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Huge changes are coming to My Colony 2 and this update lays the groundwork for a bunch of them. So let's just dive right in and see what is new with My Colony 2 v0.39.0, available now!


Right off the bat, there is a glitch where if you have sky textures enabled, it's always "night time." So no need to report that one, lol.

Moving on, the first thing you are certain to notice is that the games title screen has been completely revamped.


So first off, thank you to @GeneralWadaling for all of the game world models. This change to the title screen goes pretty far beyond a mere fresh coat of paint though, and actually required pretty far reaching changes under the hood. In fact, I had to end up completely rewriting most of the games' networking/multiplayer code from scratch, which ended up consuming a majority of the time I had planned to spend working on this release. Let's get into why.

I mentioned at the beginning that big changes are coming soon to My Colony 2, and these changes center around a far tighter integration to the My Colony 2 online server. Starting with v0.39.0, players are now immediately signed into and communicating with the MC2 online servers as soon as the initial loading screen clears, and in effect you are actually behind-the-scenes in-game even when you are only on the title screen.

Why is this necessary? You have maybe seen the Player Mode icon in My Colony 2 in the past, but this feature is about to be expanded in a huge way. I have mentioned before adding the ability for Player Mode characters to travel between worlds via Star Gates, but I have decided to "dream bigger" and instead go all out on this feature.

Traveling between worlds I quickly realized was going to require a tighter integration with the MC2 servers. The way MC2 worked before was that your game reconnected to the global lobby every time you loaded or joined a server. Unfortunately, this model does not work too well if you need to instantly jump from one world to another. So, I started trying to tweak the current code in order to permit the things I wanted to do, and eventually one thing led to another, and I basically ended up rewriting most of the games networking code from scratch.

Moving back into the cloud and onto the MC2 server, we are now going to be assigning global coordinates to every world, sort of how is done in the original My Colony, and soon instead of building individual My Colony 2 worlds, we are going to be building out the entire My Colony Universe! Virtually, of course.

For anyone who has played My Starship, this is where things will soon be getting interesting. The title screen is going to be morphing basically into sort of a mix between the game My Starship, and the old Galaxy Map from MC1. Since the title screen is now rendered using another Scroll3d engine instance, you will eventually be seeing all of the MC2 online worlds in their actual global coordinates, right from the title screen. When you click on the next/previous buttons, it is going to "fly" the camera between your different worlds. Note that this does not happen right now, because nothing has coordinates yet. But it is coming soon.

How is that like My Starship? Well, when you click on the (+) button on the title screen, you will see an option to create a new Player Mode Character (not yet functional).


Unlike creating a local/offline character, this is going to let you choose one of your skins from My Tokens, and then choose your initial star ship! Luckily General Wadaling had previously provided a ton of star ship models so there should be several to choose from. You will then be able to fly your star ship around the online galaxy map, right from the title screen, and choose which world you want your player to land at.

There are a lot of possibilities here, and I will leave that open for another discussion. But who knows what kinds of things you can discover out in space, beyond just other players' planets.

This new online galactic map + player mode + star ships is the primary focus of the next update, so that is the next thing I am working on. Suggestions for that implementation are very welcome. Some plans off the top of my head involve allowing players to eventually build star ships that can be controlled on the global map and used to run trade routes, or even blockades of other planets. I think the space realm will need to be more a turn based nature VS realtime (for performance reasons) but we will see. I think of it as a giant global chess board.

Next let's take a look in-game. In the Statistics window, the Nations tab that has been sitting there doing nothing from the beginning of time has been renamed to just Nation, and now it does something.


Here you will see an overview of all of your colonies and settlements in the entire MC2 universe. The title of the page will read The Colonies of your username however there is also logic in the game to make it read The Nation of your username, however that is a discussion for another day. For now I will simply say that on the MC2 server, all colonies are now labeled as being sub-colonies of United Earth.

For MC2 online, I am considering all of a players' settlements to be "united" under a single governing structure, owned by you, the player. Eventually, diplomacy (alliances, trade agreements, and even war) is going to be handled on a global basis. So for example, if a user, we will use Poumm as an example, decides to declare war on you, they are then automatically declaring war on all of your settlements as well as any other players you have formed an alliance with. And this situation will carry over into the global "space" realm as well.

Let's talk a bit about Player Mode next, because it has had a total physics rewrite, in preparation for next update's online player mode overhaul. You can now walk across bridges and onto tiles occupied by structures, and even onto structures themselves if the change in elevation is not too high. In theory a structure could be designed with a stairway all the way to the top to allow players to climb up onto roofs. I plan to add jumping and mounting vehicles in the next update as well.

Next, if you look in the Game Editor, the discerning eye may notice four new properties for Structures related to Goods:


Goods are another new feature coming soon that will have a huge impact on gameplay. There is a new item on the title screen called the Goods Editor (which does not function yet). Basically, the concept here is that players will be able to build generic factories and stores to produce and sell goods of their choosing. Factories will have production "slots" determining how many different goods they can produce, and a rate, determining how fast they make said goods. Likewise, stores will be able to sell X number of different goods at a rate of X.

So what are these Goods and where do they come from? Well that is the cool part, that Goods editor will allow players to design the Goods themselves. Basically, players can provide a model (a 3d one using Voxel Paint, or a 2d one using Pixel Paint which will be auto-converted into 3d). You can choose what materials are needed to build the Good, and you will be able to assign different properties to the good (based on the input materials). These goods will be auto-sold in stores for profit, and player mode characters will also be able to visit stores on different planets and purchase these goods directly, equipping them and using them in-game.

If the whole thing sounds complicated, that's because it is, and that is why it doesn't work yet. But it is the next thing I am implementing after the Player Mode revamp.

Moving on to some minor changes, the Wooden Bridge has had the texture update to fill in the gaps in the wooden slats, because the new Player Mode physics were allowing the player to fall to his death otherwise. Also, @GeneralWadaling has provided updated models for the Outpost and Mobile Outpost.

The general theme for all of these changes is to make the entire universe around MC2 feel more connected and alive. The goal is to transform the game into something of a city building MMO with strategy, business management, and RPG elements all baked in. Seems pretty ambitious, but it's actually not very far off from being available. Small pieces of groundwork have been laid down for months now, and we are getting close to the point where it's going to happen. Once it's all done, then I think the game will be ready for the big Steam release.

So how can you help? One thing that will be need soon are generic shops and generic factories for the new Goods system. I know there are already a couple out there, but it would be nice to have different "tiers," small cheap ones that have limited production, and mass factories for later in the game. Mom and pop shops and mega marts. We will need it all.

Ideas on how to implement the player mode stuff would be good too. I am thinking maybe having a base no-frills shuttle craft that everyone starts with and gets for free, and then if players want better ships, they will have to be constructed by Ship Yards built in the colonies. Which means we will need a ship yard. I think in MC2, Star Ships should be vastly more expensive VS MC1, and instead of being a resource that you stockpile, it should be an actual unit that can be piloted, sold to players, and positioned on the galactic map in strategic formations.

So there is a lot to be excited about, and this fall is definitely going to the season of MC2 glory. So thanks to everyone who played, keep the suggestions coming, and stay tuned for more!

And yeah, I seriously changed a ton of code in this update, so please let me know everything I borked.

#mycolony2
1y ago
The upcoming My Colony v1.5.0 is making some fairly substantial changes to the way importing/exporting and auto trade works. These changes are something of a conglomeration of different ideas posted about the system in the suggestions forum.

Beginning with the coming update, once you have unlocked the Galactic Board of Trade (or the equivalent building for the other civs), Importing and Exporting resources can then be conducted centrally from the GBT without going to one of the individual import/export buildings. The GBT also unlocks import/export for all resources available on the GBT. Importing and exporting from the GBT gives you the same trade capacity as you would have for buying/selling contracts on the GBT.


When you conduct an import or an export, whether from the GBT or one of the individual buildings, the quantity you bought or sold is now submitted to the server and applied to a "global resource pool." The global resource pool can never run out, so you will always be able to import. However, the pool levels serve to track global trade demand. So (for example) if the global resource pool for a particular resource has run completely dry, this will place upward pressures on the GBT price for these goods, encouraging increased production and sell contracts. The server will also be able to consume GBT contracts in order to restock the global resource pool (contract owner will get paid), if contracts are available.

In addition to this, auto-trade now uses the Import/Export system instead of creating GBT contracts. This means that the prices you get for goods are worse, but it also means that you wont have tons of unsold contracts. The goods you buy and sell on autotrade go through the same global resource pool as regular imports and exports, and will impact prices accordingly.

Of course this change allows you to do things you couldn't before, such as import Ether and Cobalt. I think this is ok though, since it is only allowed once you have the GBT constructed, at which point you could purchase those goods on the market anyway, although this does let you purchase them when none would have otherwise been available. This will however raise the global price of said goods, which should increase production anyway, so I think it will all work out.

This also allows you to sell resources on auto-trade that normally have no demand, such as Food and Water, etc. Again, the prices you get will not be great, but they will be better than the 0 that you would normally get from a returned contract that expired on the GBT.

Regardless, with this new system most of the changes are being done server-side, so they can be tweaked without the need to release a patch to the game, so I think it will all work out. The main idea is to get the auto-trades off of the GBT, which has become flooded with rubbish. The GBT will now be exclusively used for real trades posted by real people.
4y ago
Greetings!

Recently inspired by some old-school ancient city building games (especially the trio from Impressions Games - Caesar series, Emperor and (the notoriously most hardcore but still fun) Pharaoh), I'm having idea to plan an overhaul mod that converts MC2 into a ancient civilization building game.
Though, someone would say wouldn't this be Antiquitas 2, lol.

Generally you'll develop and construct your civilization from late stone age, all the way through the ancient times of copper and bronze age, the classical era up to the early medieval times.

Currently not all sorts of details are well-planned and defined, but here's some ideas below, which I'll update it irregularly, by having new idea popping out form my mind, or anyone has interesting idea that can fit into this mod.


Civilizations
In terms of civilizations, here are what I originally plan to have:
Romans
Of course, the big shot of the Mediterranean Europe in Classical era will surely gets featured!
Gauls and Germans
In the Continental Europe, are home to the Gauls and Germans. For the Kings and Queens!
Egyptians
Famous monument builders and one of the powerful ancient empires.
Mesopotamians
NebuCHADnezzar, the gigachad of early civilization (Shitpost aside, it's Assyrians and Babylonians, generally.)
Chinese
An East Asian civilization that lived its history in cycles of unity and division.


Resources

Construction Materials
Wood
Planks
Stone
Brick
Plaster (For high tier housing)
Marble (Very rare resource for monumental or high tier governmental buildings)
Food
Water
Grains (either converted to basic food or liquor)
Basic Food (very basic food)
Liquor
Quality Food (nutritious food)
Luxury Food (pleasure food)
Durable Goods Materials
Wool
Leather
Herbs
Papyrus

Durable Goods
Pottery
Paper
Cloth
Furniture
Tools
Wares (Other sorts of consumer goods)
Luxury Goods
Salt

Industrial Materials
Clay
Copper
Tin
Bronze
Iron
Charcoal
Steel
Limestone

Luxury Goods Materials
Gold
Silver
Pearl
Gemstone
Dyes
Incense
Glass (yes, they are rare in ancient times)
Oil

Military
Weapons
Warhorse
Chariots

Misc
Ships

Abstract Resources
Money
Civics
Research

Utility/Services/Abstract Supplies
Law
Religion
This'll be quite a read but it's worth it, the applications seem lengthy at first but after learning this it only takes me 4 minutes to make my calculation.
I noticed that the online market is, well.... Horrible. People putting "buy-posts" for capital (goods and raw material) for 10 times their worth and selling them for 1/10th their estimated price. It's an insanity! How could a market survive or have any attention paid to? So, I spent about an hour and came up some really good ideas and directions to make marketing your goods much easier and more profitable.
First off, let us address the lack of ease in setting up a proper price and this can be done with these few steps on a couple of simple equations:
First off, start with the equation S/100=X. This equation will allow you to find an important variable that is used in the next equation.
The variable "S" is the amount you wish to sell or buy, this is the total. Before you just put a random price up hover the cursor over the specific good you wish to sell or buy, a box should pop up over that specific good and should tell you the estimated price. If this isn't how much you want to sell, you'll have to reduce the total product in parallel to the price, I'll show you how to do this.





100 is the individual group units that multiples the price per unit. You divide S by 100 to get X which is a variable used in the next equation to find the price per unit.
Alright, I want to sell most of my gold, not all of it though. I have a total 10,229,369 units of raw gold, the estimated price of this capital is $7,841, 286,420. I want to sell 9,000,000 units and as an effect I have to reduce the price. To find his difference I must subtract 9,000,000 from the 10,229,369, the difference is 1,229,369 units. Then you must find the percentage, do this through the equation P=D/O. P being the percent, D being the difference between the original total and the new, and O being the original total.
P= 1,229,369/10,229,369
You'll get the quotient 0.12. Move the decimal over twice to get the percent, 12%.
Now use the 0.12 to reduce the $7,841,286,420:
7,841,286,420 x 0.12= 940,954,370.4.
Then subtract that from 7,841,286,420 which is 6,900,332,049.6.
Nobody really cares for the extra numbers past the 900 million, so just drop it down to 6,900,000,000.
It makes the price look like it is much more than it is and people skip over it sometimes.
I would typically reduce (or multiply if I am buying) the found price by 10% at the minimum or a maximum of 40% to keep ahead of my competition and opening my market more to others, otherwise it could become a dead void and stay there forever. No one is every that desperate to destroy their economy just for a bundle of resources they could eventually get on their own.
Because this is gold and the market for gold isn’t that big, everyone that has that much coin already has way more gold, and well.. Who would ever need it? Aim the price at the noobies, I'll reduce it by 70% price. I can afford this because I have a huge gold production system and this will not damage my economy because the production is much faster than any source of consumption.
This 0.7 reduction of 6,900,000,000 is 4,830,000,000. Find the difference. The difference is $2,070,000,000. Now put this into the original equation we were talking about, S/100=X.
9,000,000/100= 90,000. Bring the X variable (90,000) to the next equation:
T/X=P This is to find the price per 100 units.
T represents the Total price you wish for your goods to be sold for, X is the variable from the previous equation, and P is the price per units.
2,070,000,000/90,000= 23,000. The price per unit is $23,000 per unit.
Place these variables into the sell slots and bammer, you got it. Sadly, I don’t have enough civics to sell this. Good luck and feel free to ask any questions.
7y ago
You trade because you are better at making something than someone else and so they exchange you the goods they are better at making. That's called comparative advantage (https://courses.lumenlearning.com/boundless-economics/chapter/introduction-to-international-trade/)

Trading goods for other goods is called bartering (https://en.wikipedia.org/wiki/Barter) but that's not really practical since it'll be really hard to create a GBT where you request 1000 Plastic in exchange for 1000 Al or 1000 uranium etc, it'll be too messy.

Since bartering is so messy we have this great thing called currency that we use to exchange goods. You sell your excess resources to generate income so that you can in turn use that income to reinvest into resources you're lacking or to finance building something that requires cash outright or pay for stuff (tax, kickback to CW etc).

That is why you trade (http://www.economicsonline.co.uk/Global_economics/Why_do_countries_trade.html). The reason the GBT was fucked was because there was a flaw in the game and someone exploited it not because I want to trade for profit.

7y ago
Suggestions for My Land:

Features:
Animals will eat nearby crops.

Trees:
Pear Trees: Similar to apple trees, grow a little slower
Peach Trees: Like a pear tree but even slower
Banana tree: After being harvested a few times reverts to sapling.
Oak Tree: Like the evergreen, but provides twice the attraction rating in the fall, 1.5 times in spring, 0.75 times in summer, and half in winter. Will occasionally provide acorns.

Crops:
Melon: Similar to a pumpkin, grows a little faster.
Soy: Grows quickly and is worth a lot of money, but requires being next to water.
Grapes: Works like a tree. Will spread to adjacent plant supports. Also increases land attraction value.
Cotton: The same as corn, except for other uses.

Other Buildings:
Plant Support: Used to grow vines.
Conveyer Belt: Moves items in the direction it faces. Will harvest nearby crops and extract finished products from other machinery.
Distillery: Turns grapes into wine, which is worth more.
Crop Seller: Sells crops automatically, but at half price.
Windmill: Turns wheat into flour and corn into cornflour.
Ovens: Turns flour and adjacent water into bread, which is worth more. Cornbread is made with cornflour instead and is worth more.
Cotton Mill: Turns cotton into fabric, which is worth more.
Goods Seller: Like the crop seller, but for finished goods made my machines instead of crops.
Advanced Goods Seller: Sells goods at full value instead of half value.
Feed Maker: Could make pig feed out of wheat, corn, or soy, more feed from more expensive crops. Would be able to fill pig feed troughs.
5y ago
H3110 guys!

Part 3- Advanced Insectnoid Tourism & Commerence
These two are the main parts I am introducing to Insectnoids today - Especially insectnoid has only one tourism building available. The commerence part will concentrating on expanding trades and economy.

New technologies!
  • Insectnoid Public Entertainment Theory
    Learn how to develop large scale entertainment facilities for both serving tired visitors and making profit.
  • Long Range Cargo Transport
    Learn how to transport a larger amount of goods in an efficient way better than ordinary export cannons.

New buildings!
  • Mound for Guests
    A motel structure for giving tourists a place to have a rest.
  • Sauna Mound
    One of the best place to relax after a entire day of tiring jobs! Meanwhile it’s also liked by the tourists.
  • Wishing Pond
    There’s a myth about this pond. If you are willing to sacrifice little of your fortune you will get good luck. (well it’s just a bait)
  • Bugzaar
    A insectnoid market for selling fresh goods to your broodlings and tourists at a bargained price! Consumes food, sugar, water and rum to produce money.
  • Grand Bugzaar
    A luxury grand market that welcomes every guest and selling all sorts of goods at bargined price! Consumes food, sugar, rum, water, cloth, pottery, microchips, wooden toys and robots.
  • Dome of Insectnoid Fine Arts
    The artworks of the Insectnoids always involved their beautiful dreamy imaginations and meditations, their painting styles are liked by most people around the galaxy.. Some insectnoids will go into this gallery in their free time and paint their own thoughts on sheets of papers and show them to tourists.
  • Mind Treatment Centre
    Utilizing the Insectnoid mind network, this facility will treat all sorts of stress and faigue by inserting meditation into the thoughts of people. Don’t worry, there will not be any adverse effects on the brain.
  • Mess Hall for Starvers
    Want to try out some wierd yet delicious insectnoid cuisine? Here you go!
  • Insectnoid Hologram Theatre
    Re-extracted from my post IT industries ideas Vol.3. This entertainment facility makes use of multiple hologram projectors to play freshly uploaded soap operas and amazing hologram illusion shows from Zolarg Prime.
  • Insectnoid Water Park
    No matter which race you are, nobody can resist the fun of playing in water parks! Water World map exclusive. Must be built on water.
  • Cargo Launcher Array
    Large insectnoid trade facility for exports and imports of wider range of goods.
  • Stardocks
    An Insectnoid version starport.
H3110 guys! (🐜ω🐜)
What I can see now are only the running ants
🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜


Total building ideas count - 33

@bastecklein
Here is my ultimate list of ideas regarding INSECTNOIDS! Re-intergrated from my previous ideas along with things new!
Warning - Extreme length, might never get complete, and potential FORUM HAZARDS.

Artworks freshly posted in comments!

New Techs
  • Automatons
    It’s time to ask yourself - Can Insectnoids build their own robots?
  • Ceramic Construction
    Have some sturdy, regular-in-shape and smooth ceramic buildings so as to make a insectnoid colony look nice and comfortable!
  • Complex Machineries
    Learn about how to construct complexed machines that will bring the rise of industrial machines.
  • Insectnoid Space/Storage Management
    Sometimes when things go extreme - when there is lots of things and broodlings everything has to get packed altogether. Learn ways to utilize all available space wisely in a very packed space.
  • Industrialization
    Learn how to bring industrial class productions into insectnoid colonies, to increase resource output and produce advanced goods!
  • Insectnoid Mind Network
    This tech has already introduced into the game but it still does nothing.
  • Insectnoid Mega-structure
    Learn how to build massive structures in insectnoid style.

New Buildings
  • Automatons Assembling Yard
    This is where the crudest yet functional insectnoid robots are built.
  • Silo of Supplies
    A well-decorated intermediate storage silo fortified with ceramic. Provide 8500 units of storage for every resource.
  • Tower of Stuff Great Silo of Stuff
    Serves as a pre-upgrade of Unholy Pit of Stuff. A large storage fortified with beautiful creamic that provides 50000 storage for each resource.
  • Glazed Mound
    A beautiful glazed ceramic mound that serves as an intermediate, to house 400 people but loses food production advantage.
  • Bugzaar
    A insectnoid market for selling fresh goods to your broodlings and tourists at a bargained price! Consumes food, sugar, water and rum to produce money. Good for economy.
  • Grand Bugzaar
    A grand insectnoid market where greatest bargains deals are made!
  • Insectnoid Water Park
    Nomatter who they are, rich and poor, big and small, they just can’t resist the fun playing in this water park.
  • Painted Water Vats
    A ceramic fortified taller water vats decorated with paints that provides more water storage.
  • Potterbug’s Mound
    Where insectnoid potters bake clay for making some fine ceramic goods!
  • Turbine Spire
    A massive power spire that utilizes machines - It is modified into a powerful steam engine that generates 700 power, burning charcoal. Additionally consumes water.
  • Charcoal Spire
    A massive power spire that burns charcoal to generate 400 power each, without caring about the chocking black smokes.
  • Smoldering Kiln
    A better kiln for producing more charcoal efficiently than a smoldering pit.
  • Insectnoid Vertical Wind Turbine
    Though not very efficient at all (output 45 power), it has the zero-emission advantage.
  • Pyramid of Processing
    It's simply a powerful internet utility, but requires robots to run.
  • Clay Mill
    A clay production facility. Serves as an upgrade for clay pit.
  • Thermite Reactor (3×3)
    By the strong reaction between aluminium and ore, it generates 4750 electricity! Also requires water to run.
  • Sugar Collider (3×3)
    What would happen when hot granules of sugar collides with the cold crystalline powder? It can generate lots of power by the temperature difference of them! Yields 7000 power.
  • Honey Garden
    A large farming facility... or saying, a beautiful garden, for growing huge flowers and extract nectars from them for making one of the most luxurious and nutritious food in a insectnoid diet - honey (but also counted as food). Also provides a place for insectnoids to relax!
  • Antanium Blast Furnance
    Using industrial blast furnances for producing antanium more efficiently than the stone age antanium furnances!
  • Paste Soil Sugarcane Farm
    Use ant pastes as fertilizers and grow sugarcanes on this fertile land. What it can give is lotta of sugar that is more than farming directly on a piece of land.
  • Alchemy Hive
    Insectnoids has found ways to produce various expensive metals (gold and aluminium) from ordinary ore... here is where the alchemists performs the magic of the alchemy!
  • Insectnoid Mineral Thumper
    An insectnoid fracking mining operation that serves as a intermediate upgrade of Mining Operation, which produces more ore and gold; while also produces clay and aluminium.
  • Paste Plant
    A large ant paste production facility, using heaters to foster the process of turning sugar, water and saliva into ant paste.
  • Dome of Insectnoid Fine Arts
    The artworks of the Insectnoids always involved their beautiful dreamy imaginations and meditations, their painting styles are liked by most people around the galaxy.. Some insectnoids will go into this gallery in their free time and paint their own imaginations on sheets of papers (out of fresh wood) and show them to the tourists. Also requires some rum, as drunk insectnoids can have much better masterpieces...
  • Sauna Mound
    One of the best place to relax after a entire day of tiring jobs! Meanwhile it’s also enjoyed by the tourists.
  • Starbucks StarDocks
    An Insectnoid version starport.
  • Cargo Launcher Array
    Large insectnoid trade facility for exports and imports of wider range and larger amount of goods.
  • Interstellar Alter of Integrated Thought
    This serves as an upgrade as Interstellar Pad of Thoughts. But it’s stronger as the utilization of Insectnoid Mind Network is able to integrate pure and raw thoughts into greater mythical power.
  • Mind Bank
    Serve as an upgrade for the Mound of Scholars. This is the place where pure great thoughts and knowledge accumulated and collected from the insectnoids. Provides high level education by inserting raw thoughts and knowledge into their tiny brains while also produces a minor amount of research and a trace amount of antaura from it.
  • Mind Meditation Hub
    Here you can relax, throw away your daily troubles and enjoy the mediation accompanied with the chilling mind illusions inserted into your brain. This mind treatment is well known among every civilization in the galaxy for its high effectiveness treating depression and mental disorders.
  • Hall of United Minds
    Establish a government institution to manage matters of insectnoid-importance that goes into the minds of your subjects. Generates civics.
  • Vaults of Galactic Investment
    This is the investment bank for insectnoids!
  • Labor Camp
    A massive multi-mound complex that is interconnected together with its enormous subterranean tunnel network and houses 1500 people.
  • Farming Well
    A deep subterranean vertical farming facility for Zolarg.
  • Root-Chopping Burrow
    Plant some megatrees. Dig a burrow below them. And begin chopping their big roots in the burrow.
  • The Megamound
    A gigantic arena for holding all sorts of tournaments and races!
  • Brooding Hatchery
    When you need lots of new workers in a short time, this hatchery has got lots of comfy nests for hatching new broodings.

    MORE WILL COME SOON!

If you have your own ideas, post it here :-D
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.
Hello guys!

So several have past, MC2 have grown in terms of contents and its community. Many ideas to expand diversity of MC2 arises, though most of them carries some form of legacies from MC1.

By that, I'm reviewing the aspect of resources form MC1 and let's see if they can get some form of improvement and better organization before they get implemented into MC2.
Certain resources from MC1 is kinda...... weird, either they are not general enough to represent some aspects of commodities, or limited in purpose and utilization because of the narrow concept. Most of the resources in question I'll mention today are relevant to non-heavy industries, which will require some conceptual rebranding - for wider representation that possibly allows more buildings ideas, or reduce the redundancy of certain resources (if they are) by integration.


Pottery, in many ways, reflects the aspects of common customer goods especially home necessities which expanded examples can include furniture, utensils (which pottery themselves are) and decorations of different materials.
By pottery I don't think it can well represent that aspect alone. Home necessities, may it be decorative or utility, are not limited to earthwares, those can be made of plastic, steel, wood, etc, and in sci-fi genres of My Colony they can be even made of advanced materials we haven't think of yet. Ohh, yes, don't forget carpets (though cloth resource represented it already. But cloth is not our resource of interest today, since cloth itself has no problems).
My idea is perhaps an integrated resource called Common Wares. By that it not just includes pottery itself, but also other commodities that fits the general furnishing, consumer goods and necessities purpose for home, your office and public facilities.

Paintings, very obviously, reflects certain fine or some form of HIGH-END artistic creations (usually physical), which the aspect should not be limited to just paintings - In some ways just paintings is not suitable despite painting is still the most common form of art today IRL. In many ways we actually have forgotten some even very traditional artistic creations that can end up as high-end goods, like sculptures, fine potteries (those very beautiful ones separated from common, plain potteries), rugs with fine embroideries and calligraphy. More modern "art" can include some more modern ones like unique animated gadgets and other stuff you may imagine that are tailor made into fancy items.
I haven't think of a way to generalize them with some catchy title, so for now I'll leave it as it is.

Toys - represents games and non-food entertainment goods - perhaps one of the most underused resource in MC1 due to itself (and particularly its icon too) pretty much mostly refers to very traditional toys for kids by the definition in the game, it pretty much limits direct imagination and somewhat make some of the buildings like Playhouse, awkwardly child-themed where these places also serves adults.
In more modern aspects, where entertainment has expanded and evolved to new forms, new definition might be needed to represent these playthings. It requires no renaming though, include some modern gadgets and wider examples into the concept of toys beyond children playthings and refurnish its resource icon would suffice.
So change its icon to what? Simply less pieces of Lego, and try add something like a joystick or a ball. If someone thinks portable game consoles can be included as "toy", perhaps that too.
As a result, with expanded concepts and more possible fabrication recipes for toys, and finally allowing toys for more proper uses without becoming an awkward sight in the colony.

Wool - basically raw fibers that can be made into woven textiles. It's weird to see why it is not generalized as Raw Fibers to include other raw textile materials like linen, industrial hemp, raw animal silk, and even mineral wool. On alien planets I believe there can be more sources of raw textile fibers, which we can use them without need to create another new redundant resource that serves identical purpose while allows greater imagination.

Rum could have been a resource in question of revamping needs, but since it canonically becomes the most common type of liquor in the MC1 galaxy, I guess this part can't be touched then.



So here's my kinda messy ideas regarding some resources that might pass onto from MC1 and MC2, and their needs for revamping. Hopefully this can make resource more generalized for greater diversity of industries.
I've just settled a roman commercial outpost, but is impossible to start import wine and olive oil because no storage capacity for this goods are available, waiting for the Raiders Camp (that will store loots and so also imported goods) will be not a bad idea to make some structure able to store this products, i was thinking at the Osta, something like 250 oil & 250 wine for every Osta.
6y ago
I have just posted the v0.3.0 update for My Starship.

This update adds one new planet type graphic (the water world). But more importantly, it adds a new Ship Contact screen for when your ship comes into contact with another one on the map.

Right now, it just lets you buy and sell goods with other ships. Usually ships are not as keen as doing business with you as other planets are, since they generally need their cargo for their own missions. However, another new change is that if you run out of fuel in space, other ships may pass by who are able to sell fuel to you (at inflated prices, of course).

Eventually, this ship contact screen is where battles, piracy, and other ship interactions will take place.

In addition, the global price values of all goods will now slowly rise and fall over time, which should change the profitability of certain goods over the long run.

Next I plan on adding more resources and factories to the game. Certain planets will have factories that produce different resources, and will require the input resources via trade. This should add further profitability to the buying/selling mechanic of the game.

I also plan on adding the ability (soon) to send out a collection expedition and harvest raw materials from uninhabited planets.

Enjoy!
6y ago
H3110 guys!

@bastecklein has developed an awesome My Colony spin-off My Starships, and I definitely like this spin-off game that brings adventures like Star Trek!

Today I’ll present my first batch of ideas regarding the game.

New Classes of Ships!
Galactic Commecial Freighter Class - Like its cousin Uranium Tanker Class and unlike, this big ship carries industrial goods around the galaxy.
Armored Freighter Class - An armed freighter makes it not an easy target for robbery.
SpaceJumper Class - A lighter starship, which it has less storage but higher mobility.
Ironclad Class - A more armoured starship with more weapon compactibility, providing modest protection from pirate attacks.
Light Curiser Class - It’s generally a better all-round starship, having modest defense, storage and speed.
Destroyer Class - Strong starships for national defense.
Galactic Ferry Class - A commercial starship, having large capacity of goods while having a medium speed advantage.
Mobile Lab - Want some exclusive upgrades? Try to catch it up and talk with the engineers!
Mobile Market Class - A super-large commercial use ship, for selling goods and providing supplies.

Ideas for Weapons
Torpedo Launcher - Has high accuacy that other weapons cannot achieve, although not very strong at all.
Lazer Turret - Default weapon, with modest strength. Slightly penetrates shield.
Plasma Bazooka - It does deal lots of damage, smashes shield, but low accuacies has been a problem.
EMP Torpedo Launcher - Paralyse enemy starship for a short while.
Thermit Torpedo Launcher - Can seal enemy weapon by chance, but it majorly concentrates on its damage.
Lazer Gatling Turret - Definitely an ideal heavy weapon!
Beam Cannon - It 100% penetrates shield and deal direct damage to enemy vessel!
Boarding Craft - These quick boarding crafts carries bomb drones and destroys enemy ship from inside.
Mini-Inceptor - Automaticlly attacks enemy per turn (if battle system is turn based)
Hammerhead - A melee weapon that greatly increase ram damage.

New Gameplay Mechanics?
Introducing the Specialists System!
You can hire specialists from some planets with specialist markets. They can help you in various ways, here are some examples.
Trade Bargainer - Every trade will have discounts!
Engine Specialist - Increases engine speed!
Security Officier - Your starship takes less damage in combats!

Pirate Attacks!
There’ll be pirate ship on the map, some are noticeable but some not. Try to get prepared all the time and avoid travelling in open space.
More ideas:
  • ‘Intensive Workshop’ - Resources and Durable Goods buildings hires 15% more workers. Maxinum production rate increases by 15%.
  • ‘Intensive Office’ - Government, economy, research buildings hires 10% more workers. Maxinum production rate of these buildings raised by 10%.
  • ‘Intensive Wards’ - Medical buildings hires 10% more workers. Maxinum medical capacity increases by 10%.
  • ‘Intensive Classrooms’ - Eduction buildings hires 10% more workers. Maxinum education capacity imcreases by 10%.
  • ‘Intensive Jail Cells’ - Security buildings hires 10% more people. Maxinum jail capacity raised by 20%.
  • ‘Skilled Manufacturing Workforce’ - Resource and durable goods buildings now requires workers that are at least educated. Boosts these buildings’ productions by 20%.
  • ‘Professional Manufacturing Workforce’ - Resource and durable goods buildings now requires workers with higher education. Boosts these buildings’ productions by 50%.
Hey all,
So in my recent trading ventures I have noticed a lot of things that could be done better with the GBT.
1. With some resources there are contracts by the thousands. Who knows how old these contracts are. I even found some of my contracts that are months old. So my suggestion is after a period maybe a day, week, or month, the contract, if not purchased, is returned to the sender. I am sure there might be some problems with that, but I can't think of any so please let me know what those problems may be.
2. Some resources are incredibly expensive, my solution, a resource barter system in addition to the current currency system. In this system you can barter you goods for other goods without paying hundreds of millions and or tens of billions of dollars for 100 of x. this way people can perform interplanetary trade better. For instance a Zolarg based planets could trad antium, or ant paste for a resource they cannot readily acquire.
7y ago
So I've just built triantanium refineries on my first colony and noticed they can be placed in a similar fashion to 1x1 buildings (autoplace between two clicks in a straight line). The game can get incredibly tedious when placing or replacing a large number of buildings and I can't work out why such a vital feature is only available in one building? If everything except decorative buildings could do this, it'd really improve my playing experience.

In a similar vein there needs to be a method of selecting and selling/destroying all of a building type at once. A destroy all button with a couple of confirmation boxes would do the trick, but ideally some kind of dragbox to target specific areas of the colony for *renovation* is in order.

Exporting/importing goods can get a little ridiculous. Import/export buildings of the same type should link together to increase capacity, or some kind of automated export options should be available (can consume resources and throughput depends on number of buildings. Making exports boring and tedious isn't a good way to balance them- higher tier structures can still be better by being more space efficient, dealing in more resources or having a lower transaction fee/resource cost to import and export goods.

Also: I've accidentally done what looks like a drag click a few times (I see a green box), and somehow got all the vehicles in my colony to go and park in one spot as well. A quick in-game manual explaining the controls would be great because I still have no idea how this happens.

I'd say these are the issues that jumped out at me the most when playing the game; it really ruins the experience when most of my time is spent on repetitive clicking instead of actually planning My Colony.

7y ago
I always sell very large bundles for a higher price than smaller amounts because the service, that my colony offers is to generate the civics, so the customer doesnt have to. My whole colony is specialized on civics generation. The customer doesnt only pay the goods, but the 10 million civics too. That makes the deal fair. And its otherwise pretty hard to get bundles of 100 million to 2 billion units of aluminum - so it works :)
7y ago
bricks :
Stored by
Brick Factory +500
Durable Goods Warehouse +3000
Quantum Warehouse +150000
Supply Pile +800
Tall Brick Warehouse +10000
Unholy Pit of Stuff +15000

pottery:
Stored by
Durable Goods Warehouse +3000
Megamart +10000
Pottery Works +500
Quantum Warehouse +150000
Supply Pile +800
Tall Brick Warehouse +10000
Unholy Pit of Stuff +15000
7y ago
Ok, so here would be my idea of how to add this building. So, make it an upgrade to the fl arc, so it would still require an empty plot of land. Then, the building would look like a big space elevator, only with a gigantic station at the top. This station would also support massive amounts of immigration and tourism, would produce large amounts of money and civics, and would produce enough food, power, entirtainment, and jobs to support itself with a good amount of each left over to support other structures.

I would make it consume several more resources, or at least most of the durable goods since this thing would not only support lots of housing, but it would be the center of commerce. So, water, oil, uranium, he3, steel, antanium, gold, aluminum, chips, pottery, toys, cloth, rum, robots, plastic, charcoal, atmosphere. In order to build and support this thing, you would have to have built up all of those production areas. I would mak certain productions of the space station halt when certain resources are depleted. For instance, a lack of water will hault food production, a lack of uranium or he3 would halt power production, a lack of cloth would halt money production and reduce tourist space to zero, or a lack of rum would do the same but also halt civic production. These are just several examples. Even if every needed resource is depleted, housing will never be disabled as long as the power grid can still support the station when the station stops producing power. I think that this would be easily hard coded for this particular structure, so the engine should be able to run it just fine.

I would only allow up to eight to be built, but i would make it produce enogh and house enough to be totally worth building. You could also make several upgrade choices that would cause the station to focus on a particular area. I would make 10 choices: residential station focuses food and housing, commerce station focuses tourism and money, administration station focuses civics and money, funland station focuses tourism and entertainment, support station focuses power and food, luxury station focuses housing and money, data warehouse station focuses power and civics, warehouse station focuses raw and durable goods storage, research station adds and focuses research production and a lunar station allows you to gain access to the planet’s moons and terraform and annex them for additional space(this one may not be possible).

I would change the name to “orbital Space station.” The whole point of this building would be to consolidate several functions and resource productions into one single space to provide more room for bigger colonies.
7y ago
There are a lot of cool ideas I have similar to this. Like each colonist was originally going to have their own inventory of "stuff" (resources) and there were going to be new consumer goods type resources, and colonists would go to places based on the goods they wanted, etc. With the desire for larger colonies though, I had to switch directions with the engine to instead allow for scale and population growth rather than micromanaging.

I might make a different game at some point that has these kinds of concepts though. I was thinking of a new one called 'Ye Olde Towne' or something, which would have you build an old medieval town, but with much smaller populations and more micromanagement of the individual citizens.
7y ago
I have started putting together an early concept for a new game I have been thinking about for a few years now called My Starship, which is loosely modeled on an old Android game I used to play called Star Traders RPG. In My Starship, you captain a ship and must make money by conducting favorable trades between colonies and by going on missions for the various planetary governments. The game map, planets, missions, and interplanetary relations are all procedurally generated, and no two playthroughs will ever be the same. You can find up to date download links at the following address, or try the game on the Ape Apps Launcher.

http://apps.ape-apps.com/my-starship/

The game is currently in a very early beta state, and as of yet, there is still not much to do. The purpose of this thread is to take comments and suggestions of things to add to the game. I will also keep this post updated with my current plans/to-do/progress list. I want to say up front though, that there are no plans to tie My Starship in to the My Colony server. I have decided that this would be better off as a stand-alone game.

The purpose of this early beta is to get feedback and suggestions on where to take the game, and also to guage interest so I can know how much time to put into development. The beta will be available for testing on Web, Android, Desktop, and Windows 10 at first, with an iOS release coming once the game is further along.

Current Build: v0.15.0

Current To-Do List (in no particular order):
  • Save game progress.
  • Choose your own starting civilization and ship, captain name, ship color, etc.
  • Interaction with other ships, including trade, missions, battle, piracy, capture, etc.
  • Captain skills progression, stats, leveling up, etc.
  • Planet stardocks with ship upgrades, buy/sell new ships, ship repairs, etc.
  • Resource harvesting on empty planets.
  • Distress call when ship out of fuel, or:
  • Escape pod when ship out of fuel or loses a battle.
  • Attack, bombard, or blockade a planet.
  • Capture, take control of a planet and it's industrial output.
  • Hire starship crew, manage crew relations, keep them happy, prevent mutiny.
  • Factories on planets which produce additional resources. Planets AI automatically upgrade themselves, conduct their own trades with passing ships.
  • Military ships controlled by the main factions which patrol their own space, protect their colonies, respond to distress calls.
  • Gamepad + Android TV/Amazon Fire TV/Xbox One support
  • Local (LAN/Wifi) Multiplayer
So here you can see my basic idea, what I am/will be working on, and the general direction I see for this concept as of right now. Everything is subject to change based on player feedback. I am basically working on this game because it is something that I personally want to play. The purpose of releasing the concept is to see whether or not others want to play something like this as well, which will determine how much time and effort I want to put into the idea. This is similar to the approach I used when creating My Colony, and as a whole, I think that it turned out alright.

So anyway, this thread is the place for all things My Starship related, as of right now. I will be embedding a link to the thread from within the game, and will be keeping the top post updated as I make progress and updates to the game. If the idea gains any users or traction, I will upgrade it to it's own forum section, but it is really not necessary at the moment. I plan on working on the game every week or so, or whenever I have time. That will increase or decrease based on the reception (or lack thereof) of the concept. Enjoy!


Changelog

20210418 - v0.15.0
Added some Chinese translations
Updated menu icons to conform to ADL
Addressed "Cargo is Full" bug
Added Harvest Resources to the planet popup window on uninhabited planets

20200922 - v0.14.0
AI fuel tankers now have a chance to just get more fuel
Player is now warned if cargo is full while harvesting
Added Aluminum requirement to the Uranium Enrichment Facility
Started migrating ship stats screen format into a My Colony-like general stats window
New Resources Added:
- Spice
- Oil
- Plastic
Added Factory:
- Plastic Factory

20200508 - v0.13.0
You can no longer buy/steal goods above your cargo hold space
New Upgrades Added:
- Shield Module Mk2
- Torpedo Tubes
New Ships Added:
- Strut MkVI
- Torpedojager
- Draconian Destroyer
New Resource Added:
- Aluminum

20191118 - v0.12.0
Planets in comm range will show a fuel icon now if they have available fuel for sale
Added a 'Quick Refuel' option to planet options box
Expanded information on the Ship Stats screen
Ships can now travel at diagonal angles

20191010 - v0.11.0
Added Combat!
- You can attack anyship you come across
- Each attack turn you can Fight, try to Run, or attempt to Board
- Boarding let's you take their resources
Added Captain game object, each ship now represented by a Captain
Captains are pulled from roaming tokens from My Tokens
Player automatically assigned to their account default Token
Ships for sale at dock are now sorted by price
Docks now offer starship repair services
Planets now show civilization, contracts, and dock indicators
Civilization capitol now shows an indicator
When zoomed out, Map shows current ship marker and lines between civs
The Planet Stats popup now finally works
Added a pending contract display to the main hud

20190826 - v0.10.0
Planets with a Dock and enough money/parts will now construct new starships
Planets will commission new starships under their flag
You can now buy new starships from the Docks of a planet that has starship inventory
You can now only see other ships that are in your radar range
You can now harvest natural resources from uninhabited planets
- the AI ships will also do this
Ships out of fuel (including yours) will now send out a distress signal within their communications range
AI fuel tankers and government ships will now respond to distress calls
AI ships will now trade with each other
Added back button handling (for devices with a back button)
New ship classes:
- Galactic Freight Hauler
- Galactic Freight Heavy
- Space Jumper
New upgrade modules:
- Shield Module
- Laser Cannons
- Small Hangar Bay
- Guest Pod
- Improved Radar
- Transceiver Upgrade
Added Factories:
- Uranium Enrichment Facility
- Gold Synthesis Lab
- Ore Fraking Operation

20190301 - v0.9.0
Minor bug fix release

20180925 - v0.8.0
Planets will now build Ports when they have the resources
AI ships now conduct expanded business with planets
Fuel Tankers now purchase significantly more fuel from planets
Ships can now purchase upgrades from star ports
First upgrades are:
- Hyperdrive Upgrade
- Cargo Pods
- Hull Plating

20180825 - v0.7.0
Last saved game now appears on title screen
Added Factories, which planets will automatically construct when they meet certain conditions
First factories are:
- Ore Refinery
- Microchip Factory
- Rum Distillery
- Starship Parts Factory
Added Resource:
- Starship Parts

20180611 - v0.6.0
Games can now be saved/loaded
User now prompted to name ship at new game
Civilization governments now start with their own ship fleets
Changes to AI ship movement, destination selection
Government ships will not do quests, but will conduct trades between other government planets
Independent traders will now trade in other goods besides fuel, if the price is good
Added Ship Classes:
- Light Fighter
- Patrouilleschip
- Draconian Patrol
New Missions:
- Compromising Position
- No Laughing Matter
- Emergency Treatment

20180512 - v0.5.0
Implemented Gamepad control support
You can now interact with planets that are within 1 tile by clicking/tapping on them
Added new Ship Stats screen
You can now rename your ship
You can now change ship color
AI ships are now assigned a random ship color
Different ship classes can now start with specific resource overrides
Added Ship Classes:
- Klein Vrachtschip
- Draconian Cutter
- Uranium Tanker
New Missions:
- Conspiracy
- Proof of Loyalty
- Death Celebration
- Body Part Delivery
- Trojan Horse Attack
- Making Amends

20180507 - v0.4.0
Bug fixes
Engine now supports "Linked" missions
Contract timeout fails now work
Added 'Pending Contracts' option to main menu
Added Missions:
- Starvation
- Poisonous Revenge
- Wedding Delivery
Added Ship Classes:
- Delta Runner

20180503 - v0.3.0
Added Ship Contact screen when coming in contact with another ship
Can now conduct ship to ship trades
Global resource prices now slowly and randomly fluctuate over time
Raised the number of independent traders in the galaxy
Game ticks now keep happening when ship runs out of fuel
New planet type: Water World

20180430 - v0.2.0
Resource icon now shows up on trade menus
Changed the Fuel/Cargo readout bars on larger screens
Starting AI merchant ships are now picked from a random ship class
Added Settings button to the top UI bar
Added Resources:
- Ore
- Gold
- Steel
- Microchip
Added Ship Class:
- Draconian Sloop
- Ruimteschip
Added Mission:
- Rum Party
6y ago
Ok every one ship uses UR for Fuel Do not sell all you have lol .
Ship will need to be faster between planets .
rates of goods between plants is so low forget making many coins faster just doing contracts .
ship is way to slow needs a Gravity well drive lol .
Defiantly going to need a ship home button . Lots of empty space so much so I almost lost the planet my ship was at .
Worse yet at such a large distance it would take 30 seconds to get to the next planet .
The game is a good idea as one of my more favert games I still play ten years later ill message you with details .
FUEL USE ((( 1 UR every 2 TILES ! )))
so if you go ten tiles between planets it will cost you 5 UR .
ps you will be lucky if you brake even tring to buy and sell goods . most of the time even the UR use will cost more then you can possibly make just trading .
6y ago
You should make it so that if you have a building that can import or export goods like a mass driver or black market you can set them to automatically sell goods that reach maximum storage.
6y ago
My Medium Star Gate seems to only be able to export goods at a quantity of 100. Is there a way to increase the amount I can export with one click?
6y ago
You need to upgrade your consulate or capital to increase the amount of goods you can transport at once.
6y ago
PLEASE HELP!
Nearly everytime I start my game and collect money from selling goods it crashes and when I reload the cash I collected is gone and not available to collect again...
This time I lost 8million!
Also the goods I've sold do not come back either.
Seems to be anything I collect vanishes including wages support

Been happening for over a month now 😩
I play daily so game is always fully up to date on Android and device is huawei p smart

I've been playing since this game launched and my online games vanished a few months back so I had to start all over again and am about to give up for good... I don't want to... Please fix
xx
6y ago
Once again it is My Colony update time, and v0.83.0 will be heading out to all platforms within the coming days. This release continues the bug bashing series I have been working on, but also implements a few new features that I hope you find useful. Let's take a look!

The first change I want to go over deals with the behavior of the Bulldozer tool, which I outlined in more detail in this thread, but I think it is important enough to mention again because it could potentially cause somebody to nuke a large part of their colony by accident. In prior versions, when you would click on a blank space of the map, it would automatically deactivate the bulldozer so that you wouldn't accidentally click on something and delete it. I have removed this safety feature. I have also made it so that you can do a double click/drag gesture to do mass bulldozing. Since this can potentially be dangerous, activating the bulldozer now makes your resource readout bar red in color, so that you are more aware that the tool is active. Here is a quick video of how the tool now works.

Back in the first update of the game that included the bulldozer (v0.42.0 in August 2017), you could actually somewhat use it like this, but I nerfed it a bit due to players accidentally bulldozing large parts of their colonies. I am hoping that with the red tinted game, the red border around the screen, and the red resource bar, it will be plainly obvious to all that the bulldozer tool is active.

Next up, I have worked with @Sobeirannovaocc to bake the Coloniae ADU service right into the core code of My Colony, allowing it to be used on all versions of the game. Coloniae is a free online service maintained by Sobeirannovaocc that tracks detailed stats and trend histories for online My Colony players. The ADU service is available to all online colonies, and can be turned on by a new setting added to the Statistics screen of your colony.

Keep in mind that Coloniae is a third party service, not supported by Ape Apps. But I am sure that @Sobeirannovaocc will be more than happy to help you with any questions you may have about it 🙂

The next few changes involve trade. There have been longstanding issues with the GBT, especially for new players/colonies who cannot buy anything because the lot sizes are so big that they either do not show up in their trades, or they are priced totally out of the market. To try to help make the GBT more useful for newer and more established colonies alike, several new changes have been implemented, the first of which is the auto-trader.

Auto Trade is in it's infancy and will be expanded and refined in future updates, as I am able to monitor it's usage and the impact it has on the market, but here is how it works right now. Auto Trading is off by default, and can be enabled or disabled on a per resource basis.

When the Auto Trader is turned on, every few minutes (it's somewhere between 7 and 10 minutes depending on your device speed) your colonial trade representative will take stock of your auto-trade enabled resources. If your warehouses are full, sell orders will automatically be posted on your behalf. Several trades may be made, representing up to 10% of your supply level. But trades will also be made in lot sizes ranging from small to large, so that all levels of players are able to see and access them in the GBT. The sale prices are based on the current GBT market value of the resource. Before posting a new contract, the Auto Trader will also look at the current Offer contracts, and purchase those if they are a good price and fall within 10% of your total resource level. The auto trader will never just train your supply inventories.

Likewise, the Auto Trader will also make trades for you when your supplies are low. If an auto-trader enabled resource falls below 25% storage level, the Auto Trader will check the market for reasonably priced offers, and purchase them. The Auto Trader will not spend more than 2.5% of your total money on a transaction. If no contracts are available within those parameters, a new offer contract will be posted instead.

Obviously the usage of the Auto Trader will largely depend on the number of people who enable it, since there ultimately needs to be two parties for each transaction. I am hoping that once more players begin activating the auto trade feature, the GBT will fill up with actual useful contracts instead of just the insane offers that almost nobody can afford or even has storage for.

I got the auto trading idea after reading this post by @Conco2 related to the in-game GDP calculation. It occurred to me that there are so many late game colonies that are just fully stocked on all resources, and so their factories really aren't producing anything since all storage is full. Because of this, GDP is stagnant since nothing new is being created. I figured it would be helpful to set up a way to automatically export those goods without even having to think about it, since a real life economy also has to have exports in order to grow. Since the GBT was being underutilized anyway, I figured I would give this idea a shot.

To emphasize the importing and exporting aspect of the economy, the game now keeps track internally of the dollar value of your annual trade income and losses. Graphs for these stats will be making their way to the Economy statistics tab soon.

The Auto Trader will need tweaking and will probably have some user customization input options in the future. I just wanted to get the concept out there and see how it actually works, and then go from there.

After implementing the Auto Trader, it occurred to me that the GBT would be loaded with Food, Water, Ore, and other low end resource contracts that nobody needs by the time they build the GBT. To help with this, I added a new feature to the regular, non-GBT trade buildings. Now, any building that allows resource importing will also allow you to purchase GBT contracts that fall within the building's trade capacity level.

For example, the Galactic Freight can now purchase any contracts from the GBT that have a unit size of 1,000 or less. This should actually be really helpful for newer players, as it will allow them to buy needed goods without paying the standard 50% import fee, offering an extreme discount from the normal import prices, while at the same time helping later-game players who are auto-selling contracts using the GBT. The way I see it, it's a win-win for all.

I am hopeful that these new trade related features will help address some of the problems with the GBT and online trading in general. Of course, it could also make things worse. You never know!

The final change I want to highlight was a requested feature for blank region maps. They will no longer create a river on map types that include a river by default.

There were other little changes that you might notice here and there, but this about covers the big things. Let me know what you think and what issues you find. The update should be hitting all platforms with the next few days, so be on the lookout, thanks for playing, and stay tuned for more My Colony!
6y ago
Online colony lets you meet people, have your own CW or be a part of one, and talk with them, which is the most important feature for me.
Trading is one great deal; true that some goods are not bought by many folks but they many a times sell the goods you need very cheaply. I do so myself! If you know people; they are many a times willing to give RSS for free if you get stuck somewhere.

And now with auto trader in place, GBT is much more powerful and useful than it was ever before. Always has loads of resources on it.

Embassies are another thing that you can brag about, by showing your embassy collection and bragging your relations! Honestly except for triant and AA and sometimes starships; I don't think I have exported any good for money.

Another thing is you get to compete with other CW and get a chance to see your name too in the LBs.
5y ago
H3110 guys!

Part 2 - The Insectnoid Industrialization
Insectnoid have been using very crude ways for their productions, so I think it is time to get their production some upgrades and elevate their production into an industrial mass production level, as well allow them to produce more complicated goods!

New Technologies!
  • The Automatons
    It’s time to ask yourself. Can insectnoid build their own robots?
  • Insectnoid Industrialization
    Learn how to bring industrial class productions into insectnoid colonies, to increase resource output and produce advanced goods!
  • Industrial Coolant
    Sometimes water is not an efficint enough coolent to cool down super-hot stuff (like a nuclear fusion generator). Learn how to make the coolants for the purpose.
    (also applies on human tech tree)
  • Advanced Insectnoid Agriculture
    Learn how to use fertilizers to increase agricultural output and use various crops and plants for various use.
New Buildings!
  • Paste Hive
    A large ant paste production facility, using heaters to foster the process of turning sugar, water and saliva into ant paste.
  • Antanium Blast Furnance
    Using a blast furnance for producing antanium more efficient than the stone age antanium furnances!
  • Automaton Assembling Yard
    Here is where the Insectnoids assemble the crudest yet smart insectnoid robots from antanium, microchips and aluminium. Also consumes softwares.
  • Coolant Shroom
    You may wonder, what do this wierd mushroom do? If you feed it with petroleum and crystalline, it will return you with the 100% organic coolants!
  • Subterranean Crystalline Farm
    Harness the amazing power of the mushrooms, by just feeding them with water and atmosphere, crystalline grows on them!
  • Honey Garden
    A large farming facility... or saying, a beautiful garden, for growing huge flowers and extract nectars from them for making one of the most luxurious and nutritious food in a insectnoid diet - honey (but also counted as food). Also provides a place for insectnoids to relax!
  • Paste Soil Sugarcane Farm
    Use ant pastes as fertilizers and grow sugarcanes on this fertile land. What it can give is lotta of sugar that is more than farming directly on a piece of land.
  • Mushroom Farm
    Sometimes, instead of growing sugarcanes for making food, why not just grow some raw edible mushrooms for your dinner!
  • Alchemy Hive
    Insectnoids has found ways to produce various expensive metals (gold and aluminium) from ordinary ore... here is where the alchemists performs the magic of the alchemy!
  • Cloth Hive
    Begin mass producing cloth (for tourism) with this large cloth hive.
  • Sugar mill
    A insectnoid windmill which mixes ant paste with sugar to make massive amounts of food!
  • Clay mill
    Upgrade of the Clay Pit which it has installed a windmill for faster productions!
  • Insectnoid Ore Thumper
    An insectnoid fracking mining operation.
  • Turbine Spire
    Need more electricity for industries? Here comes the upgrade of the power spire! Utilizing steam turbines to generate more power!
Hello.

So let’s see some even higher level utilizations of Gaiarium!


Technologies!
  • Advanced Gaiarium Usage
    Obtain access to Gaiarium usage under authorization of Secret Lab Authority, and research ways to use Gaiarium in your colony.

    After aquiring this technology, your colony will be able to use Gaiarium for more beneficial purposes.
    Requires:
    • Standard Gaiarium Authorization
    • Xenomaterials Research
    • 115000 Research
    • 25000 Civics
    • 200 Gaiarium
  • G-Dimension Science
    The power of the Gaiarium comes from its connection to dimensions, which opens the gate to the even-advanced dimensional theories - Which is the ultimate value of Gaiarium.

    Thanks to Gaiarium, UE is able to pioneer interdimensional powers - Which, it’s not just something like portals and warping beams.
    Requirements:
    • Advanced Gaiarium Usage
    • Interdimensional Transportation
    • 50000000 Research
    • 100000 Civics
    • 5000 Gaiarium
  • Top-Secret Dimensions-Powered Manufacturing
    This will allow you to access one of the most confidential archieved secret blueprints of Secret Lab Authority - using the power of the dimensions to manufacture goods.

    Yes. Finally something valuable for improving manufacturing!
    Requires:
    • G-Dimension Science
    • Faster-Than-Light Travel
    • 500000000 Research
    • 450000 Civics
    • 10000 Gaiarium
  • Top-Secret Instant Remote Teleporting
    Teleporting now don’t even need portals. What you need is just a Gaiarium-powered teleport node to warp objects from place to place.

    You’ll think about logistics of goods, but UE has another way utilizing it...
    Requires:
    • G-Dimension Science
    • Transcendence
    • 500000000 Research
    • 450000 Civics
    • 10000 Gaiarium
  • Top-Secret Interdimensional Influence Theory
    Data from Gaiarium interdimensional observers has shown that by influencing the subdimensions, the reality can be influeced. What will this theory changes to UE?

    This. Will. Be. Interstin.
    Requires:
    • G-Dimension Theory
    • 58000000 Research
    • 450000 Civics



Buildings
  • Interdimensional Observeration Lab
    An properly-disguised underground secret lab facility where secret scientists do dimensional observations using the Gaiarium interdimensional observers. While they are locked inside to keep them under strict overwatching, the relaxing, supervision-free living quarters are also built inside to accomodate them and provide them daily support. Generates a even vast amount of research using software, ancient instructions and Gaiarium, while also producing trash from accomodations...

    It’s an upgraded Standard Gaiarium Experiment Lab. Not just provides a stronger output of research from Gaiarium, it also provides accomodation and entertainment for keeping the scientists inside the lab - not just effectly reducing the chance of intelligence leak, they’ll be able to make themselves like home here.
    Requires G-Dimension Science.
  • Advanced Gaiarium Refinery
    Equipped with better alien artifact powered appratus to extract more Gaiarium using ore and crystalline, while the workers are fooled to produce ‘steel‘ here.

    A better facility to produce Gaiarium, for the later larger demands.
    Requires G-Dimension Science.
  • Secret Interdimensional Power Reactor
    Using the power of the dimensions to generate electricity is still a very new concept to the Galaxy... While the Alpha Draconian engineers scratching their bald head wondering the equation they need, the United Earth have already developed this prototype reactor in their secret backyard. Consumes software, Gaiarium and Helium-3.

    [LAUGHS IN UNITED EARTH]
    Requires G-Dimensional Theory.
  • Interdimension-Compression Alloy Forge
    By using the strong force of interdimesional compressions, alloys can be synthesized without strong heating - only by crushing aluminium, uranium and sugar, crumpling them together tightly. Uses some Gaiarium to trigger the reaction.

    Randomly produces antanium or triantanium, triantanium at lower occuarence.
    Requires Top-Secret Dimensions-Powered Manufacturing.
  • Secret Etherization Plant
    Now you won’t have to buy ether from others - bacuse you know how to create them - By accelerating the etherization using the effects of dimensions. The magic will happen inside this Consumes ant paste, Gaiarium and uranium.

    For game balance, it’ll produce ether slowly...
    Requires Top-Secret Dimensions-Powered Manufacturing.
  • Biocrystal Plantation
    When artificial crystalline fuses with biomasses under the effect of Gaiarium, what it results is a more fast-growing, aggressive biocrystals. Because biocrystals are dangerous, the plantation has to be built into the deep underground with all-time control to avoid disasters.

    It uses rum, water and a trace amount of Gaiarium to operate.
    Requires Advanced Gaiarium Usage.
  • Instant Arrest Centre
    Now, with the remote teleporting technologies, maintaining security no longer needs cops to catch the thieves. Now you just need security cameras everywhere, and a warp node to zap those criminals into this instant arrest centre - instantly.

    It requires less staff to operate. And with more jail cells.
    Requires Top-Secret Instant Remote Teleporting.
  • 4th-Dimensional Warehouse
    The fourth dimension is far larger than the third dimension we’re in - By making use of that, almost endless storage space can be provided.

    A very simple idea, isn’t it. Can be an exclusive warehouse upgrade for United Earth.
    Requires Top-Secret Dimensions-Powered Manufacturing.
  • Interdimensional Influence Brainwash Node
    The ultimate weapon of peace and order is never nukes and bombs. It’s actually the irresistible brainwashing... Unless having a tin foil hat.

    Generates a terrible amount of civics from brainwashing people... It gotta be terrible.
    Consumes software and very little Gaiarium for maintenance.
    Requires Top-Secret Interdimensional Influence Theory and Political Theatre.
  • Dimensional Manufactory of Knowledge
    Utilizing the power of the dimensions, not just sheets of research can be converted into various actual objects, even the pure traces of thoughts and knowledges can be converted into objects - Everything is possible.

    It’s something like an upgrade for Research Convertor... It’s just an idea anyway.
    Requires all three top-secret techs.
Hello guys!

Here comes the first part of the The Draconian March ideas series!

Alpha Draconaians are seemed very professional with robotics and automations.
Here I would like to further expand it - Put them inside productions of resources, and more.

Draconian Robotics Research Centre
Persuit for perfectness is an endless process - Such pursuit is the same in this high-tech engineering lab, where elite Draconain engineers producing thousands of robots from experiments, every new model are always better than the older one.

This is an upgrade for the Primitive Robotics Lab, in case more robots are needed.

Scrap Forge
While slave insectoids will toss loads of trash into the big furnance endlessly, while the high tech machines inside this Scrap Forge will turn the scrap slag into new shiny microchips.

Simply an idea to provide a new source of microchips, hopefully it works.

Compiler Cube
This cube contains an array of super-smart computers which can compile, edit, debug, update the softwares all by itself. It doesn’t even need manual controls... if it will not create malwares.

Advanced software creation structure. Will need some microchips to operate, but it can create softwares quickly.

Multifrequency Node
With a wider range of communication frequencies it can provide, this multifrequency node can support the need for interset for thousands of homes.

Bandwidths. Yes, you must have the control network to take care of the robots.

Draconain Engineering Academy
An advanced nation can’t goes without a quality school. This school is one of the best Example in the Galaxy, where anyone (excluding slaves) will have a chance to become the top engineers in the world with the professional knowledges they intoduce.

High class education facility for Alpha Drcaonains - Which the high quality workforce is essetially needed in Alpha Draconians’ high tech development.

Slave Processing Factory
Nobody in Alpha Draconia would get their hands dirty for the insect meat. So now they have this facility for it, where the slave insectoids are processed into fresh meat by robots professionally and safely. People can still have a look on the processing through the windows.

... Cruel. This is an upgrade for the bug saw.

Automatic Post Station
Newsletters aren’t totally replaced by electronic communications in Alpha Draconia, because it’s true that long exposure to electronic screens do harm our eyes more than simply reading things on paper. For this reason, this post station is established, responsible to recieve, copy and deliver the newsletters (and propagandas, plus a daily sudoku) from the Alpha Draconia to every person in the colony everyday, with the help of the robot drones.

Produces civics. Also consumes robot and wood to operate.
Why wood? Because you need wood for making paper!

Commodities Logistics Centre
Using the robotic agents that tells flawless lies and the name of ‘logistics centre’ to decieve the galactic traders to reroute their goods to your colony for ‘safer transportation’. That’s how Alpha Draconians make bulks of their necessities come to them, while others don’t know where the goods have gone.

An upgrade for the Universal Commodities Exchange, with a higher yield per production cycle. Consumes robots and softwares.

(more ideas are coming!)
Hello guys! (•ω•)

Public transit would sound like the next civil service to be added into My Colony...
If I guessed right.

Besides some ideas for the public transit, I also have some thoughts on something similar - Logistics network, which is essential for flow of materials and goods, especially important for industrial supply lines.

Furthermore, it’ll give your wheels more purpose other than assembling rovers.

Here we go.

Notes: different colour of the texts represents they are from different civilizations. As follows: Humans (includes both United Earth and League of Independent States), Zolarg Empire, Alpha Draconains.

Public Transit
Basically like the medical and security services, they serve the colonists around them, which increases the commute length rating of residential buildings around.
  • <Bus Depot>
    Standard form of public transit, carrying colonists around your colony. Requires wheels to keep running.
    Ignore the bus stations, a bus depot is enough to bring your buses under service.
  • <Taxi Depot>
    Taxis can serve as a very early stage public transport... with limited passnager capacity. Also consumes wheels as bus depots do, but at a relatively less amount.
  • <Metro Entry>
    The difference with the previous two public transits is, now it requires no wheels, but demands more electricity.
  • <VaccumExpress Station>
    VaccumExpress is a new kind of maglev train, which it runs inside vaccum tubes to minimalize air resistance, allowing travelling at a very high speed.
  • <Relay Post>
    Take a ride on the large beetles and it’ll take you to the destination.
  • <Shortcut Tunnel Network Entry>
    You don’t have to take land routes all the time. Now you have underground shortcuts, accessing to anywhere quickly.
  • <Portal Control Hub>
    Alpha Draconains even utilizes global-range portals to teleport themselves between local locations - every den and slum are installed with at least one portal. Of course, to teleport colonists safely and accuately, you’ll need a control centre.

Logistic Network
Logistic network is a supply utility. These networks are needed by heavy duty or large industrial buildings in order to operate smoothly.
  • <Logistics Centre>
    A fleet of transport trucks will provide logistic support to heavy duty industries. Consumes a large amount of wheels.
  • <Industrial Metro Depot>
    Make use of metro system to transport goods around the industrial areas.
  • <Transit Tube Cluster>
    Transit tubes does not require many technicians to operate, but it is a very fast mean of logistic transport.

What do you think about these ideas?
Hello guys.

Just some suggestions on a different version of importing.

Importing would be available once you have built an Airdrop Pad. You can order a variety of resources from, primarily headquarters from Earth, secondarily from other colonies. All import orders costs some credits.
However the resource would not arrive immediately, and each Airdrop Pad only supports one trade at a time. Until the ordered supplies has arrived, you cannot order more items using the same Airdrop Pad.

Exporting can be done with a Cargo Dock, which also supports a larger amount of imports at the same time. If the goods are exported to Earth, you gain credits (and maybe loyalty points if we have quests). If the goods are exported to your partner colonies, lesser credits in most cases, but it can improve your prestige in the area.
Similarly, the export is not instantaneous too. You won't get credits immediately when you export, you have to wait for the return of the cargo ship.
Ok well you have cleaned my main concern about game performance anyway.

I still feel like I would prefer decentralized servers, but maybe that's because I'm an experienced player. It should be harder for beginners to understand how that works.

Here is the reason : the main argument for a centralized server is the ability for everyone to communicate and trade. However, should trade be as easy as in MC1? Surely not. If you are isolated and the goal is to make your settlers survive it should be physically hard to exchange goods. Communication could still happen, just embed Ape Chat in the game and bam players can give each other advice but not gifts. It very much ressembles single player with just a chat.

With decentralized servers however players could play on the same map. I don't remember if that was said before but I think of a decentralized (player-hosted) server as one planet and all the players can either play cooperatively or in competition (up to them if they want to give each other goods, which is not physically hard in the same planet). Also I like to think of all the modding possibilities!

I guess it comes down to the lore of the game. If trading is not a important feature of the game it reduces the multiplayer aspect a lot and the centralized server is less relevant.
Since my clay builds up faster than I can turn it into Bricks, I was thinking of new things to do with it. Plus, I want to use Pottery in some original Entertainment buildings for My Colony 2. One more positive change that this building can create is the ability to create custom Goods such as various Pottery utensils of different colors and designs. Since Goods are something that we have not talked about as much lately, I thought this could get some discussion going about this as well.
1y ago
Welcome
Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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