would stick into said framework, since said framework has to be MILES in depth.
But the Pits spawn semi-frequently, but become way more common as you increase past say... a Small map size. Pits will spawn even MORE excessively if you expand the map border.
If it was possible, I'd have an ability for the base tile type to be changed, as if making a path, but without actually blocking building upon it. Purpose of this would be to make it so that you can repair the framework, complete the artificial planet, and then just create a death planet or something, I dunno, while more complete tile types would result in both faster movement speed, building ontop of them, AND resistance to pits forming to replace said tiles.
Forgot to mention, this planet will occasionally be hit by Asteroids, which will create Lava, that after a while, create pits, unless Water pools, at that point do as I suggest, and create obsidian at the expense of sacrificing lava tiles. Asteroids will create stupid large holes of pits, but they are VERY rare, with all sorts of materials forming a wall around said holes.
Strategy: The whole map would be about placing structures at random and scattered all over, while hoarding stupid amounts of resources as all kinds crash about, with really no real sort of safe areas coming along until far in the tech tree.
Purpose: For the Ultimate Difficulty. The place would look like the framework for a low-class artificial planet left to collect dust in space, but has since drifted to the very tips of the galaxy, or even universe, which is why Pits are a solid black color.
It's to test if someone can truly move on their toes and adapt to any situation. And to also make the stubborn and masochistic suffer. >:D
Note: If this does get added to a secret list of "Things I'd love to add" then I promise, I will contribute to most if not all of the art assets, you just worry about the actual operation of the thing. :3
Upgrade Menu
A button in the bottom left of the screen, always there, but not always filled via the menu that comes up if you click on it.
It's a scroll menu, with a bar ofcourse, and it only displays in each item the [Original Building] with an arrow next to it pointing to the [Upgraded Building] and a Button next to that for Upgrade One, with the resources indicated near or on/under said button, black text being that it's all good, you can upgrade fully, and easily, and red text indicating that you can't upgrade it fully
One more button next to that, the same thing, but for Upgrade All.
Purpose of this is to allow players a way of easily viewing upgrades they have tech-access to. This includes buildings they have no resources for.
You can start the upgrade building process even with not enough resources, but a dialog could warn you that it's a bad idea if the building is crucial and you can live without it until construction is done.
Allow construction of a building without the needed resources
I never got why I can't do this tbh, I can queue up more than I can build, if I have the resources to build only one of say... vehicles, workers, or buildings.
Multiple Levels for Reptilian Government Building
I forgot the name, Sorry ^^;
Uses for Lava
This isn't even an idea to only pertain to Reptilians, I feel any that have access to the Lava World relate to this.
I think beyond waiting for it to cool into obsidian, you could use it in the late-game to collect as a resource and convert it into other resources you can't get in a Lava World, but with a ratio of at least or at most 1,000:1 of Lava into any resource not mined on Lava Planets.
Lock Obsidiobugs behind Lava World Start tech
You can't get Lava in an Ice or Desert World.
Lava Worlds can't change Atmosphere
It's not possible to reduce it visually below 500 Million, since you don't need alot of condensers, at least not atm, but with eruptions going off basically all the time, this would make sense. This way, you also don't need to balance consumption of atmosphere of Lava Worlds for new buildings, although you'd have to take Desert worlds into consideration, unless Lava Worlds got their own specialized, more unhinged condensers past the Microcondenser if that is ever a thing.
Replace Landing Pod with Surface Habitat Vessel with Human factions on inhospitable worlds. If Humans will ever get that kind of treatment to be allowed onto Ice and Lava Worlds, this is maybe how you could do it.
That's all the ideas I can both remember, and think of at the moment. Enjoying the game even still, not been too active on here, mainly due to being a tiny bit busy/distracted.
As usual, the cost, speed, and other stats of suggested things can be and are up to the developer.
Bold names are whole Ideas, with underlined Names being each part of that idea if it has more than one.
More Reptilian Probes
The Reptilians, I feel, should eventually just move from slave labor to a mechanized workforce.
As a result, I'd like to suggest more types of Probes.
Ore Probe
Alt Name(s): Ore Mining Probe
Description: Those pesky Eruption Ores are no longer out of reach!
Purpose: To mine Ore deposits, main point of this though is that the Probe can move over obsidian and lava to get at ore deposits in the direct middle of lava planet eruptions.
Obsidian Probe
Alt Names(s): Obsidian Cutting Probe (Name is as such due to how Obsidian is irl "mined" and it's with cutting/scalpel and piercing tools).
Description: Clear lava fields of Obsidian with ease!
Purpose: To mine Obsidian deposits, like the Ore Probe, it's mainly more for going where bugs cannot.
Diabolic Probe
Alt Names(s): Crystalline Probe, Crystal Cutting Probe (I imagine Crystalline to be glass-like, only a bit tougher, but still capable of fracturing into shards and pointy edges.)
Description: Your bugs are doing a passable job. now do an amazing job of mining Crystalline.
Purpose: Again, mainly suggested for the hovering, but also this Probe will have a far higher carry capacity, to help accommodate for the fact that crystalline on lava planets eventually just gets out of control, or to help fill your storage even faster, depending on whatever PoV fits the reptilians best.
Aluminum Probe
Description: Harvest Aluminum in places Bugs can't go!
Purpose: Hovers, lets you harvest Aluminum after eruptions.
Gold Probe
Description: Collect that shiny, shiny gold in places too hazardous for Bugs.
Purpose: Hovers, can Harvest gold in lava fields.
Have a Probe for just basically every deposit a reptilian could ever need one for. I alos mention hovering, because it what Probes look like they do, even if they're probly more just flying. Probes can't do insectoid operations, however.
Faster Probes
Probes, IMO are too slow. I feel it should have the advantage of Pavement speed boosts, only all the time, since they fly. I'd like their main purpose to be an almost total replacement of your workforce for more efficient and better units. But in this process, they'd lose all bonuses for paths, save for...
Gravity-Controlled Lanes
I'd also like a special type of path that only works with probes and other Hover/Flying units, but doubles their speed, or something close to it, and infact works as an obstacle for anything that can't fly or hover, by reducing speed by just as much, with a max decrease in speed resulting in a total of 0.2 units of speed. but that's more just for consideration than a real wishlist item.
For visuals, it'd look like a purple tile with a blue glow coming off it. For stats, I figure it'd take like 50 power a piece, and would give off alot of light too. Or not.
Macrocondenser
Purpose: Literally just a 2x2 version of the Microcondenser, only far more powerful for water production, for those colonies that might one day just be building microcondensers like they're nothing.
Gold/Aluminum Grow Bed
Description: With the power of overpowered Science, placing ore, water, crystalline, and gold, somehow creates... more gold, but also aluminum!
Purpose: A combo of a gold Grower and an Aluminum Grower, but now it's either 2x2, or 3x3.
Water Pools resist Eruptions
I don't mean it'll STOP them, but it makes it less likely that an eruption happens within 8 tiles but only in locations where there's 3 tiles of water all around one tile of water.
If an eruption cannot happen because Water Pools are all blocking it from happening, the Eruption happens where the least water pools are located, the blocking effect is ignored.
Water Pools and Lava will constantly clash if directly next to one another and both are filled enough to visibly touch, reducing lava count, but also eventually destroying water pools to create obsidian.
Lava Repulsion Matrix
Description: After spending so long on such a hostile environment, robotics-enhanced and enslaved insectoids have finally created something to repel lava!
Purpose: Literally does what it says, repels lava, forcing it away rather quickly, but costing stupid amounts of energy, and it's 3x3, but has excessive range.
Or, dev, you can imagine it's a "build One" type of deal with less power usage. Sort of like a Capitol in a United Earth Colony, only it's not the government building.
Works on eruptions as well, preventing them within a smaller range.
Very Expensive though compared to everything else, and requires a large workforce, I'm thinking, someplace in the 1K-10K range of Workers.
Hell, it could be 5x5 and probly still be worth it imo, it'd be like a Wonder, takes ridiculous amounts of stuff to make, but gives you really good benefits.
Incomplete Artificial Planet
Difficulty: A Literal Nightmare.
Description: You know nothing of Difficulty.
Resources: Steel Mounds, Aluminum Piles, Circuit Cases.
Obstacles: Pits, 0 Starting Atmosphere, and a constant reduction of Atmosphere of 1 Billion/Million per second, Very little starting resources on even Abundant settings.
Factions: Only Reptilians, OR, a purely mechanical new faction later down the road (if that'll ever happen.) I'm thinking... some kind of race that salvages other tech and canonically feared by all, even the Reptilians, due to how they literally cannibalize technology and only live in ship graveyards, or remnants of gigantic space husks of abandoned super-projects.
This faction, in my mind, would be sorta like raggedy metal robot zombies, like maybe destroyed or malfunctioning robots possessed by souls of various other factions? Could even be a horrifying remnant of the "Aliens" faction referenced by alot of United Earth and LIS buildings.
The starting unit would probably fly, with all early and even mid-game buildings looking sort of crappy and disheveled, with the motto "It just works" behind all art design, until the late-game structures which look pristine and VERY chunky/tough.
Rundown: This planet can only gain deposits from meteors landing at purely random locations, with no real discrimination when it comes to map edges, meaning corners aren't safe, unlike in Lava Planets.
Everytime a Meteor lands, it creates pit randomly, but where it doesn't, it creates various metal-based deposits and purely at random. Sometimes none is created, and alot of Pit tiles are placed instead.
A Pit is a useless tile that represents that there's literally nothing there but darkness and space. it can be replaced, but the tile to do so is very expensive.
However, wreckages could also crash into the map, creating either absurd amounts of material of only durable goods and nothing raw beyond Oil, but having a massive range to the affected area, if anything, make it so it's always blobby-in shape for spawned material piles.
Pits would spawn like massive rivers to begin with.
The Size of the map as it currently is, will increase the likelihood of meteors or wreckages smacking into the map area. Reason I don't say wreckages wouldn't make pits, is because something like the framework for a planet to give it it's gravity, a ship or even station wreck crashing into it, would stick into said framework, since said framework has to be MILES in depth.
But the Pits spawn semi-frequently, but become way more common as you increase past say... a Small map size. Pits will spawn even MORE excessively if you expand the map border.
If it was possible, I'd have an ability for the base tile type to be changed, as if making a path, but without actually blocking building upon it. Purpose of this would be to make it so that you can repair the framework, complete the artificial planet, and then just create a death planet or something, I dunno, while more complete tile types would result in both faster movement speed, building ontop of them, AND resistance to pits forming to replace said tiles.
Forgot to mention, this planet will occasionally be hit by Asteroids, which will create Lava, that after a while, create pits, unless Water pools, at that point do as I suggest, and create obsidian at the expense of sacrificing lava tiles. Asteroids will create stupid large holes of pits, but they are VERY rare, with all sorts of materials forming a wall around said holes.
Strategy: The whole map would be about placing structures at random and scattered all over, while hoarding stupid amounts of resources as all kinds crash about, with really no real sort of safe areas coming along until far in the tech tree.
Purpose: For the Ultimate Difficulty. The place would look like the framework for a low-class artificial planet left to collect dust in space, but has since drifted to the very tips of the galaxy, or even universe, which is why Pits are a solid black color.
It's to test if someone can truly move on their toes and adapt to any situation. And to also make the stubborn and masochistic suffer. >:D
Note: If this does get added to a secret list of "Things I'd love to add" then I promise, I will contribute to most if not all of the art assets, you just worry about the actual operation of the thing. :3
Upgrade Menu
A button in the bottom left of the screen, always there, but not always filled via the menu that comes up if you click on it.
It's a scroll menu, with a bar ofcourse, and it only displays in each item the [Original Building] with an arrow next to it pointing to the [Upgraded Building] and a Button next to that for Upgrade One, with the resources indicated near or on/under said button, black text being that it's all good, you can upgrade fully, and easily, and red text indicating that you can't upgrade it fully
One more button next to that, the same thing, but for Upgrade All.
Purpose of this is to allow players a way of easily viewing upgrades they have tech-access to. This includes buildings they have no resources for.
You can start the upgrade building process even with not enough resources, but a dialog could warn you that it's a bad idea if the building is crucial and you can live without it until construction is done.
Allow construction of a building without the needed resources
I never got why I can't do this tbh, I can queue up more than I can build, if I have the resources to build only one of say... vehicles, workers, or buildings.
Multiple Levels for Reptilian Government Building
I forgot the name, Sorry ^^;
Uses for Lava
This isn't even an idea to only pertain to Reptilians, I feel any that have access to the Lava World relate to this.
I think beyond waiting for it to cool into obsidian, you could use it in the late-game to collect as a resource and convert it into other resources you can't get in a Lava World, but with a ratio of at least or at most 1,000:1 of Lava into any resource not mined on Lava Planets.
Lock Obsidiobugs behind Lava World Start tech
You can't get Lava in an Ice or Desert World.
Lava Worlds can't change Atmosphere
It's not possible to reduce it visually below 500 Million, since you don't need alot of condensers, at least not atm, but with eruptions going off basically all the time, this would make sense. This way, you also don't need to balance consumption of atmosphere of Lava Worlds for new buildings, although you'd have to take Desert worlds into consideration, unless Lava Worlds got their own specialized, more unhinged condensers past the Microcondenser if that is ever a thing.
Replace Landing Pod with Surface Habitat Vessel with Human factions on inhospitable worlds. If Humans will ever get that kind of treatment to be allowed onto Ice and Lava Worlds, this is maybe how you could do it.
That's all the ideas I can both remember, and think of at the moment. Enjoying the game even still, not been too active on here, mainly due to being a tiny bit busy/distracted.
Hello guys.
A little elements for the trading gameplay.
Seasonal prices
If the price would shift greatly with the current season on Earth (not in real life, but IN GAME), this would make the trading gameplay more interesting.
The prices of most goods are at the peak when it is close to the end of an Earth year, because... you know, the preparation for the New Year celebrations.
Space Cranivals takes place every 4 years, no matter on Earth or among other colonies. At the year of Space Carnival, commodities like rum and robots are very profitable. In addition, rare alien goods like crystalline and relics can make a large sum of money when exported to Earth.
Contrabands (…?)
Some goods are banned for exporting to Earth, maybe depends on faction, campaign story plot, or random as someone on Earth headquarters was on nutz that he said ban exporting... Food?
This will give some challenge for players financing themselves.
Market Share
Market share will affect the export profit of your goods. The more you export to Earth, the higher rate of market share your faction have, and hence more profits in the future sales.
Of course, never over supply one kind of good. This will neither earn money effectively, nor help your faction gain more market share on Earth.
Sales during Space Carnival will provide extra market share.
Price Refreshes Quarterly
Unlike My Colony Classic, the free version of it is offline based, there is no real-time price changes like in GBT online trading.
My suggestion is prices will refresh quarterly. In every refresh, prices will normally shift towards a normal value. If there are factors such as recently lifted contraband mark, over supply, extra demand, etc, then the price will shift differently.
Though the things may be complicated, but hopefully this will make the trading gameplay of My Colony 2 more interesting.
A little elements for the trading gameplay.
Seasonal prices
If the price would shift greatly with the current season on Earth (not in real life, but IN GAME), this would make the trading gameplay more interesting.
The prices of most goods are at the peak when it is close to the end of an Earth year, because... you know, the preparation for the New Year celebrations.
Space Cranivals takes place every 4 years, no matter on Earth or among other colonies. At the year of Space Carnival, commodities like rum and robots are very profitable. In addition, rare alien goods like crystalline and relics can make a large sum of money when exported to Earth.
Contrabands (…?)
Some goods are banned for exporting to Earth, maybe depends on faction, campaign story plot, or random as someone on Earth headquarters was on nutz that he said ban exporting... Food?
This will give some challenge for players financing themselves.
Market Share
Market share will affect the export profit of your goods. The more you export to Earth, the higher rate of market share your faction have, and hence more profits in the future sales.
Of course, never over supply one kind of good. This will neither earn money effectively, nor help your faction gain more market share on Earth.
Sales during Space Carnival will provide extra market share.
Price Refreshes Quarterly
Unlike My Colony Classic, the free version of it is offline based, there is no real-time price changes like in GBT online trading.
My suggestion is prices will refresh quarterly. In every refresh, prices will normally shift towards a normal value. If there are factors such as recently lifted contraband mark, over supply, extra demand, etc, then the price will shift differently.
Though the things may be complicated, but hopefully this will make the trading gameplay of My Colony 2 more interesting.
Hello guys.
Just a little idea, what if a building can have varying outlook depending on the faction?
Lander as example:
These designs are based on my faction ideas, they do not represent the actual factions in the game.
Left: Brotherhood of Polaris
Middle: Default (My Colony classic design)
Right: Red Satellite Treaty Union
Files:
Just a little idea, what if a building can have varying outlook depending on the faction?
Lander as example:
These designs are based on my faction ideas, they do not represent the actual factions in the game.
Left: Brotherhood of Polaris
Middle: Default (My Colony classic design)
Right: Red Satellite Treaty Union
Files:
Also @GeneralWadaling - did you have ideas regarding the different factions posted somewhere? I see you have TS, PT, NGE, AK, but I do not remember what they stand for, and I apologize if you have already posted and told me before. I am going to have a little bit of back story/lore in this game, so was looking for some information on the various factions you have proposed.
Terra Nova is also going to be similar to Civ in that you will be choosing your faction before the game starts, and each is going to have a specific color and leader (instead of using random tokens), along with a back story.
I currently have United Earth, LIS, Corporate Industries, and Galactic Freight as factions. You then implied several above with your HQ models, so I was wondering if you had info on those.
Altogether, I want 16 factions in the game(!) to accommodate the 16 player map size, without having the same faction in the game twice. Each faction will have at least 1 unique unit or structure, plus some extra modifiers.
For story, I am really going somewhat off of your Fan Lore post, before the Human Civil War era, maybe similar in time to the Deimos events. Humanity finds this nice fertile planet Terra Nova, and everyone is making a mad rush to colonize. I think a lot of the factions will be corporations, really LIS isn't even totally a thing yet. But I am sort of relating it to today, where we now have all of the private entities racing to get into space. Here will be something similar.
Terra Nova is also going to be similar to Civ in that you will be choosing your faction before the game starts, and each is going to have a specific color and leader (instead of using random tokens), along with a back story.
I currently have United Earth, LIS, Corporate Industries, and Galactic Freight as factions. You then implied several above with your HQ models, so I was wondering if you had info on those.
Altogether, I want 16 factions in the game(!) to accommodate the 16 player map size, without having the same faction in the game twice. Each faction will have at least 1 unique unit or structure, plus some extra modifiers.
For story, I am really going somewhat off of your Fan Lore post, before the Human Civil War era, maybe similar in time to the Deimos events. Humanity finds this nice fertile planet Terra Nova, and everyone is making a mad rush to colonize. I think a lot of the factions will be corporations, really LIS isn't even totally a thing yet. But I am sort of relating it to today, where we now have all of the private entities racing to get into space. Here will be something similar.
More about natives:
Native/Civilization Hut (Built by player, and when they found the civilization (one exists alone with civilization center, or exists natively; look depends on the faction: if random, it should look random)
Cost: Ore +25, Wood +15
Technologies required: Civilization Creation
Native/Civilization Ore Mine (Built by player, or exists natively: Miner textures depends on the faction)
Cost: Water:5, Ore+10
Technologies required: Civilization Creation, Civilization Ore Mining
Civilization Center changes:
Produces 1 civic every 360 ticks (every 100 ticks with all workers)
Drop-off for common minable resources
Can build: Civilization Rover (Harvests Stone, Ore)
Cost: Wheel +6, Ore+10
Native civilizations (not created by you) are controlled by an AI. You cannot control them, but in future updates, you can change a native's faction. However, you can interact and trade with these natives. Civilizations are like cities, but you can't add terraforming structures.
Native/Civilization Rovers:
Built by: Native/Civilization Center, Native/Civilization Vehicle Factory
Can build: (Native/Civilization) Greenhouse, Water Pump, Vehicle Factory
Costs:
(Native and civilization)
Greenhouse: Ore +15
Water Pump: Ore +8
Vehicle Factory: Ore +100
More will be shown later. You may reply.
Native/Civilization Hut (Built by player, and when they found the civilization (one exists alone with civilization center, or exists natively; look depends on the faction: if random, it should look random)
Cost: Ore +25, Wood +15
Technologies required: Civilization Creation
Native/Civilization Ore Mine (Built by player, or exists natively: Miner textures depends on the faction)
Cost: Water:5, Ore+10
Technologies required: Civilization Creation, Civilization Ore Mining
Civilization Center changes:
Produces 1 civic every 360 ticks (every 100 ticks with all workers)
Drop-off for common minable resources
Can build: Civilization Rover (Harvests Stone, Ore)
Cost: Wheel +6, Ore+10
Native civilizations (not created by you) are controlled by an AI. You cannot control them, but in future updates, you can change a native's faction. However, you can interact and trade with these natives. Civilizations are like cities, but you can't add terraforming structures.
Native/Civilization Rovers:
Built by: Native/Civilization Center, Native/Civilization Vehicle Factory
Can build: (Native/Civilization) Greenhouse, Water Pump, Vehicle Factory
Costs:
(Native and civilization)
Greenhouse: Ore +15
Water Pump: Ore +8
Vehicle Factory: Ore +100
More will be shown later. You may reply.
Hi. I propose an feature being added into the game, called native civilizations. These civilizations are spread all across the planet and the natives are involved in housing, commerciality, trade, resources and diplomacy. You will interact with civilizations, but not control. I wanted this because I was inspired from my terraforming game.
There will be 3 non-random native factions (LIS, Zolarg, Alpha Draconia), and a bunch of scattered randomly named civilizations. A chance of a player finding a non-faction native civilization will have a 1 in 100 chance, meanwhile finding faction is 1 in 10 chance. The natives, especially factions, will be implemeted with an AI that makes the civ mine, build and research.
Here are the required conditions for faction-controlled natives:
[*]There should only be one of the either: Independent State, Zolarg, Draconia
[*]The civilization must be within 16 chunks of 0:0 (-16:-16 to 16:16)
[*]The civilization should have medium resource density near them
[*]The civilization must start out with 1 civilization center, 5 civilization pavements connecting to the first civilization shelter, 1 civilization center, and 1 civilization rover. The civilization will start with 3 people.
[*]The civilization must not within be 1 chunk of the player spawning chunk
[*]The player cannot build inside the civilization's boundaries. They may, however, surround the civilization with another one made by the player.
The civilization buildings cannot be built, because as stated, they are controlled by an AI. An deposit marked as an civilization deposit (by a civilization rover or a civilization marker) cannot be mined by the player. I also encourage research, money and civics in the civilizations.
Here are the buildings and vehicles of the civilization:
[Name of civilization: LIS/Zolarg/Draconian/other] [Civilization [Name]]
Center* (smelts $1 into 2 civics every 3000 ticks; 1000 ticks with all workers)
Shelter
Greenhouse
Water Pump
Solar Panel
Light Post
Pavement
Ore Refinery
Food Silo
Ore Fracking Operation
Internet Relay Booth (generates 1 research every 5500 ticks)
Mint (smelts 1 gold into $10 every 1000 ticks; 333.33 ticks with all workers)
Barracks
Research Lab
Construction Yard
More in this list will be shown later. I need suggentios, please reply. Thank you!
There will be 3 non-random native factions (LIS, Zolarg, Alpha Draconia), and a bunch of scattered randomly named civilizations. A chance of a player finding a non-faction native civilization will have a 1 in 100 chance, meanwhile finding faction is 1 in 10 chance. The natives, especially factions, will be implemeted with an AI that makes the civ mine, build and research.
Here are the required conditions for faction-controlled natives:
[*]There should only be one of the either: Independent State, Zolarg, Draconia
[*]The civilization must be within 16 chunks of 0:0 (-16:-16 to 16:16)
[*]The civilization should have medium resource density near them
[*]The civilization must start out with 1 civilization center, 5 civilization pavements connecting to the first civilization shelter, 1 civilization center, and 1 civilization rover. The civilization will start with 3 people.
[*]The civilization must not within be 1 chunk of the player spawning chunk
[*]The player cannot build inside the civilization's boundaries. They may, however, surround the civilization with another one made by the player.
The civilization buildings cannot be built, because as stated, they are controlled by an AI. An deposit marked as an civilization deposit (by a civilization rover or a civilization marker) cannot be mined by the player. I also encourage research, money and civics in the civilizations.
Here are the buildings and vehicles of the civilization:
[Name of civilization: LIS/Zolarg/Draconian/other] [Civilization [Name]]
Center* (smelts $1 into 2 civics every 3000 ticks; 1000 ticks with all workers)
Shelter
Greenhouse
Water Pump
Solar Panel
Light Post
Pavement
Ore Refinery
Food Silo
Ore Fracking Operation
Internet Relay Booth (generates 1 research every 5500 ticks)
Mint (smelts 1 gold into $10 every 1000 ticks; 333.33 ticks with all workers)
Barracks
Research Lab
Construction Yard
More in this list will be shown later. I need suggentios, please reply. Thank you!
I do see the cant change jobs bug is fixed .
But nothing else alest on earth faction .
So any one see new stuff if so what faction planet ( aka map )
But nothing else alest on earth faction .
So any one see new stuff if so what faction planet ( aka map )
I have a few ideas after playing for a while. I think some of these are pretty good, some not that good. Feel free to give your own ideas or feedback. All ideas are meant to be standalone ideas and not all ideas will work with others as suggested.
1. Fixing Protesting: Too often I see colonists protesting for no reason, or because they won't fix the issue themselves. (Such as the colonist protesting about their low health while there's a medical facility with empty patient spots 5 tiles away.) I'd like to see colonists seeking out a way to fix their problems and only protesting as a last resort.
2. Quitting Jobs: Colonists should be able to quit jobs if they feel a new job will give them a better time. This can be for better pay or commute length. This goes with suggestion 1.
3. Personal Transports+Parking Lots: Colonists would be able to buy personal transports and drive them to work. They would drive from their house to a parking lot then walk to work, this walking distance becomes their commute length. This means a colonist who lives 120 tiles from his workplace can drive to a nearby lot and walk 5 tiles to work.
4. Commodity Resource
Commodity Workshop
Commodity Sweatshop
Commodity Shop
Commodities would be made at the production facilities and then used by tourist trap buildings, and commodity shops. This adds another way to make money from colonists and tourists buying commodities.
5. Military
Now this is the hard one since it's been said this isn't a war game. Unfortunately I think in this simulation game with different factions, nations, and empires, not having a war mechanic of any form would be missing out on a huge amount of potential for the game. Especially with these "Federations" that are rising. Having war would add a new level of depth to the game because it wouldn't be solely a war game. So, here goes.
New Buildings:
Arms Factory-Makes Weapon Parts
Ship Factory-Makes Vehicle Parts
Barracks-Produces Militia+Soldiers
War Factory-Produces APC+Light and Heavy Tanks
Shipyard-Produces all the ships.
Transport Pad-Sends ground troops to Transport Ships and vice-versa.
New Resources:
Weapon Parts-Used for Infantry
Vehicle Parts-Used for ground and space vehicles.
Units:
Militia
Solider
APC
Light Tank
Heavy Tank
Patrol Ship
Transport Ship
Frigate
Cruiser
Dreadnaught
Now, I'll explain how this works.
If you are a colony:
You can build all the buildings and access all the resources, but you may only build Militia, Soldiers, APC, and Patrol Ships. You have to have unemployed colonists to recruit them. You can't attack anyone at all. Your capitol is able to request units from you, you can only send Soldiers and APC's. Militia and Patrol Ships remain at the colony. Military is not a big focus if you aren't independent. This adds a military aspect without making it a "war game" as most of the players are colonies and not independent nations. Heavy war focus is reserved for a smaller number of players.
If you are independent:
You have access to all units unlike colonies. You can attack other players and the NPC factions. You can have alliances(Federations possibly too) with other commonwealths. You can also have a state of war where you're allowed to attack. Warfare and military is a larger focus here. You can request units from your colonies, they don't have to send them. You have to send Transport Ships to pick up or sent any units to/from your colonies. You can send Militia and Patrol Ships to you colonies and send them back. Units sent from your colonies can be sent to attack.
Your ships are meant for difference purposes.
Some units have special abilities.
Militia: They can be ordered by the local government to police protesters. This can help break up protests and get rid of protesters but can result in people being killed and damage being done.
Frigates: These have an advantage over Patrol Ships when attacking them.
Dreadnaughts: These can bombard the surface during the ground assault.
Stages of Battle:
Space Battle-The defending fleet fights against attacking fleet. If the attackers win we move onto ground assault.
Ground Assault-Defending ground forces fight against the attacking ground forces and any aerial bombardment. If the attackers win the planet is annexed. If the defenders win the attackers can break off or from a blockade.
Blockade-The blockaded planet can not import or export anything. They can not make or accept trade offers. They cannot send units, have units requested from, or be sent units until the blockade is broken or lifted. The blockaded planet can try to break the blockade or if only a colony, a capitol can also try to break the blockade.
NPC Factions:
United Earth, League of Independent States, and Zolarg Empire will always be at war. They will control territory with shifting fronts. Once the front moves past a commonwealth the faction may ask you for an alliance, declare war, or nothing at all. They won't attack players very often, even if you're part of an enemy NPC faction. They're more likely to if you are. They're also more likely to if your commonwealth is at war with them or you're allied to one of the other factions.
Being Annexed:
So let's say you get attacked and you lose, then what?
Colony: You lose population from bombardment and soldiers being killed. Buildings are damaged and you've been forcefully annexed to anther power. The attackers can demand up to a max of 5% of your total money as tribute. (only one time) The attackers can't impose any other tributes on you for 7 days and you can't request annexation by another commonwealth for 2 days.
Capitol: It's the same thing but before you're fully annexed you can also choose a new colony to be the capitol of the commonwealth or choose for the entire commonwealth to be annexed. Penalties and limitations are the same but colonies annexed along with a capitol can't be charged the 5% tribute.
In the grand scheme of things, I think military would add a new layer of depth to the game and not trying to would be refusing to utilize a massive amount of potential to make a good game even better. But, it would only help those who choose to participate in it. I know I don't have everything about it sorted out and there's holes in my idea but this is simply a skeleton of 1 possible system.
I think these ideas are all good in 1 way or another, feel free to leave a comment,
1. Fixing Protesting: Too often I see colonists protesting for no reason, or because they won't fix the issue themselves. (Such as the colonist protesting about their low health while there's a medical facility with empty patient spots 5 tiles away.) I'd like to see colonists seeking out a way to fix their problems and only protesting as a last resort.
2. Quitting Jobs: Colonists should be able to quit jobs if they feel a new job will give them a better time. This can be for better pay or commute length. This goes with suggestion 1.
3. Personal Transports+Parking Lots: Colonists would be able to buy personal transports and drive them to work. They would drive from their house to a parking lot then walk to work, this walking distance becomes their commute length. This means a colonist who lives 120 tiles from his workplace can drive to a nearby lot and walk 5 tiles to work.
4. Commodity Resource
Commodity Workshop
Commodity Sweatshop
Commodity Shop
Commodities would be made at the production facilities and then used by tourist trap buildings, and commodity shops. This adds another way to make money from colonists and tourists buying commodities.
5. Military
Now this is the hard one since it's been said this isn't a war game. Unfortunately I think in this simulation game with different factions, nations, and empires, not having a war mechanic of any form would be missing out on a huge amount of potential for the game. Especially with these "Federations" that are rising. Having war would add a new level of depth to the game because it wouldn't be solely a war game. So, here goes.
New Buildings:
Arms Factory-Makes Weapon Parts
Ship Factory-Makes Vehicle Parts
Barracks-Produces Militia+Soldiers
War Factory-Produces APC+Light and Heavy Tanks
Shipyard-Produces all the ships.
Transport Pad-Sends ground troops to Transport Ships and vice-versa.
New Resources:
Weapon Parts-Used for Infantry
Vehicle Parts-Used for ground and space vehicles.
Units:
Militia
Solider
APC
Light Tank
Heavy Tank
Patrol Ship
Transport Ship
Frigate
Cruiser
Dreadnaught
Now, I'll explain how this works.
If you are a colony:
You can build all the buildings and access all the resources, but you may only build Militia, Soldiers, APC, and Patrol Ships. You have to have unemployed colonists to recruit them. You can't attack anyone at all. Your capitol is able to request units from you, you can only send Soldiers and APC's. Militia and Patrol Ships remain at the colony. Military is not a big focus if you aren't independent. This adds a military aspect without making it a "war game" as most of the players are colonies and not independent nations. Heavy war focus is reserved for a smaller number of players.
If you are independent:
You have access to all units unlike colonies. You can attack other players and the NPC factions. You can have alliances(Federations possibly too) with other commonwealths. You can also have a state of war where you're allowed to attack. Warfare and military is a larger focus here. You can request units from your colonies, they don't have to send them. You have to send Transport Ships to pick up or sent any units to/from your colonies. You can send Militia and Patrol Ships to you colonies and send them back. Units sent from your colonies can be sent to attack.
Your ships are meant for difference purposes.
Some units have special abilities.
Militia: They can be ordered by the local government to police protesters. This can help break up protests and get rid of protesters but can result in people being killed and damage being done.
Frigates: These have an advantage over Patrol Ships when attacking them.
Dreadnaughts: These can bombard the surface during the ground assault.
Stages of Battle:
Space Battle-The defending fleet fights against attacking fleet. If the attackers win we move onto ground assault.
Ground Assault-Defending ground forces fight against the attacking ground forces and any aerial bombardment. If the attackers win the planet is annexed. If the defenders win the attackers can break off or from a blockade.
Blockade-The blockaded planet can not import or export anything. They can not make or accept trade offers. They cannot send units, have units requested from, or be sent units until the blockade is broken or lifted. The blockaded planet can try to break the blockade or if only a colony, a capitol can also try to break the blockade.
NPC Factions:
United Earth, League of Independent States, and Zolarg Empire will always be at war. They will control territory with shifting fronts. Once the front moves past a commonwealth the faction may ask you for an alliance, declare war, or nothing at all. They won't attack players very often, even if you're part of an enemy NPC faction. They're more likely to if you are. They're also more likely to if your commonwealth is at war with them or you're allied to one of the other factions.
Being Annexed:
So let's say you get attacked and you lose, then what?
Colony: You lose population from bombardment and soldiers being killed. Buildings are damaged and you've been forcefully annexed to anther power. The attackers can demand up to a max of 5% of your total money as tribute. (only one time) The attackers can't impose any other tributes on you for 7 days and you can't request annexation by another commonwealth for 2 days.
Capitol: It's the same thing but before you're fully annexed you can also choose a new colony to be the capitol of the commonwealth or choose for the entire commonwealth to be annexed. Penalties and limitations are the same but colonies annexed along with a capitol can't be charged the 5% tribute.
In the grand scheme of things, I think military would add a new layer of depth to the game and not trying to would be refusing to utilize a massive amount of potential to make a good game even better. But, it would only help those who choose to participate in it. I know I don't have everything about it sorted out and there's holes in my idea but this is simply a skeleton of 1 possible system.
I think these ideas are all good in 1 way or another, feel free to leave a comment,
Hey guys, I've been playing since around mid September. Since then, I've grown quite a bit and now have an independent colony in UE, LIS, and Zolarg, so whatever faction you choose you can join under me! I don't have much resources to give other than my UE base, but I'll help where I can to get you started on the right foot. Here are my charter codes:
Afluna
(UE) dkxyYO8B
Mad Melvins Uranium Utopia
(LIS) Y76DIiJl
Zesty Zolarg
(Zolarg) tViTB0Pr
And don't forget to join the FFF, the oldest and biggest Federation for My Colony on Discord
https://discord.gg/fr7sHpt
I've currently ran 2 RPG games based off of My Colony, and will be running a third game soon. This 3rd one will be based off of the upcoming Colony Wars game Bast has mentioned creating. I don't know much about the game (as it's not made yet) so my RPG version will not have any spoilers to his game (sorry, I'm not a mind reader after all) but I'll give you a quick rundown of it.
You'll be assigned to a faction, UE or LIS to start. If we get enough players to join I'll add in Zolarg and Reptilians as well. Each team will have their own private channel which is only able to be seen by that team. There, they will talk, strategize, and vote to decide on a number of different things. Gather resources, build different structures, hire guards for these structures (or for players), hire mercenaries to attack a certain player on another team. Also, each player will have their own special ability. Everyone will know what team all players are on, but the abilities will only be known by that team. I'm still working on some of the finer details and rules, but if you are interested then feel free to join the FFF, put in your thoughts and ideas, and join the fun! The game is open to all FFF members, Ambassadors, Prospects, Friends of the FFF, and everyone else. So come on over and check it out!
Again, the FFF discord link is:
https://discord.gg/fr7sHpt
Afluna
(UE) dkxyYO8B
Mad Melvins Uranium Utopia
(LIS) Y76DIiJl
Zesty Zolarg
(Zolarg) tViTB0Pr
And don't forget to join the FFF, the oldest and biggest Federation for My Colony on Discord
https://discord.gg/fr7sHpt
I've currently ran 2 RPG games based off of My Colony, and will be running a third game soon. This 3rd one will be based off of the upcoming Colony Wars game Bast has mentioned creating. I don't know much about the game (as it's not made yet) so my RPG version will not have any spoilers to his game (sorry, I'm not a mind reader after all) but I'll give you a quick rundown of it.
You'll be assigned to a faction, UE or LIS to start. If we get enough players to join I'll add in Zolarg and Reptilians as well. Each team will have their own private channel which is only able to be seen by that team. There, they will talk, strategize, and vote to decide on a number of different things. Gather resources, build different structures, hire guards for these structures (or for players), hire mercenaries to attack a certain player on another team. Also, each player will have their own special ability. Everyone will know what team all players are on, but the abilities will only be known by that team. I'm still working on some of the finer details and rules, but if you are interested then feel free to join the FFF, put in your thoughts and ideas, and join the fun! The game is open to all FFF members, Ambassadors, Prospects, Friends of the FFF, and everyone else. So come on over and check it out!
Again, the FFF discord link is:
https://discord.gg/fr7sHpt
Well, I think it would be cool to, in addition to having a commonwealth surrounded by it's subcolonies, bast could make a map view with a star for each username, and then orbiting that star is all of the colonies that the user has built and played, regardless of what commonwealth or faction they belong to. This could be the "accounts view," and then the original map that bast has now with a commonwealth planet surrounded by it's sub-colonies could be known as the "commonwealths view."
Then, in the accounts view, a user should be able to search for a particular account and see which colonies are registered to them, what the names and charter codes of the colonies are, and basic info like population and gdp of that planet, the faction used to colonize, happiness level, and such. They should also be able to search colony names or charter codes and see which account a name or charter code belongs to. Since there can be multiple colonies with the same name, I would just show all of the accounts that have colonies with a certain name, and it's up to the user to figure out which one is the one they were looking for.
The orbital rings around the star would mean nothing, a person could have a thousand colonies registered to them and thus a thousand planets would appear to be orbiting one star, the purpose of this view is just to provide aesthetics and show the user which colony belongs to which account. It may even make it easier for bast to see which charter belongs to which person so he can ban a perpetrator if he needs to, haha.
I would also give the player a measure of control over what that star looks like, like changing the color, texture, and glow of the star. This would be a premium feature.
Later I'm going to put this in a new thread for people to see.
By the way colbya, I like the idea of a telescope because it could show who is online by showing the stars in the sky. And then the user could zoom in on any one star and see the planetary information and which planet is online.
Then, in the accounts view, a user should be able to search for a particular account and see which colonies are registered to them, what the names and charter codes of the colonies are, and basic info like population and gdp of that planet, the faction used to colonize, happiness level, and such. They should also be able to search colony names or charter codes and see which account a name or charter code belongs to. Since there can be multiple colonies with the same name, I would just show all of the accounts that have colonies with a certain name, and it's up to the user to figure out which one is the one they were looking for.
The orbital rings around the star would mean nothing, a person could have a thousand colonies registered to them and thus a thousand planets would appear to be orbiting one star, the purpose of this view is just to provide aesthetics and show the user which colony belongs to which account. It may even make it easier for bast to see which charter belongs to which person so he can ban a perpetrator if he needs to, haha.
I would also give the player a measure of control over what that star looks like, like changing the color, texture, and glow of the star. This would be a premium feature.
Later I'm going to put this in a new thread for people to see.
By the way colbya, I like the idea of a telescope because it could show who is online by showing the stars in the sky. And then the user could zoom in on any one star and see the planetary information and which planet is online.
Other then the planets full of lawyers Opps snakes Opps reptiles Ok all the same species .
Earth is the only faction that can not make every resource . Lis has the black market which to my knowledge even brings in paintings ( done by lawyers ???? ))
Anyway crystal can be automated easy enough just by planting a large enough plot so they grow back faster then they are harvested .
So every thing BUT regolith the only way is to buy it . Buying is easy enough as star gate can import every thing but painting . But what fun is that ?
Thing is reg cant be auto if its mines they dont grow back lol .
BUT maybe a new earth based building that takes several resources and turns them into reg . The irony in this is no matter which you choose the cost will be higher then the product .
But a finished colony like my biggest can afford the expense of making stuff that it takes as a lose .
Kind of like the way you try and get buildings to eat over production of resources .
anyway just a thought . Just like the idea of being to run every resource in well no longer have green lol so really dont bug me like it use to . But still have red and that does . Got to get the red out .
Earth is the only faction that can not make every resource . Lis has the black market which to my knowledge even brings in paintings ( done by lawyers ???? ))
Anyway crystal can be automated easy enough just by planting a large enough plot so they grow back faster then they are harvested .
So every thing BUT regolith the only way is to buy it . Buying is easy enough as star gate can import every thing but painting . But what fun is that ?
Thing is reg cant be auto if its mines they dont grow back lol .
BUT maybe a new earth based building that takes several resources and turns them into reg . The irony in this is no matter which you choose the cost will be higher then the product .
But a finished colony like my biggest can afford the expense of making stuff that it takes as a lose .
Kind of like the way you try and get buildings to eat over production of resources .
anyway just a thought . Just like the idea of being to run every resource in well no longer have green lol so really dont bug me like it use to . But still have red and that does . Got to get the red out .
Today the 3rd beta, v0.3.0, of Colony Wars is available on Web, the Ape Apps Launcher, and on Android! This update adds a few new engine features and a bit of new content.
Firstly, on Android devices, the back button is now handled properly, which was badly needed.
Next, there is a new structure, the Research Lab. The Research Lab unlocks two new units, the Medium Tank and the Engineer. The Medium Tank is simply a larger and more powerful (and more expensive) version of the current Light Tank, so I don't need to explain much on that. The unit with the associated engine changes is the new Engineer.
The Engineer is a slow, weak, and defenseless unit, but if you let one sneak into your base, you could be in a bit of trouble. If the Engineer enters an enemy building, the building will be captured for the Engineer owner's team. This can be devastating if the unit enters an expensive building or even the Lander.
There is still a ton that needs to be added to the game, and I have gotten a lot of good suggestions and feedback through the forum, the Play store, and the in-game 'Submit Feedback' button, so please keep the ideas coming. Things that are currently on the list include Navy and naval units, air units, more techs, more types of infantry and tanks, etc. Once the United Earth faction is built out, I will start on the LIS. I plan on each faction having at least one unique super weapon, such as a nuke or giant laser cannon or something similar. Basically something with a countdown timer that lets you deal massive damage to an enemy base. I also plan on adding the Ore Fraking Operation soon, not as a structure that you can build, but one that starts out on the map and you have to capture it with an Engineer for an endless stream of income. I also want there to be abandoned buildings on the maps that you can garrison with infantry and use as a fort out in the battlefield. Finally, once the two main factions are done, I will start working on the single player campaign mode.
So that is it for today's update. Stay tuned for more, keep the suggestions coming, and if you haven't played Colony Wars yet, find download links at the following website:
https://apps.ape-apps.com/colony-wars/
Firstly, on Android devices, the back button is now handled properly, which was badly needed.
Next, there is a new structure, the Research Lab. The Research Lab unlocks two new units, the Medium Tank and the Engineer. The Medium Tank is simply a larger and more powerful (and more expensive) version of the current Light Tank, so I don't need to explain much on that. The unit with the associated engine changes is the new Engineer.
The Engineer is a slow, weak, and defenseless unit, but if you let one sneak into your base, you could be in a bit of trouble. If the Engineer enters an enemy building, the building will be captured for the Engineer owner's team. This can be devastating if the unit enters an expensive building or even the Lander.
There is still a ton that needs to be added to the game, and I have gotten a lot of good suggestions and feedback through the forum, the Play store, and the in-game 'Submit Feedback' button, so please keep the ideas coming. Things that are currently on the list include Navy and naval units, air units, more techs, more types of infantry and tanks, etc. Once the United Earth faction is built out, I will start on the LIS. I plan on each faction having at least one unique super weapon, such as a nuke or giant laser cannon or something similar. Basically something with a countdown timer that lets you deal massive damage to an enemy base. I also plan on adding the Ore Fraking Operation soon, not as a structure that you can build, but one that starts out on the map and you have to capture it with an Engineer for an endless stream of income. I also want there to be abandoned buildings on the maps that you can garrison with infantry and use as a fort out in the battlefield. Finally, once the two main factions are done, I will start working on the single player campaign mode.
So that is it for today's update. Stay tuned for more, keep the suggestions coming, and if you haven't played Colony Wars yet, find download links at the following website:
https://apps.ape-apps.com/colony-wars/
Hello commanders!
As @bastecklein metioned in his official lore post, Alpha Draconians will take a little role in the game.
So here, may I introduce my ideas for the Alpha Draconians faction!
Infantry/Drones (Drone Pad)
Notes: All drones are hovering units.
Armoured/Mecha (War Portal)
As @bastecklein metioned in his official lore post, Alpha Draconians will take a little role in the game.
So here, may I introduce my ideas for the Alpha Draconians faction!
Infantry/Drones (Drone Pad)
Notes: All drones are hovering units.
- Patrol Drone (T1)
A model of Alpha Draconian security drone commonly used for patroling and scouting, as well as taking the role on eliminating enemy infantries.
Similar to UE infantres and LIS militias, they are the most basic combat unit. - Miner Drone (T1)
Nimble Alpha Draconian harvesting unit.
The advantage is, Alpha Draconian can build harvester units in their drone pads instead of war portal. - Punisher (T1)
Punisher drones can be seen working in reeducation centres, punishing criminals with their taser guns. On the battlefields, their taser gun are adjusted to maximum output to give the foes deadly spark shocks.
Typcally it’s an anti-armour unit, but it also has decent strength against infantries. It’s not anti-air, unlike the anti-armour unit of other fractions. - Devaster (T2)
These drones sprays hot and hyperactive ether everywhere, almost anything touching those radioactive liquid will begin to melt under the strong radiation.
Strong ground control drone of the Alpha Draconians.
Armoured/Mecha (War Portal)
- Suppressor (T2)
Riot control machine of Alpha Draconains, equipped with a pair of deadly ‘Chain’ machinegun turrets.
Anti-infantry armour. Can attack at most 2 enemies at the same time. has anti-air ability. - Dismantleer (T1)
Don’t think they are simply tiny robots specialised for dealing with scrap machines in scrap yards. Their dismantle claws are deadly as they can tear both flesh and armour plates.
A cheap weak recon unit, but their nimble speed allows them to take down enemies quickly... with their deadly claws. - Fat-bot (T2)
The Fat-bot is the sturdy war machine of Alpha Draconians, plated with super-thick armour over its body as well as strong tesla cannons on its both arms.
It can be used as a meat shield, as it’s resistant against most attacks. - Cyclops (T3)
The most heavy war machine of the Alpha Draconians. Don’t stare at him, or it’ll stare you to death.
Heavy armour unit as well as a siege machine. Uses long range missiles for attacking buildings and air units, while attacking enemy units with its deadly lazer.
Hello commanders.
I feel like I would like to present more ideas here...
And here I also suggests the major playstyle of the factions:
And some ideas for units.
(Colour of the unit name text represents its faction. Refer to the faction names above.)
I feel like I would like to present more ideas here...
And here I also suggests the major playstyle of the factions:
- United Earth - Mobile Tactics.
As the grandparents said, time is money. Same thing for UE Space Marines, their high mobility of troops and airforce will seize any unprepared opponents. Beware, they have their own secret interdimensional weapon!
- Superweapon 1: Disruption Blast
The Interdimensional Disruption Array can create an abnormal quantum effect, eventually causing a massive release of energy at a spot, known as the Disruption Blast. - Superweapon 2: Remote Teleport
United Earth secretly invented the Warp Node, an innovation that nobody else have in the Galaxy. With this device, a group of troops can be teleported from point to point without the need of portals.
- Superweapon 1: Disruption Blast
- League of Independent States - Stealth Raider.
LIS may not have good weapons and technology, but their stealth units will make their attacks unpredictable. Plus their use of ‘stunning’ optical weapons, giving no chance for enemies to fight back.
- Superweapon 1: Solar Cannon Bombardment
LIS has Solar Cannons carried by military orbital stations or bombardment warships. The energy comes from the sunlight, surely an ‘environmental friendly’ weapon. Called via Uplink Station. - Superweapon 2: Beam Barrier
The Beam Barrier is the strategical weapon of LIS, generated by Beam Projector. Which is used to trap enemies inside, or shield friendly units. Projectiles cannot fire through the barrier.
- Superweapon 1: Solar Cannon Bombardment
- Alpha Draconians - Legion of Steel.
Alpha Draconians usually have their steel-claded robots as their main military force. Not just having high toughness, they carries expensive high tech weapons. I mean, really expensive.
- Superweapon 1: EMP Strike
This is a very classic weapon of disruption. Firing a plasma ball of electric charges from charge accumulator and it’ll paralyse anything in the blast radius while has a pretty decent damage. (Notes: This can also instantly kills any air units in range.) - Superweapon 2: Nano-shield
This weapon utilises nanites firmly attaching onto the surface, to give a tempoary invincible armour for the units. However because the nanites has to be infuse to the surface of the armour, it’s harmful to any living organisms.
- Superweapon 1: EMP Strike
- Zolarg Empire - Swarm Attack.
(Bastecklein may not plan to implement it, but it’s just something that I want to share, so enjoy my idea)
Insectoids has the cheapest training cost of troops, allowing them to make anything in a large number. Their most fierce power does not come from technology, but the power of nature itself, and minds. - Superweapon 1: Apocalypse Worm
When the Altar of Doom is powered by a sufficient amount of Antaura, the Altar can summon a gigantic worm on a site, destroying anything on the surface. (does not affect flying units.) - Superweapon 2: Brainwash
The Tower of Mind can send frequencies of brainwaves to a location, which converts a small group of enemy units into own. No effects on Alpha Drcaonians’ robots.
And some ideas for units.
(Colour of the unit name text represents its faction. Refer to the faction names above.)
- Enforcer (T3)
For justice.
Elites of the UE Space Marines who fight under the name of Justice.
These heavily armoured infantries are well-equipped. Their plasma blaster will show the enemies who’s the boss today. - Infector (T3)
Infection target confirmed
The infectors are hard to notice by troops without special sensors. What infectors will do is ‘infect’ a enemy unit with nanites and take control of it.
Converting units to the own’s side is a useful function... but yes, only one time use per unit - The infector is consumed afterwards. - Flying Airfield (T3)
Ready for bombardments!
Flying Airfield carries multiple small drones carrying bombs, for bombarding targets far away.
Expensive heavy bomber unit of UE. No matter the drones are destroyed, the Flying Airfield always dispatches 5 drones in each attack. This Airfield has ability to defend itself from flying units using anti-air machineguns. - Kraken (T2)
Termination Mode: on
The Kraken is the naval dominance weapon of Alpha Draconians. Indeed, it’s a robotic squid.
Only torpedos or deep bombs are able to target these submerged steel beasts. So, keep an eye on them and be prepared... before they get too close. - Raider Bike (T1)
Roll to the frontline!
Raider Bikes are cheap scouting and anti-vehicle units of LIS. Their nimbleness give them advantages in skirmishes.
These bikes are equipped with grenade launchers. - Antanium Wagon (T1)
I see the enemies!
Antanium Wagon is the anti-infantry tank of Zolarg Empire claded with antanium plates. Equipped with a dual-rifle rapid fire turret.
A tough unit that it is basically used for shielding enemy firepower for allies behind. Unlike the anti-infantry vehicles of other factions, it’s pretty slow. - belegeringswagen (Siege Wagon) (T2)
Prepare the artillery shells!
Belegeringswagen is the siege unit of Zolarg Empire, available earlier as reaching a T2 tech level.
My imagination tells me it looks like a siege tower with a artillery mounted at the top. - Martyr (T1)
LIBERTY DELIVERY FOR YOU!
The Martyrs are suicide units, who are brave enough to put on a bomb vest and charge to the enemy formation.
It’s cheap - That’s the only thing I can say!
I have said in some comments that it would be kind of cool to have a primitive faction or species. You know, bow and arrow, spears, things like that. And maybe their methods of interstellar travel can be more 'magical' or planets could have some kind of rare natural or ruinous teleport that the primitive species specializes in activating. I just mainly think that it could be a very different approach to what's been done so far in MC1 and that it could look good visually to have buildings and paths that look more natural and fit in more with the landscape.
As for direct enemies of this faction, possibly nature itself. No, I'm serious, hear me out. How cool would it be for a colony to actually be a less intelligent species of animals. The roads could be game trails, the buildings could be trees, burrows, and tools known to be made by animals such as primates and birds. This would be difficult to do, both of these, but with more input it might actually work.
As for direct enemies of this faction, possibly nature itself. No, I'm serious, hear me out. How cool would it be for a colony to actually be a less intelligent species of animals. The roads could be game trails, the buildings could be trees, burrows, and tools known to be made by animals such as primates and birds. This would be difficult to do, both of these, but with more input it might actually work.
Hello guys!
In this era of first extensive colonization, there must be lots of stuff to be pioneered in a colony. Management system will be one of them, of course. Define what to do and not to do, achieve efficiency and success.
Basic policies are unlocked once the Governor's Office has been built and is functional in the colony, just like the consulate in MC1.
However, the remaining policies, has to be unlocked through researches. Each policy has their required technology respectively (instead of buildings in MC1).
Before going into the actual policies, I'll first introduce the related technologies of the policies.
Related Technologies
These are my ideas so far.
If you have some better ideas, feel free to leave them in the comments! :D
In this era of first extensive colonization, there must be lots of stuff to be pioneered in a colony. Management system will be one of them, of course. Define what to do and not to do, achieve efficiency and success.
Basic policies are unlocked once the Governor's Office has been built and is functional in the colony, just like the consulate in MC1.
However, the remaining policies, has to be unlocked through researches. Each policy has their required technology respectively (instead of buildings in MC1).
Before going into the actual policies, I'll first introduce the related technologies of the policies.
Related Technologies
- Localised Clock
The day-night cycle on your planet you colonized can be largely different from that on Earth. This research will help obtaining a reasonable local clock for the colony through some calculations, allow the colony to establish an efficient timetable for workshifts. - Basic Adminstration
To run a colony smoothly it cannot goes without a management system. By studying the colony environment and using our existing knowledge, a basic administration can be established. - Emergency Response System
It is always important to prepare for any possible emergencies. From establishing a prediction mechanism to finding ways to respond adverse events, these can reduce the loss in your colony during hard times. - Colony Security
You cannot get rid of all troublemakers away from your colony. Establishing a security system can keep your colony safe from rampaging native aliens and saboteurs from other rivals. - Repatriation Mechanism
Not all people are needed by the colony, some kinds of colonists can be problematic if they are in overwhelming numbers. Repatriating them back to Earth, or find another colony to accept them, can be a good choice without breaking moral conduct. - Convict Workers (example faction exclusive)
Exclusive technology from Red Satellites Treaty Union.
In case there are not enough labours in your colony, there is another choice provided by the Union - The convicts. These cheaper labours, although they require extra security control, they are cheap to hire, working for the colony to redeem their crimes until the end of their sentence. - Native Diplomacy
We are not the only smartest being on the alien planets, sometimes you will encounter native species. Finding ways to communicate and deal with the natives can help the colony access to precious resources needed. - Inquisition (example faction exclusive)
Exclusive technology from Brotherhood of Polaris.
Since the faith is the only power that keeps the Brotherhood together, the faith should be protected at all cost. Establishing Inquisitors will keep the colonists questions nothing about our faith.
These are my ideas so far.
If you have some better ideas, feel free to leave them in the comments! :D
It'll be a good challenge to maintain a good relation with home faction - I am having similar thoughts.
Further thoughts here.
The mission of a colony is generally bring precious resources back to their home world. So, basically exporting resources will maintain relations between the colony and home world up to certain extent.
To further advance relations with the home world, you can perform diplomatic missions by colony diplomats, like, paying tribute, receiving tasks, or even, presenting a big development plan that your colony will be promised to finish it.
Better relations with the home world will unlock clearances one by one, giving the governor more administrative powers on the colony and access to more resources of the faction.
In the opposite, worsened relations with the home world. This can happen when there are no exports for too long, or failed to finish given or promised tasks. With worsened relations, your colony will receive penalties, from support being cut, penal taxation, to weakened autonomy, or even military actions that can reduce your colony to ruins.
Further thoughts here.
The mission of a colony is generally bring precious resources back to their home world. So, basically exporting resources will maintain relations between the colony and home world up to certain extent.
To further advance relations with the home world, you can perform diplomatic missions by colony diplomats, like, paying tribute, receiving tasks, or even, presenting a big development plan that your colony will be promised to finish it.
Better relations with the home world will unlock clearances one by one, giving the governor more administrative powers on the colony and access to more resources of the faction.
In the opposite, worsened relations with the home world. This can happen when there are no exports for too long, or failed to finish given or promised tasks. With worsened relations, your colony will receive penalties, from support being cut, penal taxation, to weakened autonomy, or even military actions that can reduce your colony to ruins.
Hello Captains!
Here I am proudly presenting a fan guide for the starship game in My Colony Universe - My Starship.
Background of My Starship
My Starship takes place in the era that colonization of the 4 galactic powers - United Earth, League of Independent States, Zolarg Empire and Alpha Draconians, gradually occupied most corners of the galaxy, which the galactic powers will have more interaction between. Trade, commerce, diplomatic missions, or war.
The new era of new possibilities are providing irreplaceable opportunities for those who dreamed to own a starship. Now, you're one of them - How would you write your legend as a starship captain?
What you can do in the v0.14.0 version of the game
This game has lots of planned features but not all of them have been implemented yet. You can check the overall development progress of the game here.
In v0.14.0....
Out of fuel? Advices on fuel management!
In this game, you'll always need to keep an eye on your fuel meter. Transversing over the galaxy will need quite a lot of fuel.
And what would be the fuel? Uranium.
If your ship is out of fuel, you are immobilized. But if you're lucky, you'll find some uranium tanker ships (yet only United Earth has this type of vessels) coming to solve your desperate situation, offering you some cheap fuel deals when they bypass.
If you planned on a long range trip, you'll probably want to buy a bulk of fuel just in case. Or you can also refuel along your trip route if the planets can offer the fuels.
Resources in the game
Resources are still one of the core elements of the game. They are not only goods to make wealth, your starship will need some of them too.
Raw resources are indicated by [RAW] here. They can produce without industries.
Starships in the game
Every civilization will have different starships, from small cargo ships to military vessels. Here I'll introduce some concepts about them.
Let's begin with the statistics of a starship.
Now, I'll introduce the special types of vessels.
Last but not least, the special features of starships of each faction.
Ships of United Earth and League of Independent States usually have better hull plating than other factions, otherwise they have very average performance.
Most of Zolarg Empire's vessels may not have quality and requires more ship crews to run, however are more modifiable than others, and they can carry more cargo.
Alpha Draconian starships are small and lightly armored, but they are more nimble, equipped with more powerful weapons, and most importantly, all ships are equipped with regenerative shields. They are the least modifiable, though.
Industries on the Planets
The planets will build up industries according to primarily their available resource stocks and secondarily what they can produce at the moment.
Rum Distillery will always be built, however. No matter do they lack food and water or not.
If the planet produces ores, they will probably build a ore refinery to produce steel.
Some industries like Ore Fracking and Gold Synth. Labs can produces raw resources that the planet does not produce. Planets may choose to build them.
Sometimes they will try build other industries that they don't have the raw resources to run, but they are usually high tier industries.
The demand from the industry can affect the commodity prices on the planet.
Based on this, you can actually create extra business opportunities yourself. If you are able to invest some resources like ores, steel and microchips onto this planet, you can sell other resource on the invested planet for larger profit later when new industries have been constructed.
Time for some quests!
Doing contracts and tasks can be a good start. The initial cost only comes from the fuel, but you can earn big money if you can complete them on time and successfully.
Some quests can be unstable, though. There are possibilities of a additional follow-up quests, which it will be a good bonus additional. You'll also have chance to fail the quests as some accidents takes place. This can affect the fate of your journey - will it end it here with a death warrant, or there will be a twist?
The outcome of a quest will not be simply money payments. It will affect your relations with the stakeholders of the event, either positively or negatively.
Hopefully the guide can help you enjoying the game. Thank you.
Here I am proudly presenting a fan guide for the starship game in My Colony Universe - My Starship.
Background of My Starship
My Starship takes place in the era that colonization of the 4 galactic powers - United Earth, League of Independent States, Zolarg Empire and Alpha Draconians, gradually occupied most corners of the galaxy, which the galactic powers will have more interaction between. Trade, commerce, diplomatic missions, or war.
The new era of new possibilities are providing irreplaceable opportunities for those who dreamed to own a starship. Now, you're one of them - How would you write your legend as a starship captain?
What you can do in the v0.14.0 version of the game
This game has lots of planned features but not all of them have been implemented yet. You can check the overall development progress of the game here.
In v0.14.0....
- You can accept contacts and missions (that could possibly change the galaxy) from planets to earn yourself primarily some handy cash... And reputation in a long run.
- Trade resources to earn profit - which will also boost the industrial development of the planets!
- If you wish to be a space pirate, here you goes - You can raid ships and plunder their cargos (if you can maintain the ship's integrity and they can surrender).
- Are you a collector? Why not have a full collection of ships from all corners of the galaxy!
Out of fuel? Advices on fuel management!
In this game, you'll always need to keep an eye on your fuel meter. Transversing over the galaxy will need quite a lot of fuel.
And what would be the fuel? Uranium.
If your ship is out of fuel, you are immobilized. But if you're lucky, you'll find some uranium tanker ships (yet only United Earth has this type of vessels) coming to solve your desperate situation, offering you some cheap fuel deals when they bypass.
If you planned on a long range trip, you'll probably want to buy a bulk of fuel just in case. Or you can also refuel along your trip route if the planets can offer the fuels.
Resources in the game
Resources are still one of the core elements of the game. They are not only goods to make wealth, your starship will need some of them too.
Raw resources are indicated by [RAW] here. They can produce without industries.
- Food [RAW]
Who want some patties?
Food, of course, are important - vital to anybody's survival. At this version, food is only a commercial good only needed by inhabited planets, but expect more in later updates - they will also be what your ship crews (and yourself) needed. - Water [RAW]
H2O.
Like food, they are vital basic supplies. And yes, water will also be one of the necessities on your starship in future versions. - Rum
You jub?
These strong alcoholic drinks are still popular in the galaxy. At this moment, a commercial good. In the future, starship crew happiness upkeep cost. - Uranium [RAW]
Let's just top off my fuel tanks with some fresh uranium today.
Every starship in the game uses nuclear engines for powering the ship up, Uranium will be used as a fuel. Always keep an eye on the fuel meter, you'll never want your ship adrift in the dark space alone. - Starship Parts
Hey! Who have taken my hyperdrive away! That's reserved for a customer!
Starship parts are necessary resources for upgrading your ship, as well constructing new ships in space docks of some planets. - Ore [RAW]
One of the most common industrial raw material. What else I can say? - Gold [RAW]
Gold. Not only they are valuable because they are shiny, but also a raw ingredient for creating modern electronic components. - Steel
Basically processed ore. - Aluminium [RAW]
A vital construction material for starting high tier industries. - Oil [RAW]
Though they are less common fuel nowadays, they are still important for creating plastics. - Plastic
In current version it is not yet used by any industries. - Microchips
One of the vital construction material for constructing any industries, as well used in high end products like starship parts. - Spices [RAW]
A recently added new resource with high price. Not sure what it is for.
Starships in the game
Every civilization will have different starships, from small cargo ships to military vessels. Here I'll introduce some concepts about them.
Let's begin with the statistics of a starship.
- Hull Plating is the raw hitpoints of a starship. It will not regenerate, so if your ship is damaged you can only recover by having some repairs at space docks.
If your hull integrity reached 0, game over. - Speed rating affects how fast your starship can travel, and also the fuel efficiency (since fuel consumption is counted by traveling time length instead of distance).
- Fuel tank capacity is a special cargo space for fuel (uranium) only. Uranium in fuel tanks will not occupy rooms of the main cargo bay on the ship.
- Cargo capacity shows the maximum cargo you can have on your ship, excluding fuel that are already inside the fuel tank.
- Shields are primary, regenerative protection barriers of your ship. They can absorb a proportion of damage in combats as long as the shield does not go down.
- Attack Rating refers to your attack strength in the combat.
- Radar Range defines working radius for detecting nearby ships.
- Communication Range defines how far you can recieve the rough information of the planet, primarily fuel availability on the planet.
- Hanger Bay capacity defines how many minor vessels your ship can carry. Not yet used in v0.14.0.
- Passenger Capacity defines how many guests you can carry in your ship - which affects the types of requests you can recieve.
Now, I'll introduce the special types of vessels.
- Government Ships are ships that represents and defends a planet, or the civilization of it belongs if it comes from the capital city of a civilization. If you saved them from adrift, you'll earn some reputation especially on the home planet of the adrift vessel. If you raided them, you'll have a bad name.
- Uranium Tankers are ships for primarily transporting uranium around the planets of its home faction. They will also respond to any adrift vessels they have spotted.
Last but not least, the special features of starships of each faction.
Ships of United Earth and League of Independent States usually have better hull plating than other factions, otherwise they have very average performance.
Most of Zolarg Empire's vessels may not have quality and requires more ship crews to run, however are more modifiable than others, and they can carry more cargo.
Alpha Draconian starships are small and lightly armored, but they are more nimble, equipped with more powerful weapons, and most importantly, all ships are equipped with regenerative shields. They are the least modifiable, though.
Industries on the Planets
The planets will build up industries according to primarily their available resource stocks and secondarily what they can produce at the moment.
Rum Distillery will always be built, however. No matter do they lack food and water or not.
If the planet produces ores, they will probably build a ore refinery to produce steel.
Some industries like Ore Fracking and Gold Synth. Labs can produces raw resources that the planet does not produce. Planets may choose to build them.
Sometimes they will try build other industries that they don't have the raw resources to run, but they are usually high tier industries.
The demand from the industry can affect the commodity prices on the planet.
Based on this, you can actually create extra business opportunities yourself. If you are able to invest some resources like ores, steel and microchips onto this planet, you can sell other resource on the invested planet for larger profit later when new industries have been constructed.
Time for some quests!
Doing contracts and tasks can be a good start. The initial cost only comes from the fuel, but you can earn big money if you can complete them on time and successfully.
Some quests can be unstable, though. There are possibilities of a additional follow-up quests, which it will be a good bonus additional. You'll also have chance to fail the quests as some accidents takes place. This can affect the fate of your journey - will it end it here with a death warrant, or there will be a twist?
The outcome of a quest will not be simply money payments. It will affect your relations with the stakeholders of the event, either positively or negatively.
Hopefully the guide can help you enjoying the game. Thank you.
Hello captains!
Having a good ability to listen will help you obtaining some useful information from gossips and chatters.
These useful information and intel can include some special opportunities, from discounts to politics, which they will ultimately help you accompanied larger goals.
Let's begin with, how and where you can obtain some information.
Next, the types of intel you can collect and their purposes.
It may not be a refined idea at all, but hopefully this will be a good addition to My Starship.
Your thoughts?
Having a good ability to listen will help you obtaining some useful information from gossips and chatters.
These useful information and intel can include some special opportunities, from discounts to politics, which they will ultimately help you accompanied larger goals.
Let's begin with, how and where you can obtain some information.
- Visiting a Tavern
Sometimes visiting a tavern is not only for mugs of beverage and entertainment. These places are often best locations to collect some random intel. However quality and quantity depends on how good your and your crewmates' listening abilities. - Black Market Intel Traders (If applicable)
Looking for some secrets in the Galaxy? Black markets can offer them to you for a ‘modest’ price! - Quest
There can be some exclusive intel collected during or after the missions.
Next, the types of intel you can collect and their purposes.
- Trade
You'll never want to miss any opportunities that a planet is selling something at low price or offer a big sum of money on something. - Black Market Locations (if applicable)
In order to access to black markets, you'll need to know where they are first. - Rumors
Rumors about a random governor or someone that haven't spread out yet. You can ignore it or use it for your own purpose... - Politics
Can be about some political conspiracy or policies of a planet. - Ship Sale
Useful if you're looking for where you can get a specific type of starship at a best price. - Faction
Information about a faction. Such as way to earn their trust and what they don't want to see. For some sneaky ones, maybe the way to contact them for missions or special offers. - Talented Specialists (if applicable)
Want to know which astronomy university you can get some talented crewmates? This type of information can help! - Artifacts (if applicable)
First step of looking for some epic relics: knowing what it is and where they are.
It may not be a refined idea at all, but hopefully this will be a good addition to My Starship.
Your thoughts?
Hello guys!
When you're playing My Colony 1, you might sometimes receive a message that offers you AD-watching rewards.
The provider of the message is exactly the Galactic Empire, a NPC faction.
When I was thinking about what is the Galactic Empire, one of my question in my mind is, in My Colony Universe, do we have any civilization that was once in galactic scale? The thing popped up right inside my brain was the Ancients who might once had a thriving galactic-wide civilization.
So I tried to link up something between the Ancients (which there are not much canon lores related to them at this moment) and the Galactic Empire (which almost nothing we can know). After some time of messy combination and weird brain-o-chemical reactions, the idea was ended up turned into one thing - the New Galactic Empire.
Here, I'm going to introduce my thoughts about this never-explained faction.
Linkage with the Ancients? (Historical Origins)
Here I won't make too much assumptions here, but one of my most possible explanations in my mind is: They have an ambition to rebuild this fallen civilization. Or even further: Remnants or the direct descendants of the Ancients.
When they have possibly been established?
Probably leave that as a mystery. However, in my older post about my version of My Colony Universe timeline, I had made an assumption of when they begin active and known to the galaxy. Probably the time shortly after the Human Civil War when the entire Galaxy is still in a mess, they decided to take the opportunity and begin expanding their sphere of influence.
Their aim?
Primarily rebuild the legacies of the past, the galaxy-spanning Ancients civilization.
For this aim, they might have the following objectives:
Sphere of Influence (in Galactic Colonization Race Era/MC1 era)?
Their overall influence is still unknown due to their low-profile activity.
The identified regions of influence are most concentrated in the central region of the Galaxy.
Political Structure
The Emperor is the supreme leader and the religious leader of the New Galactic Empire, having the absolute power to alter any decision of the Empire.
The Masters, or the Apostles of the Emperor, are the second-in-order in terms of political power. They are chosen by the Emperor himself, their roles are primarily assistants and advisors of the Emperor, secondarily as the manager of the Empire. Every Master controls a variety of assets depending on their talents, abilities and personalities.
The Inquisitors are the religious officers of the New Galactic Empire, which does not goes under control of any Masters, but directly responsible to the Emperor himself. Despite they have far less executive powers, they play a key part maintaining the relations between the Empire and its subjects.
Member states and colonies of the New Galactic Empire are subjects of Emperor and assets of the Masters. They must remain absolute loyalty to the Emperor, and fulfill any demands of the Empire when called to. Most of them remain limited autonomy, but that's very situational as it depends on their ruling Master.
Technology
The New Galactic Empire is capable unleashing the full potential of advanced ancient technologies left by the Ancients, much further than what Alpha Draconians are capable of. Giving some examples: Altering mass and structure of atoms and subatomic particles. Precise teleportation. Pure energy control. Interdimensional interaction. Even the New Galactic Empire have not retrieved all of these technologies yet, these technologies are powerful enough to alter the entire galaxy in no time.
However, these technologies are too complicated to be handled by any ordinary person. Mastering the use of these technologies would be extremely difficult and demanding, first you must have the patience to learn everything about these technologies, second you have to be intelligent enough to process these information into your own knowledge and abilities, and then you need extreme multitasking skills to wield these technologies practically.
The Emperor himself is an expert of these ancient technologies, which he is capable of wielding the power of almost all ancient artifacts without ease. Over the Galaxy, there is no other genius can achieve the same level of mastery like him.
Military
The New Galactic Empire does not have a universally standardized military. Every branch of military, called a Legion, usually goes under the command of a Master, managed in different styles and doctrines according to the commanding Master's preference and personality. This leads to a wide variety of specializations in New Galactic Empire military.
There are still something in common among each Legion, especially the wide utilization of ancient technologies.
Economy
Running any ambitious plans requires very large amount of resources. To make sure a stable supply of resources, each city and colony of the New Galactic Empire are required to provide resources they produce or import at regular intervals, in return for funding support and advanced technologies.
The resources paid by the colonies and cities are mainly redistributed to Masters, who are responsible for executing the Emperor's plans.
Usually the cities and colonies remain having autonomy on microscopic economic decisions, unless the ruling Master has their own idea of "economy".
Culture and Religion
The most representative culture in the New Galactic Empire is their worship of the Emperor. Especially some religious member states of the New Galactic Empire fanatically regard their Emperor as an all-powerful deity.
That's what I have in my mind. Not a perfect ones, but should at least give a concept.
If you have your own ideas, I'd like to hear it too since it might complement each other.
When you're playing My Colony 1, you might sometimes receive a message that offers you AD-watching rewards.
The provider of the message is exactly the Galactic Empire, a NPC faction.
When I was thinking about what is the Galactic Empire, one of my question in my mind is, in My Colony Universe, do we have any civilization that was once in galactic scale? The thing popped up right inside my brain was the Ancients who might once had a thriving galactic-wide civilization.
So I tried to link up something between the Ancients (which there are not much canon lores related to them at this moment) and the Galactic Empire (which almost nothing we can know). After some time of messy combination and weird brain-o-chemical reactions, the idea was ended up turned into one thing - the New Galactic Empire.
Here, I'm going to introduce my thoughts about this never-explained faction.
Linkage with the Ancients? (Historical Origins)
Here I won't make too much assumptions here, but one of my most possible explanations in my mind is: They have an ambition to rebuild this fallen civilization. Or even further: Remnants or the direct descendants of the Ancients.
When they have possibly been established?
Probably leave that as a mystery. However, in my older post about my version of My Colony Universe timeline, I had made an assumption of when they begin active and known to the galaxy. Probably the time shortly after the Human Civil War when the entire Galaxy is still in a mess, they decided to take the opportunity and begin expanding their sphere of influence.
Their aim?
Primarily rebuild the legacies of the past, the galaxy-spanning Ancients civilization.
For this aim, they might have the following objectives:
- Retrieving once lost technologies from ancient artifacts.
- Strengthen their overall national strength and expand sphere of influence.
- Achieve galactic control through diplomatic and military means.
- Strengthen galactic control through economic, political and cultural ways.
Sphere of Influence (in Galactic Colonization Race Era/MC1 era)?
Their overall influence is still unknown due to their low-profile activity.
The identified regions of influence are most concentrated in the central region of the Galaxy.
- Center of Galaxy
It was once under Alpha Draconian control. The area is known for high abundance of ancient city remains that contains countless ancient artifacts of powerful technologies, including those most rare.
On the other hand, the location was the political capital of the Ancients civilization.
The profile of this region has make it a strategic location of New Galactic Empire. - Civilizations bonded with ancient religions
There are a number of civilizations remains bonds to ancient religions worshiping the Ancients civilizations. As the New Galactic Empire rises, they declared loyalty to their "living deities", except the Pharan Tribes. - Ex-Draconian Colonies
The absence of Draconian Overlord after the Midnight Coup in Alpha Draconia had caused a nationwide political crisis. During the time the throne was empty, unable to maintain political control the peripheral colonies, these colonies broke away from Alpha Draconians. Some of them are independent and some of them joined the New Galactic Empire.
Political Structure
The Emperor is the supreme leader and the religious leader of the New Galactic Empire, having the absolute power to alter any decision of the Empire.
The Masters, or the Apostles of the Emperor, are the second-in-order in terms of political power. They are chosen by the Emperor himself, their roles are primarily assistants and advisors of the Emperor, secondarily as the manager of the Empire. Every Master controls a variety of assets depending on their talents, abilities and personalities.
The Inquisitors are the religious officers of the New Galactic Empire, which does not goes under control of any Masters, but directly responsible to the Emperor himself. Despite they have far less executive powers, they play a key part maintaining the relations between the Empire and its subjects.
Member states and colonies of the New Galactic Empire are subjects of Emperor and assets of the Masters. They must remain absolute loyalty to the Emperor, and fulfill any demands of the Empire when called to. Most of them remain limited autonomy, but that's very situational as it depends on their ruling Master.
Technology
The New Galactic Empire is capable unleashing the full potential of advanced ancient technologies left by the Ancients, much further than what Alpha Draconians are capable of. Giving some examples: Altering mass and structure of atoms and subatomic particles. Precise teleportation. Pure energy control. Interdimensional interaction. Even the New Galactic Empire have not retrieved all of these technologies yet, these technologies are powerful enough to alter the entire galaxy in no time.
However, these technologies are too complicated to be handled by any ordinary person. Mastering the use of these technologies would be extremely difficult and demanding, first you must have the patience to learn everything about these technologies, second you have to be intelligent enough to process these information into your own knowledge and abilities, and then you need extreme multitasking skills to wield these technologies practically.
The Emperor himself is an expert of these ancient technologies, which he is capable of wielding the power of almost all ancient artifacts without ease. Over the Galaxy, there is no other genius can achieve the same level of mastery like him.
Military
The New Galactic Empire does not have a universally standardized military. Every branch of military, called a Legion, usually goes under the command of a Master, managed in different styles and doctrines according to the commanding Master's preference and personality. This leads to a wide variety of specializations in New Galactic Empire military.
There are still something in common among each Legion, especially the wide utilization of ancient technologies.
Economy
Running any ambitious plans requires very large amount of resources. To make sure a stable supply of resources, each city and colony of the New Galactic Empire are required to provide resources they produce or import at regular intervals, in return for funding support and advanced technologies.
The resources paid by the colonies and cities are mainly redistributed to Masters, who are responsible for executing the Emperor's plans.
Usually the cities and colonies remain having autonomy on microscopic economic decisions, unless the ruling Master has their own idea of "economy".
Culture and Religion
The most representative culture in the New Galactic Empire is their worship of the Emperor. Especially some religious member states of the New Galactic Empire fanatically regard their Emperor as an all-powerful deity.
That's what I have in my mind. Not a perfect ones, but should at least give a concept.
If you have your own ideas, I'd like to hear it too since it might complement each other.
bastecklein said:Also @GeneralWadaling - did you have ideas regarding the different factions posted somewhere? I see you have TS, PT, NGE, AK, but I do not remember what they stand for.
They represents:
Twilight Syndicate (TS),
Pharan Tribes (PT),
Neo Galactic Empire (NGE),
and Atlanian Kingdoms (AK) respectively.
Twilight Syndicate is an organization that secretly running many illegal operations, you can say that is an criminal group. The main feature is oriental architecture.
Pharan Tribes was designed to be an alien civilization that witnessed the vanishing of the Ancients, but their civilization had been declining for many years in millenniums of internal conflicts. Not quite related, but their HQ design could be something for Brotherhood of Polaris.
Neo Galactic Empire is basically related to the Galactic Emperor in MC1 (That one in AD gift message). But it is far from official establishment, if the time setting is before the Human Civil War/LIS War. So this faction is not involved lol.
Atlanian Kingdoms is an aquatic alien civilization that keeps itself far away from conflicts under their neutrality and pacifist policy. You can say, Switzerland but that is alien version. I'm sure they won't interfere the business between humans, so you can neglect this faction. The architecture is Roman-Greek styled.
More faction ideas.
Edelweiss Defense Collective by @itsLiseczeq, the idea is an highly defensive faction that plays the style of "glorious isolation"
Edelweiss Defense Collective is formed by a group of small colonies who wished to protect themselves from any forms of external interference, with the ultimate aim to create an isolated utopia among the stars. To protect the interest of the Collective colonies in Terra Nova, although unwillingly, the Collective eventually decided to get involved into the rivalry to colonize the planet.
Fortified Headquarters - Capital city of the Collective starts with city walls.
Fortress - Replaces Military Base. Provides more city HP than Military Base and has extra benefit of +2 🏛 yield. More expensive than a military base.
White Beret - Replaces Infantry. Has superior defense strength.
Preferred victory types: Ideological victory
Martian Industries is an corporation that pioneered the industrialization of early United Earth colonies on Mars, especially with great experiences with resource extraction operations. Their next step is to expend their business further into other colonies, with the project on Terra Nova being the most heavily invested by various stakeholders.
Efficient Resource Extraction - Strategic resource yields of Martian Industries colonies are doubled.
Raw Materials Market - Replaces Bank. +2 💰. 20% value of total 🔨 of the colony contributes to extra yields of 💰.
Industrial Research Labs - Replaces University. +3 🧪. 40% value of total 🔨 of the colony contributes to extra yields of 🧪.
Preferred victory types: Monopoly
Edelweiss Defense Collective by @itsLiseczeq, the idea is an highly defensive faction that plays the style of "glorious isolation"
Edelweiss Defense Collective is formed by a group of small colonies who wished to protect themselves from any forms of external interference, with the ultimate aim to create an isolated utopia among the stars. To protect the interest of the Collective colonies in Terra Nova, although unwillingly, the Collective eventually decided to get involved into the rivalry to colonize the planet.
Fortified Headquarters - Capital city of the Collective starts with city walls.
Fortress - Replaces Military Base. Provides more city HP than Military Base and has extra benefit of +2 🏛 yield. More expensive than a military base.
White Beret - Replaces Infantry. Has superior defense strength.
Preferred victory types: Ideological victory
Martian Industries is an corporation that pioneered the industrialization of early United Earth colonies on Mars, especially with great experiences with resource extraction operations. Their next step is to expend their business further into other colonies, with the project on Terra Nova being the most heavily invested by various stakeholders.
Efficient Resource Extraction - Strategic resource yields of Martian Industries colonies are doubled.
Raw Materials Market - Replaces Bank. +2 💰. 20% value of total 🔨 of the colony contributes to extra yields of 💰.
Industrial Research Labs - Replaces University. +3 🧪. 40% value of total 🔨 of the colony contributes to extra yields of 🧪.
Preferred victory types: Monopoly
@bastecklein
Updated the HQ designs, the models should spawn facing correct direction by default.
HQ colors for Galactic Freight and Corporate Industries has changed to their corresponding in-game color.
Red Satellite Drive Yard's faction color changed to brown.
(Please replace all the files with newer version :P)
A new HQ design is also added.
I've watched the newest My Colony Podcast, although it is still in build-up stage, but I'm gotta say, that looks pretty good!
although cities of other AIs can be seen without exploration lol, presumably radar
On the other hand, my further explanation on the idea of Monopoly Victory.
It is basically a race to claim the largest share hold of the planet, ultimately seizing control of the planet by an legal takeover. To achieve monopoly, the factions have to find ways increasing the value of their colony and make sure they own a majority of resources on the planet.
Basically it is a race to get highest score. The score accounted for a Monopoly Victory is called Monopoly Score, which included the following:
Hopefully the idea isn't too complicated..... 😅 And hopefully you'll enjoy the idea today!
Updated the HQ designs, the models should spawn facing correct direction by default.
HQ colors for Galactic Freight and Corporate Industries has changed to their corresponding in-game color.
Red Satellite Drive Yard's faction color changed to brown.
(Please replace all the files with newer version :P)
A new HQ design is also added.
I've watched the newest My Colony Podcast, although it is still in build-up stage, but I'm gotta say, that looks pretty good!
although cities of other AIs can be seen without exploration lol, presumably radar
On the other hand, my further explanation on the idea of Monopoly Victory.
It is basically a race to claim the largest share hold of the planet, ultimately seizing control of the planet by an legal takeover. To achieve monopoly, the factions have to find ways increasing the value of their colony and make sure they own a majority of resources on the planet.
Basically it is a race to get highest score. The score accounted for a Monopoly Victory is called Monopoly Score, which included the following:
- Every city owned - +3
- Every 1 population of owned cities - +1
- Every luxury resource yield - +5
- Every strategic resource yield - +3
- A building in owned cities - +1
- Every wonder owned - +10
- Every natural wonder owned - +8
- Per tile area of territory - +1
- Quests from Earth
Every 50 turn, a quest would be issued from Earth to all factions on the planet. The faction would compete to finish the tasks in order to gain support from Earth, only the first one finishing the task would be able to increase their Monopoly Score - the most efficient can impress the potential investors.
Possible quests:
- Tax Collection
It's a civil responsibility to pay tributes.... I mean taxes. Now it is the turn for the new colonies on Terra Nova. This will also evaluate the economic potentials of the colonization project.
Send a required sum of money to Earth. - Assured Security
Some potential investors are concerned of are we able to safeguard their interests in Terra Nova. We'll assure the safety - be employing more security forces!
Produce 5 MILITARY units basically, of any type. - Contest for Tourist Attraction
There are already some travel guide writers eager to find some really, really special places to visit on Terra Nova. We'll prepare and recommend the best place for them - Before others do so.
Finish construction of a wonder.
- Tax Collection
- Surveying Abnormalities
Scout Rovers can interact with the natural abnormalities on the map when they have reached one of them. Some discoveries like Exclusive Ancient Discovery and A Nice Place to Erect Our Flag that shows how "special" we are will add Monopoly Scores!
Hopefully the idea isn't too complicated..... 😅 And hopefully you'll enjoy the idea today!
The My Colony Universe Real Time Strategy (RTS) game Colony Wars has just been updated to v0.8.0, which is live now at it's new web domain and should be hitting Android over the coming days. This is the first real update to Colony Wars in about two years, so the game was long overdue. v0.8.0 contains a lot of updates "under the hood" and some quality of life improvements throughout, so let's take a look what is new!
The biggest change "structurally" to the game is one I mentioned in a thread earlier this week, which is that Colony Wars has been migrated off of the Web App Core framework and is now a stand-alone web app hosted at https://wars.my-colony.com/. If you previously had the Colony Wars progressive web app (PWA) installed to your device from the old Ape Web Apps location, you should uninstall it and reinstall the new one from the new URL.
The next change is the revamped title screen, which you can see in the screenshot above. The old title screen was also a component of Web App Core, so after migrating off of the library, I had to re-write the title from scratch. I sort of tried to copy off of the Red Alert 2 title screen (at least in terms of layout), since many of the game concepts are borrowed from RA2 anyway. Eventually, the background image on the title is going to cross fade between different battle scenes.
You will notice on the title screen that there is a new Quick Match button. This was added in response to Play Store feedback that setting up a new game could sometimes be too complicated on mobile devices. Now if you just want to quickly play a match, hop in the game and click on Quick Match. You will instantly be taken to a random map in Skirmish mode against how ever many AI opponents the map supports.
Improvements have been made to the New Game Lobby. You can now finally assign different teams to AI players, and change the color of the AI opponents as well. You can even assign AI players to be on your own team, if you wish. You might also notice a new map available called Crossroads. This was created by @GeneralWadaling , so if you enjoy the map please let him know!
Since we are on the subject of new maps, the Map Editor has also been improved. Namely, all of the functions on the map editor now work. Before, the abilities to import a map or open a saved map were not functioning, but now everything should be working properly (at least on the web app, Android might still have some bugs, but that will be sorted out in 0.9.0).
There was a lot of feedback on both the Play Store and through my email that the game was too difficult to control with touch screen, so several changes have been made to hopefully improve the situation:
This also works for units. If you have multiple units queued up, you can click on their number in the sidebar to cancel the build.
Another much-requested feature has been added. You can now see the health bar for a structure by clicking on it (or mouse-hovering it, if your device has a mouse). In addition, there is now an option to sell a building, or to quickly set a rally point for new units. You could previously do the rally point with a keyboard shortcut, but now you have access to the option on touch screen too.
Once in the game, you will notice a couple of additional changes. Firstly, all of the interface voice recordings ("construction complete," "low power," "harvester under attack," etc) have been re-recorded. My wife was kind enough to lend her voice for the recordings, so perhaps the sound will be more "soothing" now that it was before!
The AI's "brain" has been ratcheted up a bit in this release, especially as it relates to attacking your base. Previously, an AI would send some tanks into your base, destroy one building, and then just sit there like an idiot. Now the AI will actually go all-in and continue attacking your base until the job is done (or his attack force is destroyed).
Overall in-game performance should be better as well in this release, as the underlying Scroll2d engine has been updated to the latest iteration, which has about two years worth of improvements baked in over the previous release.
Finally, the multiplayer experience should be greatly improved in this release. As with Scroll2d, there are also two years of improvements brought over from my in-house multiplayer library, many of the code improvements coming thanks to the real-time multiplayer nature of My Colony 2. Multiplayer games now feature better performance, and much better handling of error states, such as player disconnects.
So the main focus of this release was to get Colony Wars migrated to its new home and bring about some of the most requested interface improvements. The next update is going to focus on adding new units and structures to the game. United Earth still needs a few things added before it's considered a complete faction, and if you have any suggestions on new structures and units for United Earth, now is the time.
Once the United Earth faction is done, I will focus on adding LIS to the game. Like in My Colony, LIS will have some similarities to United Earth, but with a few different specialized units and structures.
Once LIS is implemented, it will be time to add Zolarg into the game, and maybe the Alpha Draconians too for good measure, I haven't decided on that yet.
Finally, once all factions are done, the focus will switch to implementing the single player campaign, which will play through the story of the Human civil war, and the LIS's break-away from United Earth. I mentioned in a thread the other day that I want to have RA2 style cheesy cutscenes in the game. I might make them using Death 3D, but I also might get myself a greenscreen and an "Admiral Tots" costume. Haven't decided yet...
All the while adding the above mentioned items, I want to add other improvements as well. More options to the Multiplayer/Skirmish lobby, like setting your starting funds, game speed, AI difficulty, and tech level. The game needs Super Weapons too.
So that is it for this update. Expect more frequent Colony Wars updates, and let me know what you want to see added (as well as what issues you find with this release). Thanks for playing, and be sure to bookmark/install Colony Wars from it's new URL at my-colony.com:
https://wars.my-colony.com/
#colonywars
The biggest change "structurally" to the game is one I mentioned in a thread earlier this week, which is that Colony Wars has been migrated off of the Web App Core framework and is now a stand-alone web app hosted at https://wars.my-colony.com/. If you previously had the Colony Wars progressive web app (PWA) installed to your device from the old Ape Web Apps location, you should uninstall it and reinstall the new one from the new URL.
The next change is the revamped title screen, which you can see in the screenshot above. The old title screen was also a component of Web App Core, so after migrating off of the library, I had to re-write the title from scratch. I sort of tried to copy off of the Red Alert 2 title screen (at least in terms of layout), since many of the game concepts are borrowed from RA2 anyway. Eventually, the background image on the title is going to cross fade between different battle scenes.
You will notice on the title screen that there is a new Quick Match button. This was added in response to Play Store feedback that setting up a new game could sometimes be too complicated on mobile devices. Now if you just want to quickly play a match, hop in the game and click on Quick Match. You will instantly be taken to a random map in Skirmish mode against how ever many AI opponents the map supports.
Improvements have been made to the New Game Lobby. You can now finally assign different teams to AI players, and change the color of the AI opponents as well. You can even assign AI players to be on your own team, if you wish. You might also notice a new map available called Crossroads. This was created by @GeneralWadaling , so if you enjoy the map please let him know!
Since we are on the subject of new maps, the Map Editor has also been improved. Namely, all of the functions on the map editor now work. Before, the abilities to import a map or open a saved map were not functioning, but now everything should be working properly (at least on the web app, Android might still have some bugs, but that will be sorted out in 0.9.0).
There was a lot of feedback on both the Play Store and through my email that the game was too difficult to control with touch screen, so several changes have been made to hopefully improve the situation:
- Tapping on a unit twice will now select all units of the same kind in a 6 tile radius
- Units will now automatically attack all in-range defensive turret type structures (pillboxes, SAM sites, etc)
- When units are selected, you can simply tap on an enemy structure to order an attack, instead of having to click on the "move units" button first
This also works for units. If you have multiple units queued up, you can click on their number in the sidebar to cancel the build.
Another much-requested feature has been added. You can now see the health bar for a structure by clicking on it (or mouse-hovering it, if your device has a mouse). In addition, there is now an option to sell a building, or to quickly set a rally point for new units. You could previously do the rally point with a keyboard shortcut, but now you have access to the option on touch screen too.
Once in the game, you will notice a couple of additional changes. Firstly, all of the interface voice recordings ("construction complete," "low power," "harvester under attack," etc) have been re-recorded. My wife was kind enough to lend her voice for the recordings, so perhaps the sound will be more "soothing" now that it was before!
The AI's "brain" has been ratcheted up a bit in this release, especially as it relates to attacking your base. Previously, an AI would send some tanks into your base, destroy one building, and then just sit there like an idiot. Now the AI will actually go all-in and continue attacking your base until the job is done (or his attack force is destroyed).
Overall in-game performance should be better as well in this release, as the underlying Scroll2d engine has been updated to the latest iteration, which has about two years worth of improvements baked in over the previous release.
Finally, the multiplayer experience should be greatly improved in this release. As with Scroll2d, there are also two years of improvements brought over from my in-house multiplayer library, many of the code improvements coming thanks to the real-time multiplayer nature of My Colony 2. Multiplayer games now feature better performance, and much better handling of error states, such as player disconnects.
So the main focus of this release was to get Colony Wars migrated to its new home and bring about some of the most requested interface improvements. The next update is going to focus on adding new units and structures to the game. United Earth still needs a few things added before it's considered a complete faction, and if you have any suggestions on new structures and units for United Earth, now is the time.
Once the United Earth faction is done, I will focus on adding LIS to the game. Like in My Colony, LIS will have some similarities to United Earth, but with a few different specialized units and structures.
Once LIS is implemented, it will be time to add Zolarg into the game, and maybe the Alpha Draconians too for good measure, I haven't decided on that yet.
Finally, once all factions are done, the focus will switch to implementing the single player campaign, which will play through the story of the Human civil war, and the LIS's break-away from United Earth. I mentioned in a thread the other day that I want to have RA2 style cheesy cutscenes in the game. I might make them using Death 3D, but I also might get myself a greenscreen and an "Admiral Tots" costume. Haven't decided yet...
All the while adding the above mentioned items, I want to add other improvements as well. More options to the Multiplayer/Skirmish lobby, like setting your starting funds, game speed, AI difficulty, and tech level. The game needs Super Weapons too.
So that is it for this update. Expect more frequent Colony Wars updates, and let me know what you want to see added (as well as what issues you find with this release). Thanks for playing, and be sure to bookmark/install Colony Wars from it's new URL at my-colony.com:
https://wars.my-colony.com/
#colonywars
Hello, folks. I wanted to share my suggestions and ideas of the Alpha Draconians faction. I want to share buildings and structures as much as I can.
First, I will share the structures. These are what I proposed:
That is it for today! I know many of you have already suggested for LIS, and the Zolarg Empire. I hope you like it, and have a wonderful time around!
Next up is the Units!
First, I will share the structures. These are what I proposed:
- Draconian Outpost - The starting building of the Alpha Draconians. Deploys with 4 infantry units.
- Microreactor - The power source of the Alpha Draconians. Requires a Draconian Outpost.
- Assault Center - The standard Draconian infantry barracks. Requires a Microreactor, and produces infantry units.
- War Factory - The place where the Draconians build tanks and other armored vehicles. Requires a Microreactor, and produces vehicles.
- Battleship Yard - The standard battleship production yard of the Alpha Draconians. Requires a Microreactor, and produces naval units.
- Antanium Impactor - Reptillian equivalent of the human Ore Refinery. Requires a Microreactor.
- Turret - Turrets that can defend the Reptilian base. Requires an Assault Center. Good against infantry units.
- Bomb Station - A station that lobs out bombs, for both anti-air and anti-vehicle. Requires an War Factory.
- Deep Space Radar - A special facility that can unlock Tier 2 technology. Requires a War Factory, and is a Tech Lab.
- Airship Factory - An specialized facility for creating reptillian aircraft. Requires Tier 2, and produces aerial units.
- Planning Station - An specialized lab for handling futuristic Draconian technology such as the Antigrain Warhead, and unlocks Tier 3. Requires Tier 2, and is a Tech Lab.
Antigrain Warhead Launcher - A superweapon that the Alpha Draconians made from somehow farming antimatter wheat fields. It was unknown how this was made. Requires Tier 3, and is a Superweapon.
That is it for today! I know many of you have already suggested for LIS, and the Zolarg Empire. I hope you like it, and have a wonderful time around!
Next up is the Units!
Hello lads and gents. Today, I am sharing information that impressed me from @GeneralWadaling's post on Tier III tech and superweapons. I will now present the Tier 4 technology and Hyperweapons. Hope you enjoy this!
These are the color indicators for each faction:
United Earth
LIS
Zolarg Empire*
Alpha Draconians*
*Note: Only if Bast intends to add insectoids and reptilians.
I will present hyperweapons for each faction:
Now guys, allow me to present you the required labs, The Tier 4 Labs! The labs are required to unlock this technology level. Tier 3 tech labs are required first for the Tier 4 labs. These labs are:
There will also be Tier IV units coming up, but that is it for today! Let me know if you like it or not, and I will respond to it, and see you guys later! Bye!
These are the color indicators for each faction:
United Earth
LIS
Zolarg Empire*
Alpha Draconians*
*Note: Only if Bast intends to add insectoids and reptilians.
I will present hyperweapons for each faction:
- Orbital Laser
The regular orbital hyperweapon for United Earth. It can punch anything in just 1 hit, whether you like it or not.
- Nuclear Rocket
A nuke pieced together with steel and uranium, a tough bad b***h, it can immediately have severe destruction and health effects.
- Antaura Beam Shrine
With the Zolarg Civilization pounding this bad boy together with raw materials and antaura, the antaura beam damage can be near-fatal and can eat up enemy buildings one by one. Trust me.
- Antigrain Rocket
The Alpha Reptillians however, believe it or not, manages to make antimatter from antiwheat, an synthetic grain plant mixed with regular grain in a quantum compression device. They used this antigrain to load it into the warhead, with only 1 gram of it. The rest is uranium, with antanium and ore forming the shell. Used for fatalities and destruction, this is the best innovation by the reptilian peoples.
Now guys, allow me to present you the required labs, The Tier 4 Labs! The labs are required to unlock this technology level. Tier 3 tech labs are required first for the Tier 4 labs. These labs are:
- Advanced Command Center
- Proxy Server Center
- Unholy Mound of Worship
- Center of Antimatter Production
There will also be Tier IV units coming up, but that is it for today! Let me know if you like it or not, and I will respond to it, and see you guys later! Bye!
Just an idea, what if each faction can use different designs for combat vehicles?
These are my attempt of different designs of tanks and MBT for different existing factions.
These are my attempt of different designs of tanks and MBT for different existing factions.