Search - independence civics bug

H3110 guys!


In our history, we have seen how the colonies gained independence.
Some bravely sacrificed themselves for the precious freedom,
Some gained their independence through peaceful negotiations and agreements,
Some takes on an iron-fist path, or diplomatically gang up to pressure their rulers,
Some, goes on peaceful resistances.


With these references, today I would like to represent my ideas to diversify the way to independence for colonies.
Currently the game only has one way to gain independence - PAY CIVICS TO YOUR LORDS. ¯\_(ツ)_/¯

If any alternative method to independence is added, here are my ideas.

Parameter for independence - Rage
In other words, Rage is actually anti-commonwealth sentiments.
Rage is one of the major parameter to launch (and effector of) independence actions, because some of my alternative ways will need this.
With a too low anti-commonwealth sentiment, you cannot take some of the independence actions effectively.
There are some ways to increase rage.
  • Political Cartoon
    What’s more thought-provoking than a political cartoon? This project consumes some money and civics to hire a cartoonist to publish a political cartoon, while it has slight effect on your relation with commonwealth.
  • Secret Promotion
    Hire secret societies to spread rumors about the commonwealth. Having a very-slightly effect on your relations with commonwealth as the tiny changes are hard to notice. Increases rage in a slow rate.
  • Penalities imposed by Commowealth
    Here, either embargos or immigration ban on your colony will increase rage over time until it is lifted.
    This means you have to reject taxing, and damage relations with the commonwealth.
  • Publically denounce your Commonwealth
    A great speech to persuade your colonists going against the commonwealth. This will bring up rage by lots but has a extreme cost on relations with commonwealth, has chance to trigger military supressions from commonwealth instantly (this means, triggers a revolution). Keep in mind this is a risky way.
  • Revolution history
    Previous failed attempts of revoltuion has be a permanent increase onto the base value of rage.
  • Commonwealth Taxation (High to Extreme)
    Extreme taxation do trigger rages.
  • Suppressed by Commonwealth
    Supressions from commonwealth will increase rage greatly.


Here introduces the alternative ways to gain independence.
  • Revolution
    If you want to do something like the Americans (or just like LIS in the game), here it is.
    This requires my another idea, Security and Crimes (link).
    You can launch a revolution anytime - It’s one of the fastest methods.
    Besides it does not has a rage control requirement, here, rage is the power. Higher rage your colonists has, better your colony resists.
    Once a revolution is triggered, you are required to survive attacks from commonwealth forces. How massive the commonwealth forces attacking your colony is determined by the commonwealth order-keeping forces allocated by the commonwealth leader.
    All your non-security staff colonists will be counted as militias in any revolution. The total resistance force gets a multiplier, determined by rage at the moment.
    If your colony survived attacks, congrats. Your colony gains independence.
    But if you failed, your colony will get punished, and it’ll increase difficulty/cost for next independence movement.
    Keep in mind that, in any revolution, your colony will have casualties and damaged structures.
  • Peaceful Resistance
    This is a ‘Gandhi’ way to gain independence.
    (Nothing to do with nukes, clearifying to those who know the Nuclear Gandhi joke.)
    This is a less violent way, but you have to control rage within a certain range, otherwise it develops into a violent revolution, or people has no motivation for the movement.
    Once launched, your colony will reject any incoming taxation requests.
    Minor suppressions will come to your colony, but your defensive forces must not fight back.
    Once survived a certain amount of suppressions without rage outside the required range, the civic cost for buying independence will decrease by 65%, ends the independence movement.
    (cannot be launched again once succeed, and goods price for (non-GBT) trades will follow the GBT market price, limited interactions with commonwealth members)

Comments please (>ω•)
This idea is mainly here to solve the independence issue that zolarg have when they absolutely have to declare independence to progress through the game. I don't think it's fair that an insectoid commonwealth can't grow because all of it's underlings have to leave in order to grow further. I also don't think it's fair that if we like the cw we're in, we have to still leave that cw to grow further.

So here is my solution:

Two different outcomes would befall the zolarg. They can either declare independence and go down the black majic route, or stay on-board with their colony and go the second route(eternal servitude), using other forms of technology, but still getting some of the same advanced technology that you would otherwise get from independence. Both outcomes will lead to the same end of the tech tree, but they will use different methods to reach the end-game. Those that go down the eternal servitude route will eventually be able to attain independence in end-game, but that independence will costly greatly more than the normal independence, and they will also eventually be able to access unholy tech. The same applies to the unholy path, they'll eventually gain access to the second path's tech. But the purpose of this is to keep to the lore of Zolarg not allowing unholy tech by giving colonies that wish to stay dependent a unique tech of their own, and then eventually giving them access to everything.

Bast can do anything with this and add whatever tech he wants for the second path. However, I can't give an incomplete idea, that's just not my style, so I've provided samples below.


Techs:

Eternal servitude: Congratulations, you have swore an oath of unending servitude to your commonwealth. You will serve them forever, never to declare independence. Because of this, you will never be allowed to access unholy technologies. However, your commonwealth has blessed you with a wealth of new technology that is only legal for eternal servants to use.

When unlocking this tech, the option to declare independence disappears until you unlock the next tech below or until your contract is rescinded.

Brute force Independence: You can expect an all out war with your commonwealth should you decide to force your way to independence after swearing your eternal oath. This will be a very expensive endeavor, but freedom is priceless. requires starships, civic, money, research, food, water, and a certain number of colonists will need to be sacrificed in the war effort.

This tech allows colonies that wish to follow the eternal servant path to declare independence in end-game, but is much more costly to purchase than regular independence.


Sample techs:

Organic/living technology: Zolarg are able to take the alien's research into genetic engineering to the next level, developing organic resources, and eventually organic mega-structures and starships. Organic buildings repair themselves as they get the resources they need, but wither away if they can't get the resources they need. Organic technology would allow zolarg to do more things with the organic resources(sugar, food, water, wood, charcoal, oil, paste, plastic, cloth) that they have instead of working with non-organic resources like ore, gold, uranium, relics, arts, aluminum, diamonds, or antanium. Those organic resources can further be used to build more advanced buildings in place of non-organic buildings.

Holy technology: The next option is to give Zolarg tech that uses the opposite kind of energy to antaura, Zolaura(bast can name it whatever). This resource is also untradeable and does wonders of it's own, but it different ways. It can be used to produce power, but it can also enhance most production buildings as well. However, I wouldn't just renamed and recolor all of the existing unholy buildings and call them holy buildings, the tech should give dependent insectoids unique advantages over independent insectoids. Perhapse zolaura's core mine digs up crystalline in place of diamonds, allowing for crystalline to be automated, or perhaps zolaura gains access to wood and charcoal generators instead of oil and uranium generators. Holy power spires should definately perform the same as unholy spires, and in end-game, insectoids should get a building that cancels out antaura with zolaura to produce massive amounts of power.

5y ago
Greetings!

Around 2 years ago I've created this post which is about the unofficial timeline for the world in My Colony.

Since then, our favorite dev @bastecklein had referenced a lot of things in that post when expanding the actual lore of My Colony, eventually My Colony Universe is officially born which connected various My Colony spin-off games together.

Now I've reviewed my long and old post which isn't really something refined (and somehow grammatically terrible), I've decided to create an revised version of it. While refining and altering some context and contents, there will also be few new major events as new additions.
Another major change is about events during the Old Earth era and the time transitioning to United Earth, which I would like to make them slightly more reasonable, though the progress would still be relatively accelerated compared to reality.

Enjoy!

WARNING - EXTREMELY LONG POST
This post is very long - it will take some time to read.

NOT ALL CONTENTS ARE CONSIDERED CANON
Not all details have been officially included canon or actually took place in any games related to My Colony Universe. The actual events may also vary with those mentioned in this post.
Anyways, it's just for reference, I recommend reading it in a relaxing manner. :P
The unit of time measurement is based on Earth calendar.





Time of the Ancients
(Uncertain, estimated to be billions of years before Alpha Draconians)

Once upon a time there was an thriving civilization ruled over the Milky Way Galaxy, which now they are called The Ancients. Even in the Royal Libraries of Alpha Draconians, not much documentations of their unimaginably long history has been recovered, but many of them become legends and folklore among various old and elder civilizations across the Milky Way. The following events are what known to the present-day Milky Way.


👇Just click the text with dotted underline to see the entire section.
Time of the Ancients
The Old Holy Galactic Empire
The oldest trace of The Ancients that can be found in present-day.

Some artifacts from this period reflected worship of pure energy entities, which its sophisticated pantheon have shown distant relationship and influence to cultural and religious beliefs of some races of Milky Way.
Titan War
Perhaps the most well-known conflict in the Ancients' period, it took place around the late Holy Galactic Empire period - A legend of two dominant galactic powers battle for their total domination of Milky Way.
The Titanis was the sole opponent of the Old Galactic Empire at that time, it is a collective of races under the rule of Titans, a race of colossal entities. However, unable to surpass Empire in terms of the ability to manipulate raw energy and matter, the Titans end up defeated and extinct after the war.

Various wartime relics form both Empire and Titanis are discovered. However the reliability of several Titan relics (particularly some Titan remains) are doubted by modern historians and scientists (and even some New Galactic Empire scholars) and the debates still goes on today.
Grand Division of Pharan Empire
Phara was the largest ally of Old Galactic Empire and strongest of the minor powers during the Titan War. However, after a chain of internal political events, the Pharan Empire split into divided Dynasties ruled by their respective Grand Houses.

Most ancient Pharan documentations were permanently lost during the event.
Dark Galactic Empire
The period after the Old Galactic Empire crushed their sole rival of the galaxy and achieved galactic dominance.

For some reason, the Old Galactic Empire abandoned their belief of energy entities, instead, near-fanatical dedication exploring ultimate possibilities of dark matter becomes the major feature of this period.

Despite it is the period after the Holy Empire, unfortunately, information of this period is relatively more scarce - The multidimensional complexity of their relics keeps information in them highly difficult to be discovered and extracted.
Reptilian Exodus to the Milky Way
The first records of Reptilian immigrants into the Milky Way from another galaxy was during the Dark Galactic Empire period. From some documents of Alpha Draconians, Reptilian ancestors started as nomads with only mostly low tech equipment when their "primitive" intergalactic transport landed on the Outer Rim Region.
Empire-Reptilian Conflict
While Reptilians tried to make themselves a new home at Outer Rim Region, Old Galactic Empire was unwelcoming towards the continuous immigration of the Reptilians. As a result several conflicts broke out, but none never end up into a major war.

After several head-on confrontations and negotiations, Reptilians signed permanent truce with the Old Galactic Empire and earned their space of survival, however, the Empire barricaded all the remaining immigrants from entering Milky Way, which the fates of these immigrants remained unknown.
Second Pharan Empire
After millenniums of internal conflicts, Pharans barely reunited themselves, the Second Pharan Empire was established and maintained relative cohesion and peace between Grand Houses for the long period afterwards.
Vanishing of The Ancients
One of the largest mysteries in Milky Way history, which the entire population and objects of the Old Galactic Empire, vanished.
There had been many hypothesizes trying to explain the event, the most popular one being The Ancients successfully achieved certain breakthroughs in science and transcended into higher beings unrestricted by physical plane.

Radioisotopic raw ether are discovered at planets that were once Imperial settlements, which seemed to be remains of physical biomass of Ancients, or a by-product of the process causing the entire vanishing.






Interbellum, Rise of Reptilians and Draconian Era
(4 million years ~ 2 million years before human history)

After the vanishing of the Ancients, over 80% of the Milky Way became unoccupied and abandoned. This is the period many young races rose to reshape the galactic balance of power, but only the Reptilians became the most successful - From the foundations and physical legacies left by the Ancients, Reptilians thrived as the new superpower of the Galaxy, the Alpha Draconians.

Rise of Reptilians
Early Atlanians and Kingdom of Aqua
Atlanians was an aquatic race that managed to civilize themselves during the Interbellum, and evolved into amphibious creatures that has strong adaptive ability to both dry land and aquatic environments.
Kingdom of Aqua was the first period of Atlanian history they begin space exploration and primitive extraterrestrial colonization.
Reptilian Kingdoms
As the scout ships returned bizarre news that the Ancients had ceased to exist, the Reptilians saw their long waited opportunity expanding towards the Central Vortex. Deeply inspired by the Old Galactic Empire, many Reptilians dreamed of building their own powerful interstellar regime. As a result numerous Reptilian Kingdoms with relatively primitive organization were established, completely replacing their original nomadic society within few decades.
Great Reptilian Expedition
After years of preparation, various Kingdoms launched their expedition to the deeper regions of the Galaxy, returning with generous amount of salvaged bounties from ancient ruins and locations of the abandoned Ancient cities.

Later, Reptilians colonized the Ancient cities as their new settlements.
Bowuland Insectoid Hive Tribes
The earliest form of Bowuland Insectoid (Later Zolarg Insectoids) civilization known. Before the period of Zolarg Empire, Bowuland Insectoid breeds were relatively mild and much less invasive, and achieved developing a society with great self sufficiency and sustainability of food, with knowledge of primitive metallurgy.

With no ideas and ambitions beyond their home Gaia World planet, Insectoids of the period had never entered process of industrialization and space exploration.
Unity Movement of the Atlanians
According to an Atlanian legend, conflicts between Atlanian colony Kingdoms were very common, until inspired by the idea of balance and peaceful coexistence started an peaceful unification movement which led to founding of the present-day Confederation of Atlanian Kingdoms.
Age of the Warring Lords
Reptilians had shown great interest upon the relics and artifacts they salvaged form Ancient sites, and discovered the unimaginable potency they hold. Impressed by the power of ancient technology, it gave rise to Reptilian ambitions of interstellar conquest.
Seek to destroy other potential internal rivals, Reptilians entered a long period of most merciless infighting, just to control the Ancient artifacts they have yet to understand how to use them.
Reptilian Unification War and founding of Alpha Draconians
Kingdom of Draconis had long been one of the weakest kingdom among the Reptilians, until the time of the genius leader Lord Alphari - Draconis strength and influence rose to new heights, on par with the strongest Reptilian Lords. Lord Alphari defeated all other Reptilian Lords just in 10 years, successfully achieved true unification of the entire Reptilian race for the first time in Milky Way Reptilian history since the immigration.
As the unification had completed, Alphari crowned himself as the first Overlord, establishing the Reptilian empire of Alpha Draconians which marked the beginning of Reptilian golden age.
National motto of Alpha Draconians, "Rising from the Harshest to be the Strongest", was also given by Alphari himself, as an reflection to his early life struggles and success.
First Successful Decoding of the Ancient Artifacts
The Ancient Alien research was one of another most impactful achievements and legacies of Overlord Alphari during his reign, for he had greater insight over the usage of alien artifacts. Alpha Draconians was also among the first ones establishing an dedicated and successful institute studying Ancient artifacts and relics, which Overlord Alphari also personally participated in it in addition to providing material and political support.
From the further understanding over these ancient gadgets, Alpha Draconians effectively reverse-engineered Ancient advancements for their own purpose. The absolute technological supremacy of Alpha Draconians gained from Ancient knowledge effectively turned the Reptilian empire into the sole and most brutal galactic superpower of the time.
Reptilian Galactic Conquest
The next and the largest conquest of Reptilians took place during the reign of fourth Overlord Ks'khip, the infamous Scourge of the Galaxy who led the Draconian legions spread destruction across half of the Milky Way galaxy.
Many of the territories conquered by Overlord Ks'khip formed the foundations of core Alpha Draconian regions in Milky Way Galaxy. In addition, the subjugation of various alien races including Bowuland Insectoids which provided Alpha Draconians productive slave laborers for millenniums.

The conquest was an important point of history which Reptilian power and influence reached its peaks, the time when Reptilians began call themselves ‘the descendants of the Ancients’.
Mystic Galactic Domination Doctrine
While Overlord Ks'khip ruled by brutally asserting direct Draconian dominance over half of the Milky Way, his successor Ka'kropp had a completely different idea, advocating a complete different doctrine of ruling the Reptilian empire.
In a more secretive and unsuspecting approach, Alpha Draconians maintain control over conquered territories with minimal public personnel and have most of the actual administration and enforcement done covertly. Through asserting the ideas that Alpha Draconians were unreachable and all-powerful deity beyond their intellect, subjugated objects and vassals would never dare to resist and defect.
Disassembly of Second Pharan Empire
While the Second Pharan Empire remained relatively unchanged and peaceful since its establishment, many aspects of the Empire itself declines day by day. Eventually, the Pharan Empire officially dissolved themselves.

Pharans are permanently divided into hundreds of independent tribes and scattered across the stars, rapidly degenerating into theocratic medieval civilization technologically and culturally.
Reptilian-Atlanian Conflicts
Years since the Great Conquest, Reptilians had several attempts throwing invasion on the aquatic homelands of Atlanian Kingdoms, however heavy local resistance of Atlanians turned most of the attempts thwarted and to no anvil.
At the end of this series of conflicts over the millennium, Alpha Draconians withdrawn their forces from Atlanian territory and never mentioned invading Atlanian planets since after.






The Revival of Insectoid Civilization
(Parallel to 19th~20th century of Human timeline)

Ever since the Alpha Draconians subjugated the Bowuland Insectoids, the history of being enslaved for millions of years was the darkest history of Insectoids. However, from countless of torture and survival struggles, Bowland Insectoids had evolved into highly expansive and adaptive breeds of wide variety. Meanwhile, years without significant challenges or greater ambitions had also turned Alpha Draconians internally corrupt and indolent.
Parallel to the 19th to 20th century of mankind, an slave uprising in Alpha Draconains marked another major turning point of Milky Way history.

The Revival of Insectoid Civilization

Draconis-12 Uprising
In the distant slave farm colony of wetland planet Draconis-12, to no Reptilians' expectation, the Alpha Draconian colony was overthrown by a planetary-scale Insectoid slave uprising led by an enlightened Insectoid named Zolarg, all Draconian personnel either purged or missing.

The first group of freed Insectoids renamed the planet to Zolarg Prime after their leader, which became the new home world of the Insectoid civilization. At the same time, the uprising leader Zolarg himself was crowned emperor for life of the people of Zolarg Prime, and Zolarg Empire is established.
Insectoid Uprising Movements
While Alpha Draconians attempted to cover up the incident, words of Draconis-12 uprising spread quickly among the Insectoids of other Draconian slave colonies.
Encouraged and inspired by the Zolarg's success, other Insectoids followed similar path. Though not all had been successful, the series of uprising movements successfully took over large numbers of Alpha Draconian colonies and cities. Most of the Insectoids who earned their freedom joined the Zolarg Empire's cause in the sacred war toppling their ancestral enemy.
Insectoid Revival War
Soon Alpha Draconians took retaliatory actions against the uprising movements, attempting regain control of the slaves by sheer might of regular military forces. In this 27 year long war of attrition, both sides took heavy losses, however, despite technologically superior, Draconian forces never managed to outmatch Zolarg forces in numbers and replenishment rate. Eventually, Draconian forces were forced to withdraw from Zolarg-controlled territory to regroup after local war reserves had been depleted.
The War ended with Zolarg victory. Zolarg Empire earned their needed time and space to redevelop their civilization, while the internal declining of Alpha Draconians were exposed to the galaxy.
‘Groot Opwekkingsplan’
This period was also known as the ‘Great Revival Period’, the period when Emperor Zolarg formulated the policies and plans for early Zolarg Empire focusing on reconstruction, redevelopment and expansion of the Insectoid civilization, with the ultimate goal acquiring capability to confront Alpha Draconians head-on.
Combining sheer workforce volume of Insectoids, rediscovered ancestral knowledge and industrial knowledge acquired form Alpha Draconian machines, Zolarg Empire quickly established their industrial and technological foundations and rose as a supernova of galactic power.
Declaration of Insectoid Liberation
After the ‘Groot Opwekkingsplan closed with stunning success, Emperor Zolarg made a declaration on behalf of Insectoids to Alpha Draconians - the Zolarg Empire, will liberate the remaining brothers and sisters under the unrightful Draconian slavery at all costs.
The Declaration officially established the ultimate objective of the wars against Alpha Draconians.






The Old Earth Era
(Year -2051)

The Old Earth Era is defined as the period before United Earth in human history. The late Old Earth Era is the time when humans begin exploring the deeper space and other stars, as well as beginning extensive colonization beyond Earth.

The Old Earth Era

Jameson Theories (2027)
The quantum physics scientist Professor Lob E. Jameson published a paper about theories associated with space continuum mechanics which provided basis for future development of long range space travel between systems.
First Practical Fusion Propulsion Engine (2031)
As the first commercial-use fusion reactors achieved success in the late 2020s, it provided valuable experience for developing further uses of nuclear fusion power, including the innovative idea to use it for propulsion. First practical fusion propulsion engine for spacecrafts was built in 2031.
First Probe exiting Solar System (2033)
USP Discovery was the first successful probe that traveled beyond boundaries of Solar System and reached another star system (Alpha Centauri). It's launched from Earth at 2033, returning valuable data of planets of Alpha Centauri system starting from 2037.
Space Colonization Race of Solar System (2032-2047)
With long range space travelling became more possible at the time, it kickstarted a space race at larger scale. It was one historical milestone for humanity - first attempts of an extensive space colonization in history.
Both directly and indirectly, at least 65% nations of the world participated in it. Among the governmental bodies and independent organizations in the race, some seek for wealth and influence, some seek for opportunities and a new start, some seek for knowledge and discovery.
At the peak period of the space race, colony activities could be found around and on mainly Moon and Mars, and to certain extent, Venus and Jupiter.
However, the space race came to complete halt around late 2040s, hampered by instability on Earth caused by Earth Resource Crisis.
Earth Resource Crisis (2039-2057)
Catalyzed by political and commercial rivalries on Earth, the space race had escalated to higher levels within a decade. Various parties increased their bets and investments into their colonization projects, leading to resource consumption increasing to unprecedented levels for the following years. Worries regarding depletion of known resource reserves on Earth arises starting from mid 2039, and became actual problems in the 2040s.
In the meantime, uncontrolled industrial activities of the space race had also accelerated climate change which catastrophically turned Earth much less habitable. The climate impacts were strongly associated to occurrence of famine and abnormal morality in major countries starting from 2043.
At 2047, by the severe shortage of various resources, social instability on Earth reached critical levels.
The crisis seen no sign of alleviation until 2057.
The Grand Collapse (2051)
Severely affected by the Earth Resource Crisis, major governmental bodies on Earth lost their economic and political capability to maintain basic functions on an nation, end up either overthrown by displeased mobs of starving people, or disband themselves under pressure. In a chain reaction, similar events happened to nations all across the globe, which all turned into lands of anarchy and chaos.
This event is often referred as the end point of Old Earth era.






The United Earth Era
(2051-Present)

Right after the Grand Collapse, on Earth was the absolute chaos of no law and order where civilization degenerates and anarchy scourges the world. In the meantime, colonies outside Earth were left stranded without contact and support, struggling survive on their own.
However, the end of an old era is also the beginning of an new greater era - This is the era when United Earth rises to power and reunify humanity, and elevating human civilization to the greater levels, to beyond Solar System, to the distant stars.

The United Earth Era
Dissolution of United Nations and Formation of United Earth Movement (UEM) (2051-2052)
Without any existing members at all, and at the edge of ‘bankruptcy’, the United Nations officially dissolved, with most of the assets sold and transferred to a group of political aristocrats and plutocrats. The group absorbed the functions and assets of United Nations, and ambitiously rebranded it into United Earth Movement (UEM) during early 2052, which aimed to unify the entire humanity, and restore prosperity and order of the Old Earth era.
Earth Reunification War (2054-2055)
During the 2 years of preparation, UEM rallied manpower and resources from around the globe through black markets and government fire sales, while gaining stable bases of operations by assisting reestablishment of government on mainly Western Europe and Eastern half of North America.
At mid 2054, UEM officially initiated their military campaign with superior (but still rather limited) reserve of resources, rapidly brought major cities under control in the early months, then the cities were used as staging grounds to drive resistance of warlord and anarchists out of the region, ultimately encircling and destroying them.
Near the end of the 1.4 year long war, UEM controlled over 74% of the world. With no hope to topple a rising power, remaining resistances surrendered to UEM one by one, and generally accepted annexation in the post-war negotiations.
Official Establishment of United Earth (2056)
Few months after the Earth Reunification War, United Earth and its official governmental structure was established. United Earth took the form of a presidential republic, which the governmental body and the executive body is lead by President of United Earth, General Assembly responsible for legislation and directly responsible to the President.
The General Assembly is the decision-making centre of the United Earth, composed of representatives from different administrative regions to show a certain extent of democracy. However, the President still has absolute power to intervene or even alter the decisions of the General Assembly, in addition to a series of exclusive powers.
Earth Recovery Program (2056-2060)
While Earth became relatively stable in political conditions, as Earth Resource Crisis was still an existent and urgent issue, economic, industrial and environmental recovery became absolute priority of newly-established United Earth. In late 2056, United Earth initiated the Earth Recovery Program which involved habitat reclamation, industrial and economic reforms, prospecting new sources of resources, and reestablishing contact and activities with colonies outside Earth (to integrate external resources to assist recovery of Earth).
Under the effective and efficient coordination of resources of United Earth, only one year later, basic recovery had successfully been achieved, effectively alleviating and roughly neutralizing the impacts of Resource Crisis with no excess burden to space colonies and people on Earth.
At 2060, the economy of Earth had achieved recovery and development to beyond mid-21st century standards, the Program concluded in success.
The successful example of Earth Recovery Program also provided early basis of future terraforming research.
Reinitialization of Space Colonization Programmes (2061)
United Earth reinitialized most of the colonization projects from the Old Earth Era starting from 2061, with changed made to enhance efficiency, facilitate administration from United Earth government, and change of objectives.
The Old Earth Era plans were generally rebranded and integrated into "Earth-Sphere Development Programme (ESDP)", aimed to construct a larger socio-economic body in Solar System centering Earth. Under ESDP, Moon was developed into logistics center composed of shipyards and spaceports, while Mars became the new major industrial center. Large space stations were also built to support distant colonies on Venus and moon colonies around Jupiter.
With breakthroughs in interstellar communications technology, United Earth also set their ambitions to colonize stars beyond Solar System. Newer generation of long range space probes were also sent to other distant stars in search for new unhabited planets for colonization and exploit undiscovered resources
First Reformation of Security Council (2063-2065)
The national security agency of the United Earth, Security Council, went under a series of reformation from 2063 to 2065, improving and fostering the efficiency of peacekeeping missions on Earth and foreign colonies.
The reform included controversial establishment of military police force CLEI (Colonial Law Enforcement Initiative, nicknamed "clay") and associated high pressure security regulations over colonies.
Colonization of Alpha Centauri (2064)
The long-range colony carrier UES Ark-3 was launched from Moon shipyard at 2062, reaching Alpha Centauri and established colonies at year 2064, it was the first time in history mankind send people beyond Solar System.
Establishment of Space Marines (2068)
In order to protect foreign colonies and Earth from potential Alien threats, United Earth Space Marines (UESM) was established.
Space Marines gradually replaced Peacekeepers of the United Earth as part of the official military and security forces.
Autonomous Movements of Frontier Region (2068)
For years, colonies of frontier regions presented their concern and discontent towards the heavily bureaucratic system and excessively strict security policies of United Earth, but were never taken notice by authorities on Earth.
The situation turned into several prolonged region-wide protests demanding exclusion from the oppressive policies, after the 7th time Secretary of General Assembly refused to include the issue into agenda of next General Assembly meeting.
Refused to give up interests, United Earth attempted to pacify the discontent colonies by simple tax exemption and reassigning new colony governors, and never tried to lift the policies the colonies asked to remove.
Further angered by the "disrespectful" attitude of United Earth authorities, protests turned into anti-UE movements advocating decentralization of power form Earth. Eventually, United Earth was forced to grant few colonies status of autonomous territory to put the political crisis to end and made promises of reforming administrative and security polices on colonies.
While the movement seemed to achieve the objective to free from oppressive policies, some anti-UE movements foresee United Earth will eventually go back on their policies and unreliable promises, believing only liberation through true independence would free colonies from oppression of Earth supremacists - Which lead to founding of several underground radical anti-UE organizations.
First Official Contacts with Minor Alien Civilization (2069)
An newly established United Earth colony discovered an underdeveloped alien civilization on the planet Haken-35. United Earth officially contacted the Hakenduzians, establishing the first diplomatic relations with an alien race.
Alien Membership System (2071)
Upon discovery of more minor alien civilizations, there were opinions of establishing a proper system to handle alien diplomacy in smooth manner, while United Earth also saw an opportunity of wealth and influence. In order to convince them sharing their resources with United Earth, the Alien Membership System was established, allowing alien member states to enjoy a series of benefits including protection provided by Space Marines and preferential treatment on trades. In return, the alien member states had to pay yearly membership fees to sustain the privilege.
First Shuttlepod MK-I Entered Service (2071)
Martian Industries (MarsCorps) completed the first commercial-use model of the legendary multipurpose line of starships capable of fast long range trips, atmospheric take-off and re-entry - the Shuttlepod, which entered service in 2071.
The various innovative designs of Shuttlepod became standards of next generation starships of the following years.
Deimos Events (2072)
It was a legend of the legendary Space Marines elite squad led by Sarge, a story to save Earth from an evil artificial intelligence - though, with some confidential details which United Earth decided to keep it highly classified, rumored to be time travel to erase history of a parallel timeline.
Discovery of Terra Nova and Terra Nova Colony Rush (2074-2080)
Year 2077, a space probe discovered a planet having more than three times surface area of Earth, which its characteristics are also surprisingly extremely similar to that of Earth. Later the planet was named as Terra Nova to commemorate the remarkable discovery, it was the first earthlike planet discovered in human history.
The value and promising prospects of colonizing this planet were soon taken notice by United Earth authorities and other parties in United Earth. Soon as United Earth had officially begun the preparations for colonizing Terra Nova, largest corporations and major non-governmental entities presented their petition to participate in the project for a of major share of the planet's resources and interests.
As the United Earth authority was unable to balance the interests and requests of various parties, United Earth decided to turn this colonization project into an open competition (which United Earth end up as one of the competitors), which the shares of Terra Nova would only be granted to those who create groundbreaking achievements or shown excellent competitiveness.
Wormhole Navigation Technology (2075)
A set of technological advancements in space navigation technology allowed safe traveling of wormholes, which the wormholes act as a great shortcuts and highways of space travelling.






Human Civil War
(2087-2089)

Despite most part of the war were centered on conflict of two forces of humanity, United Earth and League of Independent States, the war had seen involvement of other major civilizations of the Milky Way Galaxy, Zolarg Empire and Alpha Draconians. Having great impacts on the history and future political situation of Milky Way Galaxy, it was considered one of the important historical events that contributed to the beginning of New Galactic Era.

Human Civil War

Independent Terra (2068)
Independent Terra is the foundational ideology adopted by League of Independent States (and its predeceasing entities).
In the years since the Autonomous Movements broke out, explicit forms of independentist ideas were given rise in the frontier regions, some branches were eventually developed into radical ideologies adopted by anti-UE entities, including the most well-known ideology of "Independent Terra", which advocates independence revolution against centralists and Earth supremacists, ultimately liberating mankind by overthrowing United Earth and re-establish a new true liberal government on Earth that respects human rights and treat individual colonies as equals.
As colonists were often considered to be the far lower echelons of society than native residents of Earth, the ideas of Independent Terra were even openly welcomed by some colonies beyond frontier regions that were also dissatisfied with authorities on Earth.
Discovery of Terra Nova, the first earthlike planet discovered by humanity in outer space, in 2074 applied an significant impact on the core ideas of Independent Terra ideology, which led to an ideological split within - Pro-revolutionist which continued the original idea of uproot ruling class on Earth, and Second-Terra-ist (SeT-ist) that suggests rivaling Earth influence by establishing liberal government on Terra Nova.
Independence Coalition (2072)
The potential instability associated to the spread of independentist ideologies during the Autonomous Movement were not left unnoticed by United Earth government. Immediately identifying such ideologies as dangers to governmental and political interests, the Security Council increased CLEI presence in frontier regions and colony sectors with high risk of ideological infiltration, to completely outlaw anti-UE entities.
Soon the anti-UE organizations and Independent Terra supporters found operating campaigns became increasingly difficult under the close watch of CLEI secret police.
In 2072, representatives of anti-UE entities of mainly from the frontier region secretly gathered at Terra Nova, forming the Independence Coalition - the predecessor of League of Independent States, establishing cooperation of running campaigns against UE under the nose of United Earth.
First Contact between humanity and Zolarg Empire (2077)
While the first official contact between United Earth and Zolarg Empire took place at 2080, the actual initial contact took place 3 years earlier (2077), during an encounter in uncharted regions between a black market convoy and a Zolarg prospection ship.
The rumors of the encounter spread quickly in black markets, eventually the piece of intel reached the Independence Coalition. Intrigued, the Coalition concluded with an risky decision - sending a secret diplomatic dispatchment to the Zolarg Ship via the black market vessel, in attempt to establish early relations which could help obtaining crucial support for future military campaign against United Earth.
In 2079, the dispatchment returned with cooperation agreements and an unofficial-and-non-disclosed diplomatic and military cooperation pact from Zolarg Empire, which the Coalition offers human technologies to Zolarg scholars in exchange for material and possible military support of Zolarg expeditionary forces.
The Alpha Draconian Conspiracy and Invasion Plan (~2085)
Since the Insectoid uprising events, Alpha Draconians had been in a difficult situation. The economy over-reliant on expansive and expendable insectoid slave labor had been severely hampered, while the reptilians began questioning the faith and pride of their "all-time invincible" empire.
Taking the Insectoid uprising events as the greatest shame to Alpha Draconians, on Alpha Draconis the dissatisfied reptilian lords and nobles urged Overlord Betah'an taking the responsibility to address the crisis.
To the Lords of Inner Circle (who power, ambitions, cunning and brutality were second to only the Overlord), it was a sign of weakened Overlord. Seeing that as an opportunity to seize the Overlord's power rightfully, the Lords of Inner Circle schemed to remove Overlord Betah'an form the throne.
To Overlord Betah'an, the most effective way silencing his political opponents form the Inner Circle and regaining support from nobles while addressing the crisis at the same time, was to start another conquest. The Overloard carefully selected the most suitable target of conquest - United Earth, which was industrially and economically developed but militarily inferior, non-aware of Alpha Draconians' existance, and possible sowing of internal conflict which allows minimal military efforts to eradicate further resistances.
Terra Nova Incident and Battle of Terra Nova (2087)
Burdened by outrageous taxation set by United Earth over the colonies outside Solar-Sphere region since 2079, Terra Nova was the first colony openly boycotting the tax policies of United Earth, refused to deliver tax payments to General Assembly. General Assembly responded the boycotting by enforcing embargo over Terra Nova, followed by immigration interdiction and military blockade, however all failed with little effect on this almost self-efficient colony.
The Independence Coalition, after years of covered military preparation, saw the incident on Terra Nova provided a narrow but the best opportunity to start what they had planned long ago - a revolutionary war to liberate colonies from tyranny of United Earth. Before the military blockade was enforced, the Coalition sneaked additional military personnel to their branch in Terra Nova.
Heat of the debates over follow-up actions against rebellious acts of Terra Nova lasted for months in General Assembly, politicians arguing the effectiveness of measures used to force Terra Nova giving in, while anti-UE organizations on Terra Nova kept provoking United Earth by rallying local people protesting around governmental administrative facilities. Eventually in 2087, with support of politicians who worried Terra Nova incident would evolve into a copy of of Autonomous Movement in 2068, along with manipulation by Alpha Draconian covert agents - By reason of "open revolt against United Earth", President Ronald Tracy issued order to mobilize Space Marines 35th Regiment for military occupation of and martial law enforcement on Terra Nova, marking the outbreak of Human Civil War.
Main forces of Space Marines occupied the capital city of Terra Nova and dispersed protesters with minimal resistance within 2 hours of operation. However, few minutes after the complete occupation, the main forces were ambushed and encircled by local militia forces led by commander Beuford P. Tots in the city. By element of surprise and home turf advantage of militia forces, the well-equipped Space Marines in the capital city took a heavy casualty rate of 63% and were forced to retreat by escaping to troop ship in planetary orbit.
Other militia forces on Terra Nova driven Space Marine and UE garrisons of military facilities into defeat in the subsequent skirmishes over the week. Gaining control over majority of surface-to-orbit defense weapons on the planet, Terra Nova militias forced complete withdrawal of Space Marines 35th Regiment and blockade fleet from Terra Nova at the end of Battle of Terra Nova.
After the battle, the colonial congress replaced the original colonial government. The congress officially sent an formal declaration of independence to Earth, which declared Terra Nova is no longer a chartered colony of United Earth, the once "second earth" was then renamed "Independent State".
Founding of the League of Independent States (2087)
Following the stunning success in Battle of Terra Nova, Terra Nova became the common symbol of freedom and liberty. The rest member organizations and entities of Independence Coalition, along with colonies of neighboring colony sectors inspired by the incident, followed by overthrowing local colonial government and sever ties with United Earth.
The independent colonies and members of Independence Coalition then officially founded the League of Independent States on Terra Nova.
Terra-to-Earth Campaign (2087-2088)
With support of Beaconburg Fleet and arms supplier BSA from Independent State of Beaconburg (previously Autonomous Colony of Beaconburg), mercenaries recruited from black markets and volunteers from liberated colonies, the newly founded League quickly launched the first military campaign against United Earth - the "Terra-to-Earth Campaign" (In United Earth perspective, "The Defense of Solar System"), targeting core territories of United Earth around Solar System.
Despite United Earth ordered nationwide general mobilization against LIS offensive, the mobilization progresses at sluggish pace. This had left LIS gaining most of the strategic initiative and speed advantage in the early to mid stage of the campaign, the scattered and underprepared United Earth forces were being wiped out by LIS with relative ease.
Zolarg Entry into War (2088)
In late 2087, United Earth completed the strategic defense planning, finished preparations of constructing solid defenses by concentrating majority of military assets in sectors near Solar System.
LIS forces launched the Ragnarok Offensive in early 2088 spearheaded by veteran units form the earlier stages of Terra-to-Earth Campaign, in hope to break the defense lines. However, outmatched by United Earth in terms of superior quantity of troops and supplies, the warfare of attrition eventually blunt the LIS offensive, which LIS forces took significant losses.
Knowing crippled forces stood little chance against possible full strategic counterattack of United Earth, LIS urgently needed to delay United Earth from taking initiative. Shortly after the setback, LIS decided to play their trump card - their secret ally, Zolarg Empire.
Using the missile base (deployed with newly built IWSM which its strike range can reach and cover the entire Solar System) established by LIS and (unexpected) assassination of United Earth President Ronald Tracy as distraction, Zolarg Empire responded to LIS call, sent a full battegroup of Expeditionary Force attacking the other side of United Earth territory, forcing United Earth to fight a war of two fronts.
Despite the two-front strategy did divert pressure from LIS, however, as neither side held major advantage over another, the war turned into a stalemate.
Barracuda Blues Event and Preludes to Alpha Draconian Invasion (2088)
In the heat of Human Civil War, Alpha Draconians sneaked groups of pioneer probes into human territory, constructed portal gates in the unnoticed corners where strongholds were set up for preparations of Overlord's surprise invasion plans.
Lords of Inner Circle had been trying to foil the Overlord's plan from the beginning. By a margin of rare opportunity, one covert operative affiliated to Lords of Inner Circle managed to sabotage the cloak device in secret base on planet Barracuda Blues, exposing the dormant portal and droid battlegroup at the site to United Earth and LIS military.
Upon the discovery of the unknown alien facility on Barracuda Blues, both United Earth and LIS dispatched their own task force trying to seize the alien technology that could change the tide of battle. Violent skirmishes broke out between two sides, contesting control of the facility.
As the news on Barracuda Blues were delivered to Zolarg Expeditionary Force. Familiar with Alpha Draconian cunning strategies, the Insectoids immediately identified the alien facility an Alpha Draconian invasion base. The Zolarg Expeditionary Force then sent their urgent message to LIS ally, warned that such discovery was a curse rather than blessing, and presented worries of this war involved orchestrations of Alpha Draconians, the greater evil they were yet to know.
Already at the edge of dishonoring the reptilian ancestors, the sabotage in invasion base on Barracuda Blues and earlier unexpected entry of Zolarg Empire into the war had left Overlord Betah'an with no choice other than launching a premature invasion.
Battle Against Alpha Draconians (2088-2089)
Caught off guard by surprise, near half of the human forces were obliterated by superior war machines of Alpha Draconians during the initial stage of Alpha Draconian invasion.
With a common enemy, military and political representatives of United Earth, LIS and Zolarg Expeditionary Force met on Earth. Shortly, ceasefire agreements were reached, and an temporary alliance against Alpha Draconian invasion was formed.
The alliance organized several joint operations to strategically delay Alpha Draconian invaders with varying outcome, buying time for LIS and United Earth to replenish losses and regroup respective fighting forces.
In mid 2089, United Earth finished reconstruction of the space armadas, later achieved decisive victories in several space battles against Alpha Draconian warfleets, regaining the space superiority and the tables turned to alliance's favor.
With support from United Earth fleets and exploiting the weakness of long replenishment cycle and inferior quantity of Alpha Draconian forces, alliance forces successfully overwhelmed Alpha Draconian forces, storming major invasion bases. The destruction of the largest but last portal gate stronghold during Battle of Barracuda Blues marked the decisive defeat of Alpha Draconian invaders.
Continuation of Human Civil War (2089)
As Alpha Draconians called their fleets back to home territory and aborted control of droid armies following the defeat at Barracuda Blues, the temporary alliance finished its purpose and was then dismissed, both sides returned to status of conflict.
However, exhausted and tired of war, it was impossible to continue the war at the original massive, interstellar scale, both sides came up with conclusion that the war must be ended by an decisive battle as soon as possible.
Zolarg Empire then exited war by signing a white peace with United Earth weeks after the alliance had been dismissed.
At last, remaining main forces of United Earth and LIS coincidentally met near the strategically important wormhole highway node, over the planet of Kaiserground. After a week of fierce back-and-forth battle on the planet and in the orbit, United Earth gained complete control of the planet, setting LIS forces on a full retreat, concluding the final major battle in Human Civil War.






New Galactic Era
(2089-Present)

Following the end Human Civil War, marked a major shift in geopolitical patterns of the Milky Way Galaxy - Division of human civilization, decline of Alpha Draconian dominance, rise of the mysterious New Galactic Empire, various smaller civilizations began playing important roles in maintaining galactic balance......
Increasing importance of galactic-scale affairs in this era had reshaped the Milky Way Galaxy, which once again after billions of millenniums, the Milky Way Galaxy thrives under the interaction between civilizations.

New Galactic Era

Armistice of Hoxton (2089)
The Armistice of Hoxton officially ended the Human Civil War, despite an armistice in nature.
The armistice defined the United Earth-LIS border in the future, which the border line was known as the Hoxton Line.
To conclude, nobody achieved total victory in the Human Civil War, however, each side had their objectives completed respectively - United Earth won a tactical victory which LIS could no longer threaten United Earth territory, while LIS achieved their primary aim of independence and establishing a liberal, decentralized government.
Official establishment of League of Independent States (2089)
The main body of the League of the Independent States, the League Council, was officially established 3 months after the Armistice of Hoxton was in effect. By the Joint Declaration of Independent States based on the core ideas of Independent Terra, The League promised fairness, respect, autonomy and freedom to member states.
The League of the Independent States had no actual leader in power. Instead, each member state cooperates under the common principles and shared pacts, bearing the common responsibilities protecting the free people of the League.
Though the establishment of LIS was officially recognized by their ally Zolarg Empire, the United Earth General Assembly declared they would never accept any form of human regime other than itself, the League being an unlawful existence that would threaten the unity and prosperity of mankind.
The Midnight Coup (2089)
With the total defeat of invasion campaign, the core Reptilian society of Alpha Draconians lost all confidence in Overlord Betah'an. Shortly after the end of invasion the Overlord was assassinated by Inner Circle covert agents.
Following the death of the Overlord, the seat of supreme power of Alpha Draconians was then empty. Yet as every Lords of the Inner Circle wished to claim the ultimate trophy of power, political crises escalated to uncontrolled levels by the internal conflicts of the Inner Circle, which later spread all across the administrative body of Alpha Draconians, rendering all but basic administrations of the reptilian empire non-functional.
Catalyzed by the the absence of Overlord and internal political instability, order in Alpha Draconian society was barely maintained, leading to high crime rates and decreased domestic productivity in the following decades.
As a result, dominance of Alpha Draconians began to decline.
Emergence of New Galactic Empire (2089)
Several weeks after the Midnight Coup which had thrown Alpha Draconians into the tarpit of neverending political infighting, control and dominance over the foreign territories of Alpha Draconians were loosened which allowed several vassals and colony broke away with no immediate consequence.
However, majority of these territories were then annexed by another power, which emerged from the Central Vortex region of the Milky Way Galaxy - The New Galactic Empire.
Calling themselves the true descendants of the Ancients, they claimed themselves bearing the destiny to bring the entire galaxy under their grace, a mission of revival to bring the once lost glory of Old Galactic Empire back to life.
Despite lacking the dominating power to contest other major civilizations, the New Galactic Empire had actively been expanding their sphere of influence, and rumored to have unprecedented capacity harnessing the powers of the universe beyond the Ancient technologies.
Bradley's Military Reform (2089-2094)
The new head of the United Earth Security Council, Bradley the Grand Marshal (which was the supreme commander throughout the Human Civil War), threw up a massive military reformation aimed to maintain superiority over the military capabilities of LIS, including expansion and reorganization of Space Marines, modernization of United Earth space fleets, introducing newer professionalism elements in military while maintaining the traditional expansive nature of United Earth military, and incorporation of newer doctrines derived from recent experiences in Civil War.
League Guild of Black Markets (2090)
As United Earth denied LIS from formal foreign trade outside the League territory by blockades along LIS border, LIS had to resort to black markets to maintain crucial supplies of high-end materials and economic activities, given different post-war difficulties suffered member states.
In 2090, the League Guild of Black Markets was established under the League Trade Authority to coordinate external trade beyond United Earth blockade, and management of domestic black market networks.
Restoration of Overlord (2110)
Tired of political turmoils and displeased with absence of powerful supreme ruler, traditionalist nobles on Alpha Draconis collectively put pressure on the Inner Circle for restoration of Overlord, or risk denounced and outlawed by defiling the ancestors.
Fearing the wrath of ancestors, the Inner Circle reluctantly brought Delta'an the exiled brother of Betah'an back to Alpha Draconis, crowning Delta'an the next Overlord.
Despite an Overlord, Delta'an was merely a puppet of the Inner Circle, however, did brought relative stability to disorganized Alpha Draconian society at the time.
Zolarg Scholars Journey to United Earth (2113)
A team of scholars from the Zolarg Empire, led by the Imperial High Scholar Abbamber, set off to United Earth for friendly diplomatic and scientific mission.
Scholars and scientists of the United Earth and the Zolarg Empire exchanged each other's technological advances and cultural knowledge. While Zolarg scholars earned precious knowledge which could help the technological development of the Zolarg Empire, the trip had also ceased the tensions since the Human Civil War between Zolarg and United Earth.
Insectoid Mind Network Technology (2116)
A breakthrough in neuroscience research in the Zolarg Empire had led to an innovation - the Insectoid Mind Network, designed to foster understanding of consciousness and thinking mechanisms, and enhancing advanced, direct communication and coordination within Insectoid society.
Cyberonic Transcendence (2119)
A private United Earth research institute Transcendent Technology successfully prototyped Neuro-microchips (NMC), which were compatible with human neuro systems, small in size, but ten times more efficient than average human brains.
Such inventions initiated a new technological revolution in human civilization in artificial augmentations, impacting all aspects of life.




Who knows what the future holds?





Note that these are just my own interpretations over the events, it is not official reference, but hopefully enhance your understanding over the My Colony Universe, and had fun reading it.

Thank you for reading!
Hello commanders!

Since the game (Colony Wars) is not yet complete, there is still some room for suggestions and ideas. Especially, possible playable factions in the game - which is what I'm gotta talk about today.
At this moment, the background of the game is assumed to be the Human Civil War, or also known as the Independence War by League of Independent States.

United Earth (UE) - United Earth Space Marines
The war started by insurgents of LIS has divided United Earth into halves, shaken the stability and prosperity of this great union. In the darkest time when United Earth is in danger, the Space Marines bears the mission to defend their homeland, to maintain its integrity.

With the might of their disciplined soldiers and powerful war machines, Space Marines can go toe-to-toe against almost anyone. The fearless mechanized forces is not their only advantage, they have air superiority and orbital control to assist their army from the skies.
  • Their mechanized forces has balanced performance which makes them suitable for most combat situations.
  • Has the best airforce, but their air units require support from airfields. Interceptor crafts can establish air supremacy that counters other flying units such as gunships, while bomber crafts fits the role of tactical/strategic bombing.
  • Uses airborne support powers, such as orbital airdrop and air recon, or even call in orbital bombardment from friendly starship in planetary orbit.



League of Independent States (LIS) - Independence Army
The unreasonable and extreme policies of United Earth over the years had put countless colonies in misery, people can no longer tolerate their tyranny. The Independence Army rise to struggle for freedom and independence of these people through an independence war.

Contrasted to Space Marines, Independence Army lacks the immense firepower and armor of traditional mechanized forces for a direct confrontation, but they compensated that by adopting guerilla tactics and stealth. They strike fast and hard on their enemies, meanwhile well hidden under their radar disruptors.
  • Their units are suitable for hit-and-run tactics due to weak armor but capable of rapid hard hitting.
  • Their radar disruptors can generate fog of war on surrounding area which the enemy radar cannot see the hidden regions without sending scouts.
  • Submarines makes up their navy. Attack submarine for establishing naval supremacy, missile submarine for long range fire support (capable of withdraw quickly).



Zolarg Empire (ZE) - Zolarg Expeditionary Forces
Zolarg Empire had formed a hard-won secret alliance with LIS, promised to provide necessary assistance to the independence movements of the Independence Army. Now their ally is in trouble confronting the powerful Space Marines of United Earth, the Zolarg Expeditionary Forces must be dispatched to assist them, to fulfill their promise.

Zolarg Expeditionary Forces might not have sophisticated technologies like others, however rapid development and quantity makes up their weaknesses. They can pressure their enemies by swarming with cheap but threatening swarm forces - anyone else on the battlefield will know they are not only an nuisance, but a hazard. Burrowing skills and subterranean tactics further enhances their durability on battlefields.
  • Mainly fights using infantries. Weak when alone, but devastating when in numbers.
  • Subterranean support powers like subterranean ambush and instant bunker can be good distractions to your enemies or give a little push to your offensives.
  • Their units does not require multiple infrastructural support to be used which their major battle units can be quickly unlocked to establish early advantage. However, they are rather inferior to their counterparts, the advantage would diminish over time.



Alpha Draconians (AD) - Alpha Legion
Since the uprising of insectoid slaves and rise of the Zolarg Empire, the 'invincibility' of Alpha Draconians had been shaken to the foundations. In order to recover the fearsome reputation, the Overlord appointed his personal military, the Alpha Legion, to plan on an unexpected invasion on humans, exploit the timing they are at war.

Alpha Legion processes the greatest tactical mobility which a majority of their forces can hover over most terrain, nullifying terrain advantages the enemy has. The cunning traditions of Alpha Draconians is also represented by their use of infiltrators and spies, disrupting enemies from the inside, giving critical blows to enemies who never prepare for 'a war of two fronts'.
  • Most of their units can hover which they are not blocked by water bodies and cliffs. This advantage can be harnessed to flank enemies easily and nullify their terrain advantages.
  • Use your infiltrators to enhance efforts of your offensive - sabotaging enemy facilities at good timing can make a critical blow. However, keep an eye on anti-stealth detectors.
  • Their teleportation support power can be handy - if a powerful unit is teleported into enemy base, it can stir up some chaos to the enemy.
This idea would change the method of colony organization by maps for region colonies. Default style colonies with just one map would continue to be shown on the map as normal. Note that this idea is solely for premium features and would not impact the free to play aspect of mc.

I imagine a map with planets, not one planet per colony, but one planet that houses many colonies.

ONLINE PLAYERS:

For online colonies, when a player starts a new colony, their choice of planet type will determine what planet they get added to. Each planet would have a square planetary map with procedurally generated oceans, land masses, mountains, and other terrain features that bast would like to add. The terrain features would be spread naturally across the planet. The planet would have a grid that would split the map into sections/regions that would house many colonies per planet. The player would be able to choose a region based on it's position to certain terrain features, and once they choose a region, a new region colony is formed. They will not be able to chose regions occupied by other colonies.

Yes, this means that multiple players would be able to make colonies on the same planet. All region colonies would contribute to the same atmosphere level, but their civics, power, research, antaura, money, and other resources would not be shared with other region colonies on the same planet.

This would pose a challenge for region colonies that would balance the game out and prevent paid gamers from having more of an advantage than free gamers, because they would need to work together in order to ensure that the planet is terraformed. So by working together, players will ensure that all players on a given planet are able to advance through the game. The advantages to this would be that each region colony would be able to set up trade routes with other colonies and regularly ship products to each other without the cost of civics, and would be able to communicate with each other without the communications array.

However, there is one setback that could happen with this idea. What if one of your fellow region colonies on the same planet doesn't play nice, refuses to contribute to the team, goes inactive indefinitely, or decides to isolate themselves from the rest of the regions. what do we do then? This is where the idea of exiling comes into play. All of the region colonies on a planet can vote together to remove a colony from their planet to free up a region for another colony to come in and take over.

However, exiling should take time to do, and the colony in jeopardy would have lot's of time to act and repent before they are exiled. I propose a merit system. Each colony will have a merit score that will go from -250 to 250. Everyone starts with a score of 0. Each day, that colony will be able to go through all of the other colonies on their planet and either add a +1 or a -1 to each colony's score. Since there would probably be about 36 region colonies to a planet, that means that the most that any one colony could ever be demerited in one day would be -35 points per day. That means that it would take a little over a week for that colony to be exiled.

The exiled colony would be moved to an orbiting moon of the same planet, and would still be able to trade freely with the region colonies on the planet, would still keep their terrain, and would still be categorized under tha planet in the galactic map, but would have to build up it's own atmosphere(albeit the amount of atmosphere needed would be decreased as the moon would be smaller.). Each planet can have infinite moons, and they wouldn't show up under the planetary map view, but would be hidden until a player wishes to search through them for an exiled player to trade with..

OFFLINE PLAYERS:

Now for offline players. I imagine a more campaign-like gameplay to keep things interesting for offline paid players.

Upon creating a colony, the player would need to pick a race. Once the race is picked, a solar system would be generated which would contain all of the planet types available to that race. The player must then choose where to establish their first colony in this new-found solar system. They would do this be selecting a planet, selecting a region of that planet to develop as the first colony based on the terrain features of each region, and then proceed to build up their first region. Once their first region is well established, they can proceed to colonize other regions and establish trade routes between each region of the same planet.

All regions of the same planet would share research, civics, and contribute to the planets atmosphere level. However, they will each have their own money and resource supplies, and the player would only be able to operate in one region at a time, and only in one map in that region at a time. So you can see how involved a player would need to be to make sure that their planet prospers.

Eventually, once the regions of the planet have been well established and have declared independence(civics requirement should be raised significantly to require the contribution of all regions on a planet). The player can proceed to colonize other planets. They will need lots of civics to organize the movement and research to develop new technologies, and they will need startships to be produced in order to send colonizers, and of course, with any good space endeavor, lots of money is involved.

Each planet would be able to set up trade routes with other planets, but with a regular cost of civics and money, and a very small but regular cost of starships. The resources of each planet would be able to be produced while on the solar system screen, albeit estimated and not real time. These would be based on the production rates of the entire planet right before the player last exited the planet. The downside to this would be that you wouldn't be able to tell if one of a planet's regions is starving just by looking at the solar system view. That is unless you add a small symbol that appears next to the planet name that would indicate that some parts of the planet are starving.

Through this feature, the player would be able to set up an empire that spans an entire solar system of planets. But if you wanted to take this even further, you could implement the use of multiple solar systems. This would be crazy in-depth. However, I doubt that any player would ever get to that level. It is a long process to develop a single region now, so an entire planet of regions would take ages, and a solar system of planets would take ages of ages to develop, so I wouldn't implement multiple solar systems unless you can come up with a way to let the player auto-generate cities on each map based on the player's needs, and then eventually autogenerating cities in every map of a region based on the player's needs, and then tying both of these to certain techs that would need to be researched. This would help the player to quickly be able to splash some resources at a region and completely develop it in a few minutes time, but only after they've spent lots of time developing their empire to be able to do that.

Just as a reminder, this would all be for premium players that play offline only.

I hope that this idea is understandable and helpful to the developing of my colony.
6y ago
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.
I was thinking about the retirement function in my colony and it's relatively underutilized. I believe that more needs to be done in this area. So I propose the creation of the "Retirement Plan" tech path. It could cost mere 10k-15k research, but if you want to be funny you could make it cost 401k money/civics/research, (personally I would want 10k research & 401k money). All of the following will require at least Advanced Building Technology (except small old folks hab). It will be in successive tiers starting from Eldercare Essentials and ending in Cryogenics I know this is exhaustive but I hope some of the features get implemented or can be built off of, as I think it would lead to a better simulation and make the retirees and the older age group in My Colony.

*The biggest feature would be allowing control over the retirement age, potentially bringing back stimulus, and most importantly having the policy of deportation come sooner then Level 7 Government… should be closer to Level 4-5.


Human Technologies: (The order is tiered meaning you need that tech to unlock the next)
- Eldercare Essentials (Early Game)
- Retirement Planning (Mid Game)
- Advanced Eldercare (Mid Game)
- Cryogenics (Late Game)


Humans Eldercare Essentials:[/u]


(Requires: 10,000 Atmosphere) (Colonists: 20, Jobs: 5 *unskilled*) (Size 2*2) (Colonial Finance Theory)

- Colonial Elks Club/Colonial Branch Office of the Benevolent and Protective Order of Elks:
A fun place to hang out where you can listen to your music from 60 years ago. Provides entertainment to the retired and a place for them to hang out so they don't get depressed. Requires a small rum and food to keep the party going.
(Requires: 10,000 Atmosphere, Power: 6) (Entertains: 25, Jobs: 5 *White Collar?*) (Colonial Finance Theory, Microgravity Brewing)(Size: 1 * 2)

- Old Folks Home: A nice housing unit that takes care of retirees like Grandpa and Grandma so they don't take up homes meant for workers. Requires a modest amount of money and food to keep them out of your way but produce some civics and cloth from all those quilts they make.
(Requires: 5,000,000 Atmosphere) (Colonists: 60, Jobs: 20 *Unskilled? Heals: 2) (Low Gravity Manufacturing, Colonial Civics, Low Gravity Masonry). *Building produces cloth based on the number of residences?* (Size: 2 * 5, 1-2 stories)

- Senior’s Living Chamber: A small housing unit for the retired that want a little privacy, costs little to no maintenance and prioritizes retirees over working citizens.
(Requires: 10,000 Atmosphere, Power:1) (Colonists: 4) (size 1 * 1)





- Humans (Retirement Plan):

- Slot Machine: An automated slot machine booth that will entertain your people for days while slowly pouring their money into your pockets. (Requires: 0 Atmosphere, Power: 4) (Tourist Traps, Eldercare) (Entertains: 2, Tourists: 2) (Size: 1*1) (Produces: 5-30 money per minute depending on use?)

- CAARP: The Colonial Auto & Home Insurance Program is here to insure your housing unit and rover against the dangers of colonial life. Generates Civics and Money by assuring citizens they won't lose it all.
(Requires: Atmosphere: 10,000, Power: 50, Bandwidth: 10) (Galactic Commerce, Eldercare, I.T,Low Gravity Manufacturing) (Jobs: 45) (Size: 4 * 2)

- 401k Consult: A quaint place to plan your future retirement. Using the power of software you can raise, or lower, the retirement cutoff to a certain extent. *This may be overpowered* *Maybe just produce civics or help lower the poverty line?* *may not be necessary*
(Requires: 10,000 Atmosphere, Power:35, Bandwidth: 25) (Galactic Commerce, Solar Governance, IT, Eldercare) (Jobs:35 *white collar*) (Size: 2*2)



Advanced Eldercare:


- Medium Old Folks Hab: A larger and better version of the Small Old Folks Hab. You can use it to shove dozens of retirees into the same space and make some money well your at it. Requires employees to oversee those who live there and ensure they are well taken care of. They might also use some software out of thin air by watching all those relatives on the net.

- Office of the Old: A new job sink for educated workers at low wages. Also used to give seminars to colonists over the age of 50 or retired, giving them an intelligence boost and a quiet reminder to go back into the workforce.
(Requires: 10,000 Atmosphere, Power: 60, Bandwidth: 35) (Self Government, Nationalism, Low Gravity Manufacturing). (Jobs:80 *Unskilled* *people with IQ over 90) (Size: 2*2)


- Golf Course: A place for people to have fun, hit a few holes, and make deals. A must-have for any self-respecting colony. Use the magic of aluminum golf balls and rum to make lots of money, civics, and keep people entertained. (Large size use… requires atmosphere)

- Integrated (Seniors) Living Chamber: Using the magic of software and robots, scientists have created an amazing house fully automated to provide premium assisted living. Seniors will likely spend all their time talking to their robot pals so you never have to call.

- Retirement Community: A large living complex suited especially for the retired population. Provides large entertainment, and produces pottery and paintings from all those art classes. Basically a human version of a Zolarg labor camp… but with pickling classes. (requires atmosphere and bricks to make… not sure of quantity).


Cryogenics:

Essentially allows you to extend the lifespan of citizens and improve health. Precursor to Nano-Clincs? Could use Cobalt, Crystalline and Ant paste as part of the storage process. *Maybe could effect food use*
2y ago
CodyStormz said:I was thinking about the retirement function in my colony and it's relatively underutilized. I believe that more needs to be done in this area. So I propose the creation of the "Retirement Plan" tech path. It could cost mere 10k-15k research, but if you want to be funny you could make it cost 401k money/civics/research, (personally I would want 10k research & 401k money). All of the following will require at least Advanced Building Technology (except small old folks hab). It will be in successive tiers starting from Eldercare Essentials and ending in Cryogenics I know this is exhaustive but I hope some of the features get implemented or can be built off of, as I think it would lead to a better simulation and make the retirees and the older age group in My Colony.

*The biggest feature would be allowing control over the retirement age, potentially bringing back stimulus, and most importantly having the policy of deportation come sooner then Level 7 Government… should be closer to Level 4-5.


Human Technologies: (The order is tiered meaning you need that tech to unlock the next)
- Eldercare Essentials (Early Game)
- Retirement Planning (Mid Game)
- Advanced Eldercare (Mid Game)
- Cryogenics (Late Game)


Humans Eldercare Essentials:[/u]


(Requires: 10,000 Atmosphere) (Colonists: 20, Jobs: 5 *unskilled*) (Size 2*2) (Colonial Finance Theory)

- Colonial Elks Club/Colonial Branch Office of the Benevolent and Protective Order of Elks:
A fun place to hang out where you can listen to your music from 60 years ago. Provides entertainment to the retired and a place for them to hang out so they don't get depressed. Requires a small rum and food to keep the party going.
(Requires: 10,000 Atmosphere, Power: 6) (Entertains: 25, Jobs: 5 *White Collar?*) (Colonial Finance Theory, Microgravity Brewing)(Size: 1 * 2)

- Old Folks Home: A nice housing unit that takes care of retirees like Grandpa and Grandma so they don't take up homes meant for workers. Requires a modest amount of money and food to keep them out of your way but produce some civics and cloth from all those quilts they make.
(Requires: 5,000,000 Atmosphere) (Colonists: 60, Jobs: 20 *Unskilled? Heals: 2) (Low Gravity Manufacturing, Colonial Civics, Low Gravity Masonry). *Building produces cloth based on the number of residences?* (Size: 2 * 5, 1-2 stories)

- Senior’s Living Chamber: A small housing unit for the retired that want a little privacy, costs little to no maintenance and prioritizes retirees over working citizens.
(Requires: 10,000 Atmosphere, Power:1) (Colonists: 4) (size 1 * 1)





- Humans (Retirement Plan):

- Slot Machine: An automated slot machine booth that will entertain your people for days while slowly pouring their money into your pockets. (Requires: 0 Atmosphere, Power: 4) (Tourist Traps, Eldercare) (Entertains: 2, Tourists: 2) (Size: 1*1) (Produces: 5-30 money per minute depending on use?)

- CAARP: The Colonial Auto & Home Insurance Program is here to insure your housing unit and rover against the dangers of colonial life. Generates Civics and Money by assuring citizens they won't lose it all.
(Requires: Atmosphere: 10,000, Power: 50, Bandwidth: 10) (Galactic Commerce, Eldercare, I.T,Low Gravity Manufacturing) (Jobs: 45) (Size: 4 * 2)

- 401k Consult: A quaint place to plan your future retirement. Using the power of software you can raise, or lower, the retirement cutoff to a certain extent. *This may be overpowered* *Maybe just produce civics or help lower the poverty line?* *may not be necessary*
(Requires: 10,000 Atmosphere, Power:35, Bandwidth: 25) (Galactic Commerce, Solar Governance, IT, Eldercare) (Jobs:35 *white collar*) (Size: 2*2)



Advanced Eldercare:


- Medium Old Folks Hab: A larger and better version of the Small Old Folks Hab. You can use it to shove dozens of retirees into the same space and make some money well your at it. Requires employees to oversee those who live there and ensure they are well taken care of. They might also use some software out of thin air by watching all those relatives on the net.

- Office of the Old: A new job sink for educated workers at low wages. Also used to give seminars to colonists over the age of 50 or retired, giving them an intelligence boost and a quiet reminder to go back into the workforce.
(Requires: 10,000 Atmosphere, Power: 60, Bandwidth: 35) (Self Government, Nationalism, Low Gravity Manufacturing). (Jobs:80 *Unskilled* *people with IQ over 90) (Size: 2*2)


- Golf Course: A place for people to have fun, hit a few holes, and make deals. A must-have for any self-respecting colony. Use the magic of aluminum golf balls and rum to make lots of money, civics, and keep people entertained. (Large size use… requires atmosphere)

- Integrated (Seniors) Living Chamber: Using the magic of software and robots, scientists have created an amazing house fully automated to provide premium assisted living. Seniors will likely spend all their time talking to their robot pals so you never have to call.

- Retirement Community: A large living complex suited especially for the retired population. Provides large entertainment, and produces pottery and paintings from all those art classes. Basically a human version of a Zolarg labor camp… but with pickling classes. (requires atmosphere and bricks to make… not sure of quantity).


Cryogenics:

Essentially allows you to extend the lifespan of citizens and improve health. Precursor to Nano-Clincs? Could use Cobalt, Crystalline and Ant paste as part of the storage process. *Maybe could effect food use*


I could really use this for Terra Nova ngl. I am starting to ramp up my old people population. Even some of my reptillian and insectoid immigrants are getting old lol. I hope that bast notices this.
right now, anybody can declare independence as long as they have money and civics, but what if they needed to fight for it. my idea is to give the main colonies the ability to fight back against independence using starships, while also making the game more fun and realistic. Here is how this would work, once a sub colony has enough money and civics, they can declare independence, leading to a war with the main colony. during this war, the entire population of the subcolony is drafted and become soldiers. the soldiers will fight against starships from the main colony, many soldiers will die, but at the same time, many starships will also be destroyed. if the sub colony loses their last soldier, they lose. in order for a revolution to be successful, the sub colony has to keep their soldiers alive for 24 hours, after which they will become independent, but all their infrastructure will be damaged, and they will lose a percentage of their money as soldiers aren't cheap.
4y ago
Region map or classic map?

Try to open the civics windows (statistics > Resources > Clic on Civics), and see if you have some consume. I don't remember if the insect have building able to consume civics.
4y ago
I have been playing for a month and I really want independence. It takes forever just to save up 20k civics :l It would be great if independance could be a bit cheaper for lower level people and slowly advance as level is gained. ALSO there should be a way to gift civics.
6y ago
Recently I've been playing with Insectoid race and I just today claimed Independence, but after I did that everything went ok until my civics out of nowhere went back to zero than climbs to like 1500-3500 civics than it disappears again over and over. It's weird and I don't know to not lose it all because I've been trying to farm it for a core mine upgrade, but it just keeps on disappearing. It getting upset about this. Update asap if you can! :)

I have the same problem.
Playing as LIS, just declared independence, have 3 cities in a region. If I go to my main first city, civics build up appropriately. If I go to a sub city, civics build up to 3k or so, then reset to 0. I have a production of about 1k per minute, and 0 consumption buildings.
4y ago
If it was, it has resurfaced. I am still getting it in local game, United Earth, Earthlike, region. In my selected city, I declared independence then immediately built a regional bus depot. As long as I stay in that city, civics accumulates as expected. If I leave the city, to either the regional view or another, I start losing civics, around 19k to 20k a tick. It depletes much faster than it can accumulate, leading to a persistent zero. I am running a paid copy from the Microsoft Store, so tracking down log files is a challenge.
1y ago
So what I noticed was that it happened after I bought independence. I think what happens is that when you buy independence and then click away from that particular map before resources refresh it decides that that is how much it costs for that region. You can only build up civics in that region which is annoying. I think it saves this cost in resources somewhere weird because deleting the region doesn't fix this problem if I recall correctly. I deleted it entirely and it didn't do anything, can't be certain cause I deleted the entire game because it had stopped working for me to spend ages in this one map click away and hope I could build all the buildings I needed before the rent came due so to speak.
Just make sure that after buying independence I don't click away from the particular area on the map for like fifteen minutes just to be extra careful. So far it works just fine but it is a bother.
Hello guys!

May I proudly present my fan lore about the history of My Colony Universe!
WARNING - EXTREMELY LONG POST
This post is very long - it will take some time to read.

THIS IS NOT CANON
Not all details have been confirmed or included as canon by @bastecklein or happened in any games related to My Colony Universe yet. The actual events may vary with those mentioned in this post.
Anyways, don't take that as 100% canon!

The calendars and year used would be Earth ones.

Time of the Ancients (??? ~ 1.2 billion years before Alpha Draconians)
Once there was a thriving old civilization ruled over the Milky Way Galaxy, which now they are called the Ancients. Even for the Alpha Draconians, there are limited documents about their history. The following will state the events recorded and decoded so far.
  • The Old Holy Galactic Empire (???).
    That was the oldest trace of the Ancients found.
  • Galaxian-Titan War (???).
    There were very old literature records about this war. The war between the Holy Empire and the warlike colossus Titan civilization. There are still some rare Titan relics found in the Milky Way, though some historians doubted the reliability of them.
    The war was supposed to put the Titans to extinction.
  • The Old Dark Galactic Empire (???).
    Somehow the old Empire turned to the dark side. From this time on, the documents about them are more difficult to find.
  • Reptilian Exodus to the Milky Way (~3 billion years ago before Alpha Draconians).
    The first record of Reptilian immigrants into the Milky Way from another galaxy. Some documents from Alpha Draconians stated their ancestors were nomads with only mostly low tech equipment.
  • Galaxian-Reptilian Wars (~2.3 billion years ago before Alpha Draconians).
    The continuous immigration of Reptilians caused conflicts between these new migrants and the master of the Galaxy. However, the Reptilians were not expelled from the Milky Way successfully, an armistice was signed after prolonged warfare. Reptilians stopped immigration in exchange for peace.
  • Disappearance of the Old Galactic Empire (~1.2 billion years before Alpha Draconians).
    The largest mystery of galactic history - the disappearance of the Ancients. Most existence of the vast Empire vanished just in a… flash, leaving most parts of the Milky Way Galaxy abandoned. Some radioisotopic dating recorded most ether pollutants of abandoned Ancient cities appeared since the event.

Rise of Reptilians (~4.1 ~ 2.8 million years before human history)
The Disappearance of the Ancients gave rise to the Reptilian immigrants, though discovered a bit lately, they began expanding further into the empty Milky Way Galaxy. Later the Reptilian Empire of Alpha Draconians was formed on the foundations of the disappeared Empire.
  • The Reptilian Kingdoms (~0.6 million years before Alpha Draconians).
    The Reptilians recognized the disappearance of The Ancients as scout ships were sent after years losing contact with them. Seeing this as an opportunity to expand their borders without anybody to stop them, the nomadic Reptilians soon reorganized themselves as the Reptilian Kingdoms.
  • Great Reptilian Expeditions (~0.5 million years before Alpha Draconians ~ 0.3 million years before Alpha Draconians).
    Hundreds of expeditions were conducted by various Lords during the Kingdoms era. They salvaged most remaining technologies of the Ancients, however unable to decode all the data at this moment as their limited knowledge of these high end technologies. Some new Reptilian major cities rose from these ruins.
  • The Warring Lords (~0.3 million years before Alpha Draconians ~ 10 years before Alpha Draconians).
    The powerful artifacts of the Ancients impressed the Reptilians - those supposed to bring prosperity to the entire race, however, became the source of ambitions for the Reptilian Lords. Thousand years of wars, were only for scrambling for these powerful gadgets.
  • Reptilian Unification War (~10 years before Alpha Draconians).
    Kingdom of Draconis was the weakest kingdom among the Reptilians, until the time of Lord Alphari - influence of Draconis rose to new heights, threatening the strongest Reptilian Lords. Lord Alphari defeated all the Reptilian Lords in a 10-year long war, successfully unifying the entire Reptilian race for the first time since the immigration.
  • Birth of the Reptilian Empire - Alpha Draconians (~3.5 million years before human history).
    Lord Alphari established the new unified Empire of the Reptilians, named Alpha Draconians, with the national motto ‘Rising from the Harshest to be the Strongest’. Alphari was the first Overlord of the Empire.
  • Successful Decoding of the Ancient Artifacts (~3.5 million years before human history).
    One of another most impactful achievements of Overlord Alphari was, he supported, and later personally participated in the research of Ancient language decoding. With more plentiful resource support than ever, most major elements of the Ancient language were decoded, which allowed the Alpha Draconians to reverse-engineer these technologies, turning the undeveloped Reptilian civilization into one of the most brutal Galactic superpower, inherited with the most powerful technologies.
  • Glorious Conquests (~2.8 million years before human history).
    Another greatest conquest of Alpha Draconians took place under the rule of Overlord Ks'khip. This famous Overlord of Destruction put an end to and enslaved thousands of minor civilizations scattered in the Milky Way Galaxy, which one of the civilizations includes Insectoids, providing highly reproductive slaves. This conquest created the foundation of core Alpha Draconian territory.
    Right after such a successful conquest which brought Alpha Draconians to the peak golden age, the Reptilians began referring to themselves as ‘the descendants of the Ancients’.
  • Secretive Galactic Domination Doctrine (~2.8 million years before human history).
    This doctrine formulated by the Overlord Ks'krupp, the descendant of Ks'khip, advocated the secretive way ruling the vast territory of the Empire spreading and maintaining influence by utilizing covert agents to control regions with minimal signs, which helps shaping the image of Alpha Draconians as an unreachable deity. Such doctrine impacted the future development of Alpha Draconians.

The Revival of Insectoid Civilization (~20th century of Human timeline)
Insectoids were being enslaved by Alpha Draconians for millions of years. However, an uprising changed the fate of the Insectoids, which led to the revival of the long lost Insectoid civilization, in the form of the Zolarg Empire.
  • The Uprising on Draconis 12 (~1920s of Human timeline).
    It was a historical turning point for both Alpha Draconians and Insectoids. The uprising led by the Insectoid Zolarg successfully overwhelmed the colonial government, and purged all the Reptilian existence on the planet. Freed from slavery, these first group of freedom fighters formed Zolarg Empire right on this planet - which the planet was renamed Zolarg Prime, and the uprising leader Zolarg became the first Emperor of the revivaled Insectoid civilization. The uprising also first revealed the corrupted, weakened national strength of the seemingly invincible Alpha Draconians, who were still blinded by their national pride.
  • The Insectoid Uprising Movements (1920~1950s of Human timeline).
    Encouraged and inspired by the success of Zolarg's uprising, Insectoid slaves over Alpha Draconians also followed the same path revolting against slavery. Though not all had been successful, the Insectoids successfully took over an unimaginable number of Alpha Draconian colonies and cities. Most of the Insectoids who earned their freedom joined the Zolarg Empire to fight against the enemy of their ancestors.
  • The Revival War (1950~1970s of Human timeline).
    Despite the success overcoming the slavery forces of their slave camps, the Insectoids had something more overwhelming to handle - the formidable regular forces of Alpha Draconians, trying to regain control on their slaves. Yet under the united command under Emperor Zolarg, they managed to defeat Alpha Draconian regular forces in this 27 year long war, using the new subterranean guerilla tactics. The war recorded heavy casualties of both sides, however, Alpha Draconians stalled their operations against the Insectoids, which earned extra time for the Zolarg Empire to fortify themselves and settle down some basic administration matters.
  • ‘Groot Opwekkingsplan’ (1970~2010s of human timeline).
    This period was also known as the ‘Great Revival Period’, the period when Emperor Zolarg formulated the policies for the early Zolarg Empire, to rebuild, strengthen and revive the Insectoid civilization, to restore the dignity of the Insectoid race. Under the common efforts of the Insectoids, with the help from both knowledge from the ancestors and some basic industrial knowledge from Alpha Draconians, the foundations of the Zolarg Empire were built up. The fast-rising Zolarg Empire became a supernova of galactic power at the end of the Revival Plan.
  • Declaration of Insectoid Liberation (~1990s of human timeline).
    Emperor Zolarg made a declaration on behalf of his Empire to Alpha Draconians - the Zolarg Empire, will liberate the remaining brothers and sisters under slavery at all costs. The Declaration established the long term aim of the wars against Alpha Draconians.

Old Earth Era (year --~2051)
The Old Earth Era is the time of human history before United Earth. The Old Earth Era is when humans begin exploring more parts of the galaxy, as well as beginning extensive colonization on new planets.
  • The Jameson Formulas (2027).
    The genius scientist Professor ‘Einstein Jr.’ Lob Jameson published a paper about special formulas of space continuum mechanics. These formulas make a breakthrough on long range space traveling technologies.
  • First Practical Hyperdrive Engine (2030).
    With the help of Jameson Formulas, the first practical hyperdrive engine in human history was created by the team of Project Next Sun. The innovation was named Jameson Engine.
  • Journey of USP Discovery (2031-2033).
    The USP Discovery is a test object for the Jameson Engine. The probe was launched by NASA of the USA in the year 2035. It had successfully taken photos and data recording of stars and planets at locations about a lightyear away, and at last hyperjumped back to Earth after 3 years of missions, with excellent integrity conditions maintained.
  • Planetary Decay Theory (2031)
    Ecologists and geologists discovered a strange phenomenon taking place on Earth, the important resources, from the minerals to the oil, began decaying into unrecyclable, unusable forms. It was suspected that this decaying was catalysed by climate change.
    A theory was formulated predicting the depletion of vital resources within years and this must be stopped. However, most people did not believe this theory to be true, until the Global Resource Crisis.
  • The Space Colonization Race (2032-2047)
    With long range space travelling became more possible at that time, a new space race was ignited globally - from the global powers to the most underdeveloped countries, from government bodies to independent organisations, they had their own aims. Some seek for wealth and resources, some seek for opportunities and a new start, some seek for knowledge and discovery. It was a milestone for humanity - first attempts for an extensive space colonization in history.
  • Global Resource Crisis (2038-2050)
    The worries stated in the Planetary Decay Theory was proven a fact in 2038, beginning with the abnormal depletion of oil fields in Arabia - the black gold turned into black, harmful, indecomposable sludges.
    For the coming years, more vital resources from iron ores to rare earth metals decayed into sand and dust, which greatly impacted the global economy at the foundations. Which eventually caused all space colonization programmes abandoned by Earth in the year 2047.
  • Miracle Formula (2050)
    The Project SEED ecologists from colonies discovered the Miracle Formula, which included a method to reverse the process of planetary decay. It was sent to Earth in the year 2050.
  • Restoration of Earth (2051)
    Terraforming devices derived from the Miracle Formula successfully restored Earth back to the conditions about 150 years ago within a year, which saved the entire humanity on the Earth.
  • The Grand Collapse (2051)
    Although Earth had been saved from a catastrophe, however, the existing governments no longer had any capabilities maintaining the nations, after years hammered by the economic impacts from such a disaster. The world fell into the status of anarchy.

Rebirth of Humanity (2051-2061)
Right after the Grand Collapse which marked the end of the Old Earth Era, humanity on Earth was in massive chaos, while most colonies outside Earth were deserted and had to survive on their own. Until the United Earth reunited humanity.
  • United Nations Dissolved (2051)
    Without any valid members at all, and at risk of ‘bankruptcy’, the United Nations officially dissolved, with all its assets sold at the end of the year, to a group of plutocrats who had survived the crisis.
  • Formation of United Earth (2052)
    The legacies of the United Nations were reused by these plutocrats, they rebranded the old international governmental body into a new organisation the United Earth, aimed to restore prosperity and order of the Old Earth.
  • Earth Reunification War (2054-2055)
    After 2 years of preparation though gathering weapons and manpower from black markets and government fire sales, the global military campaign was launched by United Earth. In the 1.4 year long war, United Earth brought the major cities and regions under their control.
    The rise of United Earth was inevitable to the rest of the world. It had pressured the remaining regions, no matter at war or not, surrendered and accepted annexation at the end of the war.
  • Official Establishment of United Earth (2056)
    A month after the end of the Reunification War, the main official governmental structure of United Earth was established - The President taking the leader role of the government, with the General Assembly responsible to the President.
    The General Assembly is the decision making centre of the United Earth, composed of representatives from different administrative regions to show a certain extent of democracy. However, the President still has absolute veto power in the General Assembly, in addition to a series of exclusive powers.
  • Restarting of Colonization Programmes (2061)
    With the Earth gradually stabilized and having the economy restored back to early 21th century standards, United Earth announced the recontinuation of space colonization projects abandoned by the Old Earth. This included re-establishing control on the remaining surviving Old Earth era colonies.
    The restarting of colonization was regarded as the dawn of the United Earth era in human history - from that time on, human civilization began to develop and expand faster than ever.

Rise of Humanity (2061-2083)
The New Era referred to the early times of United Earth after the recovery from the Old Earth era disaster. It was another golden age in human history, human civilization beginning to rise quickly in the Milky Way Galaxy. Despite opportunities, there were also new unknown challenges.
  • First Reformation of Security Council (2063-2065)
    The national security agency of the United Earth, Security Council, went under a series of reformation from 2063 to 2065, improving and fostering the efficiency of peacekeeping missions on Earth and foreign colonies, as well as established a controversial high pressure security regulation called AEGIS Protocol.
  • Formation of Space Marines (2068)
    In order to protect foreign colonies and Earth from potential Alien threats, United Earth Space Marines (UESM) was formed.
    Space Marines gradually replaced Peacekeepers security forces of the United Earth as the official military.
  • First Official Contacts with Minor Alien Civilization (2069)
    United Earth colonization fleets discovered an underdeveloped alien civilization on the planet Hakenduz-35. United Earth officially contacted the Hakenduzians, establishing the first diplomatic relations with an alien race.
  • Alien Membership System (2071)
    With more and more minor alien civilizations discovered, United Earth saw that as an opportunity of wealth and influence. In order to convince them sharing their resources with United Earth, an Alien Membership System was established, allowing alien member states to enjoy a series of benefits including protection from Space Marines and preferential treatment on trades. In return, the alien member states had to pay yearly membership fees.
  • First Starship in Human History (2071)
    The first starship of United Earth, UES Ark, finished construction in 2071, Martian Industries shipyard on Mars orbit. UES Ark was a prototype long range colony ship, built for exploration and colonization of the Icarus System.
  • Deimos Events (2072)
    It was a legend of the legendary Space Marines elite squad led by Sarge, a story to save Earth from an evil artificial intelligence - though, with some confidential details which United Earth decided to keep it secret, rumored to be time travel to erase history of a parallel timeline.
  • Wormhole Navigation Technology (2075)
    A set of technological advancements in space navigation technology allowed safe traveling of wormholes, which the wormholes act as a great shortcut for expanding into further regions.

Human Civil War (2083-2084)
This was one of the most impactful wars in the Galaxy. Yes, it's name is Human Civil War, however, things were not simple as most thought at that time - it eventually involved the 3 major civilizations of the Galaxy, and also gave birth to the fourth major civilization. The war also impacted the future patterns in the Milky Way Galaxy.
  • Secret Independence Society (~2068)
    The Secret Independence Society (SIS) was the predecessor of the League of Independent States. It was established shortly after United Earth began using high pressure policies to tighten control on the colonies. The SIS worked in secret, cooperated with suppressed people and black markets. Their ultimate aim was to bring true freedom to humanity, freeing them from the internally corrupted ‘tyranny’ of United Earth. They are also one of the earliest groups of humans who made contact with another major civilization in the Galaxy (to be specific, Zolarg Empire) far before United Earth even acknowledged their existence.
    Their existence remained very much not known by the United Earth until the outbreak of the Civil War.
  • The Alpha Draconian Conspiracy (around a few months before the outbreak of war)
    It had been a tough time for Alpha Draconians since the Insectoid slave uprising events. To restore the national pride of Alpha Draconians and to find resources repairing the badly impacted economy, Overlord Betahan decided to prepare a secret invasion on humans, picking the timing humans were at the blink of civil war.
    At the same time, another conspiracy took place internally - the rivalry between the Overlord and the Lords of Inner Circle.
  • Terra Nova Incident (2083)
    The Incident was the fuse of this war. Everything started with Terra Nova boycotting the heavy taxation of United Earth. Unable to bring the situation under control through conventional routines, United Earth decided to take the most violent military action against Terra Nova (which such decision was partly due to Alpha Draconian covert agents secretly intervened the General Assembly, to accelerate the outbreak of war).
    The incident provided an excellent excuse and opportunity for SIS to throw up a nationwide independence war. SIS militias ambushed the Space Marines in Terra Nova, liberated the colony, and officially declared war on United Earth.
    From that time on SIS was officially renamed as the League of Independent States (LIS).
  • Zolarg Empire Entry into the War (2083)
    Before the war, LIS secretly signed an alliance pact with the Zolarg Empire a few months ago (for different aims respectively, but both sides were seeking bilateral support).
    LIS called for Zolarg reinforcements under strong countermeasures of the United Earth. The entry of the Zolarg Empire into the Human Civil War had successfully put the United Earth into a war of two fronts, however the overall situation had not improved very much, the war turned into a stalemate afterwards.
  • Barracuda Blues Events, and Alpha Draconian Invasion (2084)
    United Earth discovered an Alpha Draconian secret stronghold with an army of war droids (built for invading humans) in the colony Barracuda Blues, mistaken as an abandoned military research facility. United Earth sent scientists to the site in order to obtain unknown technologies that could help them win the war against LIS.
    The discovery at Barracuda Blues was the result of political rivalry in Alpha Draconians, the Inner Circle attempted to sabotage Overlord's invasion plans.
    The true identity of the facility and the ‘mysterious machines’ was not known by humans, until similar Alpha Draconian war machines of similar models popped out from nowhere, attacking human colonies and cities - The beginning of Alpha Draconian Invasion, an unexpected event during the civil war.
  • Battles Against Alpha Draconians (2084)
    At the beginning of the Invasion, Alpha Draconians had been successful that they had occupied over half of United Earth territory.
    Under a common threat from afar, the United Earth, LIS and the Zolarg Empire agreed to put a pause on the civil war, and formed a temporary alliance to expel Alpha Draconian intruders. Their joint operations successfully recapture human territory one by one, slowly setting the intruders back.
    Alpha Draconian Invasion ends after the decisive Battle of Barracuda Blues, the last main portal stronghold destroyed by the alliance, all the Alpha Draconian forces in human territory were shortly destroyed.
  • Continuation Human Civil War (2084)
    The civil war was not over.
    Despite victories repelling Alpha Draconian invasion, the forces of United Earth, LIS and Zolarg were almost exhausted in fierce battles with Alpha Draconians (especially after the Siege of Barracuda Blues), little resources they had to continue a large scale war.
    While the Zolarg Empire quitted the war by signing a white peace with the United Earth, both LIS and United Earth sought an opportunity to conclude the war in a single battle.
    The Battle of Kaisergrounds was the end point of the Human Civil War, the only but the last battle after the Invasion event. Kaisergrounds was a strategic stronghold which was the important gateway to the core economic regions of United Earth. The battle ended with the United Earth forces regained control of the planet, it had contributed United Earth a strategic victory.

New Galactic Era of the Milky Way Galaxy (From 2084 on)
The Human Civil War and the Alpha Draconian Invasion during the war, had drawn the major civilizations closer. The New Galactic Era was the time things in the Milky Way began developing in galactic scale and perspectives.
  • Armistice of Hoxton (2084)
    The Armistice of Hoxton officially ended the Human Civil War, despite it being just an armistice. The armistice defined the United Earth-LIS border in the future, which the border line was known as the Hoxton Line.
    To conclude, nobody had won a total victory in the Human Civil War, however, each side won alternatively - United Earth won a strategic victory which LIS could no longer push deeply into the core territories, while LIS achieved their primary aim of gaining independence.
  • Official Establishment of League of Independent States (2084)
    The League of the Independent States was officially established 3 months after the Armistice of Hoxton was in effect. The League promised fairness, autonomy and freedom to the member states as stated in the Declaration of Independence.
    The League of the Independent States had no actual leader in power. Instead, each member state cooperates under the common principles, bearing the common responsibilities protecting people of the League.
    Though the establishment of LIS was officially recognized by their ally Zolarg Empire, the United Earth General Assembly declared they would never accept any rogue states in their ethnic territory.
  • The Midnight Coup (~2084)
    With the failure of invasion on humans, the core Reptilian society of Alpha Draconians lost all confidence in Overlord Betahan. Shortly after the end of invasion the Overlord was assassinated by Inner Circle covert agents.
    However, it did not put an end on the political crisis in Alpha Draconians, the coup further made everything worse instead. Every Lord of Inner Circle schemed to reach the throne of ultimate power, however there could only be one supreme ruler in Alpha Draconians. In order to secure the thrones for selves, the Lords fell into a status of internal political war.
    The absence of Overlord, and the internal political instability, catalysed the decay of Alpha Draconian influence in the Galaxy.
  • Emerging of New Galactic Empire (2086)
    The decayed Alpha Draconian influence after the Midnight Coup were not able to maintain control on a number of puppet states and territories, they began to break away from the Alpha Draconians.
    This had also given rise to the mysterious organization New Galactic Empire, who then annexed part of the states that broke away from Alpha Draconians. They called themselves the true descendants of the Old Galactic Empire, who carried the ‘inevitable destiny’ reviving the old Imperial glory.
    Though the ambitious organisation lacked strength to compete with any of the galactic powers in the Milky Way at the moment, the powers actually worried the ‘New Empire’ could be a large threat to them in the future, given their capabilities spreading influence at an unprecedented rate.
  • Further Discoveries in Barracuda Blues (2086)
    United Earth sent another research team investigating the remains of the Alpha Draconian stronghold and facilities. The team revealed a fact about Alpha Draconian technologies - they were derived from the Ancient technologies recorded on the ancient artifacts.
    The discovery further fostered the research and decoding on the information on the artifacts of the Ancients in United Earth.
  • Bradley's Military Reform (2086-2093)
    The new head of the United Earth Security Council, Marshal Bradley (which was the supreme commander throughout the Human Civil War), threw up a massive military reformation in order to suppress the military capabilities of LIS, including expanding the scale of Space Marines and especially the Starfleet (which the number of starships during the Civil War barely met demands on the battlefields), written a new professionalism military doctrine, and supported the development of new generation starships.
  • LIS Black Market Trade Union (2088)
    The blockades and embargo on LIS by United Earth had cut down most of the methods for LIS to contact the outside world. In order to survive and maintain development under the difficult conditions, LIS officially established the LIS Black Market Trade Union which facilitates external and domestic trade of their member states.
  • Galactic Colonization Race (2102~???)
    Seeking for further power in the Milky Way Galaxy for their own aims, the 4 civilizations of the Galaxy entered the galactic colonization race one by one. Alpha Draconians started the race, who were desperate to restore their ‘superiority’ in the Galaxy despite political instability.
    From the centre of the Galaxy to the Outer Rims, they were all targets of colonization.
  • United Earth Ancient Archives (2109)
    The Archives is a department of United Earth which is responsible for regulating research and usage related to Ancient alien technologies. Apart from regulations, they also take part in the research of the ancient technologies. Since the Archives existed United Earth had better progress extracting ancient knowledge with better organisation.
  • Chaos in Alpha Draconis and Restoration of Overlord (2112)
    Oligarchists in Alpha Draconis had been dissatisfied with the absence of Overlord for a period of time. With the old culture of Reptilians being harmed, these angry nobles stirred up chaos in the capital city, urging the restoration of Overlord.
    Without any other ways to suppress or pacify them, the Lords of the Inner Circle could only do as what these (lower) nobles asked them to (well, since their own plans were also disrupted due to the chaos).
    The exiled younger brother of the previous Overlord Betahan, Deltahan, was put to the throne. Despite being an Overlord, most actual powers were still in the hands of the Inner Circle, Deltahan was just nothing more than a puppet.
  • Zolarg Scholars Journey to United Earth (2113)
    A team of scholars from the Zolarg Empire, led by the Imperial High Scholar Abbe Amber, set off to United Earth for a study trip of human technologies.
    Scholars and scientists of the United Earth and the Zolarg Empire exchanged each other's knowledge and culture. While Zolarg scholars earned a bunch of precious knowledge which could help the technological development of the Zolarg Empire, the trip had also fostered the understanding between the United Earth and the Zolarg Empire, easing the tension since the Human Civil War a bit.
  • Insectoid Mind Network Technology (2116)
    A breakthrough in neuroscience research in the Zolarg Empire had led to an innovation - the Insectoid Mind Network, designed to foster understanding of consciousness and thinking, and enhancing advanced, direct communication and coordination of Insectoid society.
  • Cyberonic Transcendence (2119)
    A private United Earth research institute Transcendent Technology successfully prototyped Neuro-microchips (NMC), which were compatible with human neuro systems, small in size, but ten times more efficient than average human brains.
    The technology contributed to turning the futuristic cyberonic transcendence reality among humans.

Who knows what the future holds?




Hopefully the timeline looked decent and reasonable for My Colony Universe!
Thanks for reading!

Notes: not all events are 100% accurate.
Alright, hello again! I will be presenting Independence and it's benefits. Stay tuned!
==Independence==
Independence will allow you to act separately from the United Earth. Independence will allow you to create an alliance (more on that later), to build an starship for raiding planets (PvE and PvP) and to build a Capitol to manage and have administrative power over your own base and resources. Independence can lead to planetary exploration and self-governance. I will show more about these later.
colbya said:Nice as i see 3 hours running all that is colonists influx and building time all of it .


No, build a city take some minutes, is pretty fast to build 144 adv shipyard with 10-15k turbo drone. Most of the time i don't touch anything.

colbya said:and yep I can do that my self so what is your point ?


you have ask to do a similar test, you don't remember?

colbya said:as for 5 million in one city lord you must have a NASA super computer lol .


No, this is the 1.0.0 big change, colonists/worker don't take much computer power anymore.

colbya said:Now let THAT city fill STOP building and let it just RUN in city 3 hours .


Like i have already said, this is my modus operandi. Build everything, and wait until the GDP stop growing. I don't touch the game meanwhile, i don't build house all the time...

colbya said:FACT stats go up During BUILDING so it is quite easy to get a tempery 95 % rating and it WILL stay stable as LONG as you Build and add more housing .


Nop, only if you use a bad setup.

colbya said:The effects dont cause a problem until you idle the game in city . and fact is you want FULL income from resources Idling IN city or a single city you MUST do .
You sure are not getting 6 billion ore in 3 hours lol .


Again, all aging part, approval rating.. regard colonists, if the city don't have colonists, you won't have any change, don't matter if you idle for 5min or 5 weeks.

colbya said:you dont show how many colonist the city has .


Around 19-20k, now i'm making new adv shipyards map.

colbya said:But lets say there are 300 k you will have 30 k babies a hour lol .
really come on FACT babies FACT 30 k homes that DONT excist Fact now you have 30 k homeless .


Nop, few weeks ago i have create a new inv bank map, total pop around 600k, 5k total birth (and 5k death) in 4h game play. pls use real number and not number from your imagination.

colbya said:PS FACT once stats drop its darn near impossible to get them backup .


You have done it? Or is just a hypotheses?
Because i have done an hard test in my beta map, for test the aging population. After few day all building have stop functioning ( pop was to young or to old, 90% was to old for work, very few baby). Solution? i have deported all, and start again. the map was full operation in few hours. And was before the aging final tuning.

colbya said:Besides FACT for some reason Homes will randomly show zero stats THIS IS A KNOWN BUG i posted .


You have only posted 2 random screenshot. You don't have posted any real info regard the houses stats, you don't even have posted a screenshot about the houses stats. I only see 2 maps with a bad setup.

Can appen if you place 2 or more houses and you don't place the utility at the right distance. An house can use the utility placed for an other houses, and the other houses won't have anymore utility with free slots. Isn't a bug, can be easy solved with a correct city setup.

colbya said:still enjoy the game and think bast is a cool guy and think the game is fairly priced and bast is honest .


For a 4-5$? yes, the price seems honest. And for a one-man-army, is a tremendous guy... :P
You should try a game, when the devs offend players and delete any post/topic with some critics.

colbya said:this is not ment to be a rant its ment to a point of how the effects mess up game play Bast knows all of this already its been posted already before i made this post .


No, is a post from someone still don't understood the 1.0.0 changes, and how the game work now.

The game Is perfect? Of course no. Have some bug? yes, but on pc side nothing to ugly (i don't play on mobile).

colbya said:I am just a old school programmer and wont link my stuff here and Bugs well bug me lol


You know what a bug is? when something should do A, and sometime will do B, or C, or LKHJOLJDLKFJD and crash. If something should do A, and do A, isn't a bug, but i you don't like A, is a bad implementation.

In this day, on the last version (1.3.0), most "problem" aren't bug, but bad/primitive implementation. For example, now for having a map with all building 100% worker, we need to have at least 15-20% more pop, for cover the hole all the time. Is a bug? of course no.

If you wanna try some bug, try to do a draconian lava world...

4y ago
so I noticed that the moment I get independence,and leave one map on my region,civics disapere,and keep disapereing every few seconds indefanatly.made a new ape app account,uninstalled and reinstalled,nothing's correcting this.and it is a big issue.no civics,no research.need some kinda emergency patch on this bug.
3y ago
Gonna post ALOT of my ideas for the Zolarg faction. As it stands, compared to say... United Earth, the Zolarg tech tree is VERY small.
You can reach it's end in under a day, while United Earth takes atleast a week if you suck sorta, or probly 4-5 days if you know what you're doing.

As it stands, there's currently alot of buildings that don't do much for a "late-game" colony, atleast not as much as it COULD. I will go through each one, and suggest an upgrade for each that currently doesn't exist in any capacity, if I'm wrong on if there's no better upgrade, then let me know!


Brew Pit.
This produces about 2 rum per second, according to my stats page, so that's an estimate, however even with 91 fully staffed and operating, it doesn't equal enough rum to make more than 1 crystalline patch.

Suggested upgrade: Unholy Brew Tank. At the cost of Antaura, Water and Food, this could produce well up to 50 rum per second, and be just as large as a Brew Pit, with probly about 6 workers. Likely could cost Antanium, Antaura, Wood, and Ant Paste, maybe Civics as well.

Suggested Upgrade: Brew Ravine. At the cost of some sugar, water and food, this produces less food than the Unholy Brew Tank and takes up more space, being 1x3 diagonally top right, to bottom left length-wise, but also takes less workers, only 3. Could cost antanium, alot of Civics, Tons of ant Paste, Gold, and maybe Wood.


Supply Pile.
Ofcourse, it increases storage of literally everything, but just by a little bit.

Suggested upgrade: Unholy Pit of Stuff. Would be 2x2, but would store at least 4 times more things than 4 supply piles, since it'd look like a mystic-inspired, cool hole in the ground filled with stuff, and holes hold more than piles.
This wouldn't cost Antaura to run it, but could cost Antaura to build, but less amounts of other resources compared to a money pit, since you've got basically magic doing most of the digging.

Suggested Upgrade: Sugar Matrix of Supply. Could be just as big as a Supply pile, but would contain more, being a tall sugar-powered silo that uses sugar power in ways to miniaturize the contents. (or could be a constant Antaura draw maybe?) Would require workers to keep running, and maybe 50-100 power.


Shrine of Mystics.
Produces Antaura.

Suggested Upgrade: Unholy Temple of Mystics. Would be 3x3 or 4x4, but produces WAY more antuara than a Shrine of Mystics. Needs more workers also, but also could be a tech-required building for other researches.

Suggested Upgrade: Monolith of Mystics. Would remove the worker cost of Shrines, but would cost power and produce more Antaura than a Shrine. It would cost ALOT of antanium, Antaura and Civics to produce, but no Wood whatsoever. Or it could cost no Antaura.


Mound.
Gives 200 population room and produces a decent amount of food per second.

Suggested Upgrade: Unholy Mound of Whorship. Would be a 3x3 building that would likely contain atleast 2 times more, and would produce Antaura instead of Food as an addition.

Suggested Upgrade: Hive. Would be just as large, just a taller structure, and would cost primarily Antanium, Ant Paste, Civics, and Aluminum.


Aluminum Mine
Essentially an endless source of Aluminum, provided you have the time, effort and resources to keep placing them.

Indirect Upgrade Suggestion: Unholy Core Mine. This would be much larger, but uses Antaura to power itself along with alot of power. This could also be an upgrade to the Mining Operation, it could take WAY more workers, but produces a little bit of everything one could get from the ground.


Synthetic Crystalline Patch
A placeable patch of Crystalline, you can get 400 of it from this.

Indirect Upgrade Suggestion: Crystalline Growth Pit. Would be a 3x3-ish structure that costs alot of Rum to run, but produces Crystalline. Would cost Crystalline and Rum, maybe also Aluminum and Ant Paste. Would use Power to increase the growth rate of Crystalline, maybe 200 power?
Could also cause

Indirect Upgrade Suggestion: Crystalline Growth Node. Would be a 1x1 structure that costs Antaura and power to run, requires no workers, but ends up creating Crystalline patches near it that regenerate and expand at a rate needed for high crystalline demands.

Mega Tree
A really big tree that gives 800 wood.

Indirect Upgrade suggestion: Unholy Chamber of Growth. Clones colonists, and produces a bit of everything gained from plants, so wood and sugar mainly. Costs Antaura and power to run alongside a steady supply of water and a decent workforce. Dunno on costs and size.


New Building Suggestion: Pit of Terraforming. Burns wood and Ant Paste consistently in order to produce atmosphere.

Alt Idea: Antauran Utopian Pillar. Costs alot of Antaura to consistently produce atmosphere up to 11 million atmosphere. Or 16 million, either way it produces it up to a point and either temporarily turns off once that point is reached,


New Building suggestion: Gross Shape. Uses Antaura to absorb atmosphere above smog-levels, but looks really gross and wrong. Just a big ball of concentrated pollution. Could produce Pollution as a physical resource.


That's all I can come up with, sorry for the huge wall of text, I just really enjoy Zolarg, and want more to be added, so I'm doing my part as best as I can!
7y ago
That's a good idea, but there's already a tall bank building that offeres a lot of jobs. Build a bunch of those and you would be able to make good money and civics and provide a bunch of jobs. Bast would not be likely to add another skyscraper that makes money because the tall bank makes money and civics and doesn't consume any resource at all except power.

Now if you replace money with civics and call it an Administration tower, that would employ a lot of people and make tons of civics needed to make big trades in the billions. Mostly, if we want Bast to use our ideas, they have to fill a certain need where other buildings don't.

Make sure to include the resource costs, building size, and the production and consumption rate. Also, if you include a picture from inkscape, bast will be likely to add it if he thinks it fills a need that other buildings don't.
7y ago
The civics costs are ridiculous on the gbt, I can't afford the cash price for stuff most the time and the civics on top of that just kills me. I normally only have around 15-25k civics and am always saving for research stuff.
6y ago
So far the best way I have found for producing civics is of course investment bank, but I also just spammed a bunch of low-level capitols. I am trying to get 100 million civics for Transcendence research in the United Earth tech tree. What are other ways for producing a mass amount of civics in the later game?
6y ago
Dear My Colony devs,

I think the ability to share civics, research, and buildings would be a great feature. It would be more realistic(accept for the buildings sharing), give a use of research and civics for those who have so much and don't have anything to do with it, and would make the game more fun. The building sharing could be limited in someway, like it is where you need the builder that would build it to build the shared building. For the civics and research sharing, maybe both parties need the transmission hub, which would give it a great use. The building sharing could use a special building, which you have to research. I would love to see this in the next update.

Thank you,
ChooChoo
5y ago
H3110 guys!


There’s a way to give more playability to the gameplay - By implementing the unpredictability. It not just give challenges to the gameplay, it also makes the entire gameplay more exciting and fun (maybe...)

Here’s my idea,
The Random Events.

When you’ll see your first random event? That will appear shortly after your consulate is built in your colony. Don’t worry about these events are difficult to overcome, all events have their trigger conditions. Every event will come in a constant manner, about every 30 minutes of gameplay.
In every random event you may need to make important choices, and some may not need.
And if choices are required to be made, you might have to face the consequences after making a choice.

Okay, here are part of my proposed events!

  • Roaming Trader
    A freelance trader will try to make a little deal with your colony.
    The trade will require a small amount of resource, one kind only. Successful trade will yield money and reputation, and will also bring in better traders later.
    Unsuccessful or rejected trade will bring no impacts.
    Trigger condition: Gov. level ≥1
  • Colonial Investment (Small)
    The colonial finance advisor have proposed an investment campaign for your colony, and now it only require your permission to perform it.
    Costs $1500.
    If permission is granted, there’s a 55% chance to profit $2500 (returns $4000), 25% chance to earn nothing (returns $1500) and 20% chance to loss $500 (returns $1000).
    Successful investment will also brings in higher yield investments.
    Rejection will have no impacts.
    Trigger condition: Gov. level ≥1<3 or 0 times of success in Colonial Investment (Small)
  • Pirate ATTACK! (Small)
    Code red! A small group of pirates are approaching!
    This event stands for 50 security threat (this will be explaind in Security and Crimes MKII).
    If your security is strong enough (remainding security point ≥50) , your colony suffers no loss and reputation is earned.
    If the colony don’t have enough security strength to defend, you have two more options:
    All colonists defend the colony together. This might cause casualties (at least one deaths), but earns little reputation.
    Evacuate all colonists and have 60% loss of all resources. Buildings will be damaged.
    Trigger condition:
    Gov. level ≥1<2
  • Rumors about the Government
    There’s rumors about the colonial government spreading in your colony.
    You have the following choices:
    Do nothing and have tempoary decrease in approval rating (-10%) and happiness (-10%).
    Launch a campaign to tell everybody it’s a fake news without evidence (Costs civics, amount = 0.5 × total population ).
    Trigger condition:
    Gov. level ≥1.
  • Visit of Commonwealth Officer
    The colony officer of your commonwealth is visiting your colony for evaluating your newly established colonial government, and you have limited time to prepare everything to welcome him before he comes. Try not to give a rude impression on other colonies and your host commonwealth.
    This event is an non-rejectable quest (Quests will be explained in Quest & Orders part), time limit is 20 minutes, you'll need to prepare 500 food, 15 rum and 50 civics in time so you can earn 500 civics and 1000 money with 50 reputation. If you failed to prepare... relationship with ALL commonwealth members get a temporary decrease of 65%.
    This is the FIRST event after you have established a government through the consulate and only take place once.
  • Birthday of Imperial Noble
    Under the name of Galactic Emperor, an Imperial Noble is celebrating the birthday and your colony is asked to prepare a 'small proportion' of gift, if you are willing to.
    This event is a quest, time limit is 15 minutes. Requires 150 civics to reject it; If you accepted you have to prepare 1500 rum, 2000 gold, 50000 food and 200 money. If you failed to prepare the present on time your colony will have -5% relationship with the Galactic Empire (Will further explain in Galactic Diplomacy).

Stay tuned for further updates!
More ideas are coming!
This idea is simple, to develop a way to use bandwidth and software to make large amounts of money and civics.

The data mining mainframe consumes lots of software and takes up a large amount of bandwidth and produces money and civics. You could consider it an upgrade to the investment bank. Costs tons of resources to build, but would award you with absolutely tons of money and civics. This building is for humans.

Tower of endless thinking: A zolarg data miner, same functions, although you might want to tweak some of the rates and construction costs.

Collective Slave Maitrix: The reptilians have learned how to use organic insectoid minds to process raw binary data. The insectoids need food and water in order to continue operating, but this drastically reduces the bandwidth the building takes up and the consumption rate of software, and generates much more money and civics. Those reptilians always know how to achieve great feats, even if they are committing mass-genocide in the process.
5y ago
This would be a good time to produce a building that specifically brings in one type of race, like maybe an upgrade to the slave gate that allows immigration from the Zolarg Empire. Then there could be jobs that could be specific to one race...arbiters and brewmasters could be draconian only, or jobs could be set to only allow certain races as workers, that way it makes more sense for insectoid housing to exist, and for insectoid specific jobs to exist. It's just an idea, something I've thought should be in place for a while.
Regardless of if bast does that or not, what about:
Insect Fattener- It turns out if you overfeed your insects, they will start to vomit up sugar and ant paste as they get sick from overeating. Collect both these resources from the poor bugs! Consumes Food to keep those insects fed, and water to clean up the gross insectoid germs!
Slave Labor Camp- Using state-of-the-art insectoid technology, create your own Labor Camps for those insects to work! Creates many valuable resources for your colony! (This is the draconian version of the labor camp like they have their own version of the mining pit too). Requires a couple of Reptillian supervisors to make sure those insects don't slack off!
Drunken Market- It's a well-known fact that tourists and citizens alike act much dumber when they're drunk. Here you can get people drunk and sell them terrible knockoffs for high prices while their inhibitions aren't in the way! Transforms 2 rum, 1 pottery, 1 painting into $3000, and creates unhappy people! Can entertain 30 tourists (I'm not sure how many it should entertain, 30 seemed reasonable).
Plastic Polymerizer- I'm sorry, I couldn't come up with something clever for this one. Uses bandwidth, power, 1 oil and 1 water to make 80 plastic.
Hacker's Den- Tired of how all that coding work nets you so little software? How about having that code be used to steal other people's programs instead! That coder will bring in much more software now! Uses much more bandwidth and a bit more power to net you much more software.
Triantanium Impactor- Using antanium, uranium, and helium, you can create a decent amount of triantanium to use to usher in the newest age of technology. Uses 1 u, 1 an, 1 he to make 40 triantanium. Requires bandwidth, power, and software as utilities.
Robomaker's Den- Provides housing and job(s). Uses aluminum, software, microchips, and crystalline to make robots.
Cell Phone Factory- Tired of hearing your younger citizens complain about the slow postal system? Want to make the elderly colonists feel stuck in the past? Well, start making and selling cheap cell phones that will stop working as soon as the warranty ends! (Warning: small chance phones may explode!) Produces civics as a byproduct of people feeling the illusion of being able to contact customer service (even if they are always on hold). Transforms 1 microchip, 1 plastic, 1 software into $200. Uses power, robots, and bandwidth as well.


New Tech- Next-Gen Technology: Costs 30 million research, 3 million civics, $8 million, 5k plastic, robots, and triantanium. (Can modify costs, just what I thought of based on other draconian techs) Needed for everything after this point:
Next-Gen Chip Transporter- Tired of how slow the normal transporter is? Using plastic and other state-of-the-art materials you can upgrade those last-gen transporters into the future! Now requires bandwidth, but produces 30 microchips per round in return. (or alternatively, produces chips at the same conversion ratio, but at a drastically increases speed).
Ultra-High Frequency Node- Are your people complaining about not having enough internet access? Does it feel too slow for you? Well never fear! Using next-gen fiber optic technology, you can make superior nodes to provide all your people with bandwidth!
Deep Space Hacker- Using next-gen data-stealing technologies, upgrade your deep space interceptors to hack even the most secure transactions and communications! (not sure how much of an upgrade it should be, but should definitely give you more money and research, but should now also get you civics from hacking into secure government databases halfway across the universe).
Next-Gen Triantanium Impactor- Using next-gen technology you can create massive amounts of triantanium! Creates 140 triantanium from 1 an, 1 u, 1 he. Utilities: robots, bandwidth, and power
Next-Gen Polymerizer- you know the words by now, using next-gen technology, blah blah blah :P. Produces 160 plastic per round using same components as original polymerizer.
Next-Gen Microreactor (upgrade from hybrid microreactor, because I thought of this idea but don't want to step on wadaling's toes)- Using the power of next-gen technology, create absurd amounts of electricity! Uses bandwidth, triantanium, and helium to make power. Also requires water to stop from overheating.
Next-Gen Materials Extractor- Uses crystalline and helium to make 50 of each of the raw materials instead of 15.
Actual Reality Gaming Station- Using next-gen "virtual reality", make video games so realistic they are actually happening! You can drop blocks on insectoids in Antetris, crush them with candy in Sugar Crush, stomp Sectoombas like your favorite video game characters Drario and Druigi, and best of all, play first-person shooters like Crush of Insects: Drac Ops as yourself! Requires sugar to keep those "virtual" insects fed, as well as software and robots to add that extra realism to the game! Produces money that draconians have mooched from their parents, as well as civics for helping the draconian military crush any insectoid rebels. Provides entertainment for citizens and tourists.

I'll add more ideas if I think of them, just had a couple of immediate ones and I wanted to post them.

Welcome to the first ICG Event!


The ICG is a community driven event to bring the players together in one space to have fun with the game in various unique and interesting ways! The Intergalactic Colonial Games (or ICG) is our branding of the many events and activities that NOZ will be hosting! With a wide variety of events and prizes, we will be hosting ICG events every weekend!

For more information, including the rules to these events, please visit https://www.ape-apps.com/viewpage.php?p=34539 before continuing.

The first event we will be hosting is... a race!



Now, what exactly is the race we have in mind you ask? Well, as the informational thread I linked above describes, a race means that participants will start an entirely new colony and race to a certain milestone to win the grand prize. The race for this event will be the collection of Civics!

Goals

There are three player groupings, with each being more challenging than the last to complete.

  • Group 1 is 0-250,000 population on your largest colony. The Goal will be 250,000 civics by the end of the event period.
  • Group 2 is 250,000-1,000,000 population on your largest colony. The Goal will be 5,000,000 civics by the end of the event period.
  • Group 3 is over 1,000,000 population on your largest colony. The Goal will be 50,000,000 civics by the end of the event period.
The event period will be 1 week long from the time it starts.

Prizes

These goals may seem daunting, but I assure you, they are all possible. As impossible as they may seem, there is an equally great reward! This event will not only be for fun, players may win unholy amounts of resources to the colony of their choosing by winning. So let's see some competitive spirit in here!

As described in the informational thread, each tier can have up to and including 3 winners. First place will receive 3 packages of their choosing, second will receive 2, and 3rd place will receive 1 package of their choosing (each package is a large sum of one resource).

Group one may choose between the following prizes:

25,000,000
25,000,000 Ore
25,000,000 Regolith
25,000,000 Aluminum
25,000,000 Microchips
25,000,000 Gold
25,000,000 Steel
25,000,000 Alien Artifacts
20,000,000

20,000,000 Wood
20,000,000 Charcoal
20,000,000 Oil
20,000,000 Helium
20,000,000 Ant Paste
20,000,000 Robots
20,000,000 Antanium
20,000,000 Pottery
20,000,000 Bricks
20,000,000 Uranium
20,000,000 Crystalline
20,000,000 Cloth
20,000,000 Toys
20,000,000 Clay
20,000,000 Sugar
20,000,000 Wool
20,000,000 Software
20,000,000 Diamond
20,000,000 Wheels
15,000,000

15,000,000 Alien Relic
15,000,000 Alien Instructions
15,000,000 Obsidian
5,000,000

5,000,000 Triantanium
5,000,000 Ether

Group two may choose between the following prizes:

200,000,000
200,000,000 Ore
200,000,000 Regolith
200,000,000 Aluminum
200,000,000 Microchips
200,000,000 Gold
200,000,000 Steel
200,000,000 Alien Artifacts
150,000,000

150,000,000 Wood
150,000,000 Charcoal
150,000,000 Oil
150,000,000 Helium
150,000,000 Ant Paste
150,000,000 Robots
150,000,000 Antanium
150,000,000 Pottery
150,000,000 Bricks
150,000,000 Uranium
150,000,000 Crystalline
150,000,000 Cloth
150,000,000 Toys
150,000,000 Clay
150,000,000 Sugar
150,000,000 Wool
150,000,000 Software
150,000,000 Diamond
150,000,000 Wheels
100,000,000

100,000,000 Alien Relic
100,000,000 Alien Instructions
100,000,000 Obsidian
30,000,000

30,000,000 Triantanium
30,000,000 Ether

Group three may choose between the following prizes:

1,000,000,000
1,000,000,000 Ore
1,000,000,000 Regolith
1,000,000,000 Aluminum
1,000,000,000 Microchips
1,000,000,000 Gold
1,000,000,000 Steel
1,000,000,000 Alien Artifacts
800,000,000

800,000,000 Wood
800,000,000 Charcoal
800,000,000 Oil
800,000,000 Helium
800,000,000 Ant Paste
800,000,000 Robots
800,000,000 Antanium
800,000,000 Pottery
800,000,000 Bricks
800,000,000 Uranium
800,000,000 Crystalline
800,000,000 Cloth
800,000,000 Toys
800,000,000 Clay
800,000,000 Sugar
800,000,000 Wool
800,000,000 Software
800,000,000 Diamond
800,000,000 Wheels
600,000,000

600,000,000 Alien Relic
600,000,000 Alien Instructions
600,000,000 Obsidian
300,000,000

300,000,000 Triantanium
300,000,000 Ether

As you can see, the prizes are well worth your time and are designed to be a great boost to anyone in the game. The top prizes are difficult to get, but they are possible.

How to enter?

It's simple! Just comment your name in game here and tell us you want to enter! You are also required to join our dedicated events commonwealth in order to enter. The charter code for the commonwealth will be revealed when the event starts. We need to know what your colony name you will be registering as will be in advance. You may put [ICG] in your colony name as, though this is not required, it will make our jobs easier when running the event.

When we know the name of the participant, we can give you a small boost just to get started with to avoid the tedium of the early game. Players will receive all of the following:


5,000 Ore
4,000 Steel
3,000 Gold
2,000 Microchips
2,000 Wheels

This event will begin on the 16/11/2019 so we will accept applications to join until then! Once more, the event duration will be 1 week from the starting date.

Upon completion the event goal, comment that you have done so on this thread. We will then review your colony history before acknowledging you have completed the event.

Of course all rules and regulations must be followed by all participants. These may be found in the informational thread https://www.ape-apps.com/viewpage.php?p=34539

Contact us!

Though not a requirement to participate in the events, I encourage everyone who is interested in the events to drop by the NOZ discord server for a great My Colony community. NOZ has a lot of very experienced players, whom are also very active in game. To learn more about us, please join us here at https://discord.gg/qqCswpF

Good luck with the events, and may the odds be ever in your favour.
5y ago
I was accumulating civics in an offline (region) game. I had just reached stage 2 and was harvesting trees. I look down and all of my civics were completely gone.

I went to the statistics and it said I was only generating 280 and there was no expenditures. I went back to my civics-producing city and within seconds I had accumulated over 2k, which was normal.

It is strange to suddenly lose all of a resource while the game was idle for 5 minutes.
4y ago
Hello guys!

Up to now, the way we unlock buildings is based on two ways, technology and atmosphere, respectively.

Indeed on such stranger planets, research and terraforming are vital for a colony to survive and develop.
But something we can question in My Colony - how people are maintained in harmony and order? And where do the services, institutes and policies comes from?

Here, let me introduce a new gameplay that would be added onto the current gameplay system - The Code of Law, i.e, legislation.
Similar to researches, but what it consumes would be mainly civics, what it unlocks would be mostly gameplay features and policies.

The Code of Law is available after you have researched colonial civics, and producing the first civics.
To unlock the policies you normally use in My Colony, some laws must be signed, costing civics.

For instance, the first law available would be ‘Governance Institutes’, unlocking Consulate and in-commonwealth interactions.
Another example would be ‘Financial Secretary’, unlocking the ability of auto-budget.
Further example would be ‘International Trade Regulation‘, unlocks GBT buildings.

Besides these stuff, there’ll be more extra (and some crazy) stuff like:
‘Child Labour’ law which expands labour force to lower age groups. Provides more workers, but your people will surely be unhappy.
‘Subdivided Housing’ law that increases all housing limit by 10%, rounded up.
‘Tourism Tax’ law which the colony will recieve extra income from each tourist’s arrival.

And more... which I’ll dump in the comments later!

Ideas? Feedbacks? (•ω•)
Comments please!
Having same problem. Statistics does not report anything consuming civics. I increased civic production and what ever consumes the civics continues to take ALL the civics no matter much I produce.
3y ago
I hope you are all having a great today! Today I am releasing My Colony 2 v0.12.0, which includes quite a bit of new content. I have also submitted this build to both the Google Play store and the Amazon App Store so that I can start getting better feedback on mobile performance and UI! MC2 is really starting to shape up into a real game now, so let's take a look at what is new in this release!


First, you may notice that My Colony 2 now has a proper title background image instead of a blank grey screen, which of course looks a lot nicer. Modders can obviously customize this to be whatever they want.

I started adding in the interface for the in-game encyclopedia, which you can see from the main slide-out menu. The only section so far is the in-game credits, which are automatically generated based on username data attached to game data and .vpp files. Check it out if you want to see who has all helped on the game so far! The neat thing is that the credits will be different when you activate a mod, so that you can see information on the mod creator as well.

Since the game is starting to get more resources, I made a change to the resource readout bar. It will appear static as normal until your resource list takes up more space than can fit on one line, then it will begin scrolling like it does in My Colony 1.

Speaking of resources, I added two new ones to this release, Rum and Sugar! I always thought that Rum in MC1 should have been made out of sugar instead of food, so that is how it works now in My Colony 2. Sugar is obtained through the new Sugar Extraction Lab which extracts trace sugars from your excess food. Rum is naturally made as the new Distillery. Unlock these structures with the new Microgravity Brewing tech.


As you may have noticed in the background of the above picture, the Solar Tower from MC1 has returned. You can unlock it using the new High Density Solar Panels tech.

Some good new structures pulled from @GeneralWadaling 's voxel batch have been added, including the Regolith Processing Plant, and Greenhouse Park, and the Trading Depot.


The Regolith Processing Plant is a superior version of the Regolith Compactor on Lunar maps. The Greenhouse Park is sort of like the Green Dome from MC1, except it will produce some food as well. The Trading Depot currently only generates a bit of cash, but is eventually going to be used to facilitate trade between players on the same world. So stay tuned for that.

You can now start generating Civics using the new Civic Center! The Civic Center is unlocked with the Colonial Civics tech. Civics in MC2 are slightly different from MC1, in that they are stored at the settlement level and are not shared between settlements, even if you have a logistics center. Civics are going to determine the "city level" of a settlement, and be a factor in deciding what sort of government options a city has available.


I have made a lot of fixes to pavement rendering in this release. In addition, Pavement is now slightly depressed into the ground once built. It is fairly subtle, but you can notice it when the lighting is right.


In addition, the engine can now automatically generate brick road patterns for pavement, which I demonstrate in this release with the addition of the Solar Road. I also want to add checkered pavement generation, which will probably be coming in the next update or so.

There are more little changes here and there, and you will see them as you play. For now though, I want to thank everyone for playing, leaving feedback, and helping with content! The next few updates are all going to be big on content, so stay tuned for more!

#mycolony2
3y ago
You know children? Yes, those gremlins that take up worker housing early game. Well, I got an extensive idea on how to solve that (The first tech for it being right after colonial finance, so that it comes into effect right when it is needed). I call it: Childcare! These techs and buildings were inspired by another suggestion for eldercare.

Techs

Basic Daycares

Prequisite Techs: Basic Education, Colonial Finance

Tech Cost: 150 research

Desc: Colonial Analysis has predicted a massive baby boom! Prepare for it by building Daycares for children!

Needed by: Small Daycare, Children's Home, Large Daycare, Children's Arcology, Child Insurance





Child Insurance

Prequisite Techs: Basic Daycares, Colonial Civics, Advanced Nuclear Physics

Tech Cost: 2k research, 100 civics

Desc: Now that you got Childcare, it is time to make a profit off of it!

Needed by: Small Child Insurance Agency, Large Child Insurance Agency, Child Repossesion Agency




Child Protection

Prequisite Techs: Galactic Governance, Basic Daycares

Tech Cost: 16k research, 500 civics

Desc: Let's face it: there are terrible people around. We need an agency to keep these terrible people away from children!

Needed by: GBCS Colonial Office, GBCS National Office, GBCS Imperial Office


Child Labor

Prequisite Techs: Child Protection, Child Insurance, Self-Governance, Ancient Alien Manufacturing

Tech Cost: 100k research, 5k civics

Desc: With the recent boom in industry, we need all hands on deck! Luckily, with a few law changes, we can raise or lower the minimum working age at our whim!

Needed by: Department of Child Labor, Child Workplace Insurance Agency, Department of Bribing GBCS to Turn a Blind Eye Towards Our Use of Child Labor





Structures

Small Daycare

1×1

Built by: Builder Bot

Cost: 1k ore, 50 steel

3 Power

Jobs: 1 [Teacher]

Child Capacity: 20

Desc: This Daycare will hold children inside, leaving housing room for workers!

Tax Value: $1


Large Daycare

2×2

Built by: Megabot, Megabot Deluxe

Cost: 5.5k ore, 3k steel, 1.6k gold, 50 microchip

30 Power

Jobs: 15 [Teacher]

Child Capacity: 120

Desc: Cram large amounts of children in one area, leaving the other cramped housing free for workers!

Tax Value: $15


Small Child Insurance Agency

2×2

Built by: Adv. Builder Bot

Cost: 10k ore, 1.5k steel, 10 microchip, 15 software

15 Power, 10 Bandwidth

Jobs: 20 [White Collar]

Desc: Children are the darndest little things, getting into all sorts of trouble. They surely need insurance to make sure that nothing happens to them... Right?

Generates:

Money × 50 (4000 ticks [1000 ticks fully employed])

Tax Value: $30


Child Repossesion Agency

3×3

Built by: Megabot, Megabot Deluxe

Cost: 15k ore, 5k steel, 3k gold, 200 aluminum, 50 microchip, 50 software

45 Power, 20 Bandwidth

Jobs: 30 [White Collar]

Child Capacity: 360

Desc: When parents do not pay their child insurance, they surely do not care about their children. Those poor tots must be repossesed and put into more caring hands...

Tax Value: $40




The rest of the buildings are up to you, Bast.
Spam anything that makes civics. You'll need civics later on in the game as well.
6y ago
In my previous post, I mentioned how it'd be nice to have wider content instead of deeper content. So here are some ideas for that content (still only human ideas except where otherwise noted):

Technologies:
Black Hole Synthesis: Requires Alien Quantum Physics.

Vehicles:
Bluebot: Premium only. A faster version of Adv builder bot.

Buildings:
Large Recycling Center: An upgrade to Medium Recycling Center. Produces plastic. Also produces one of pottery, aluminum, and toy. Requires Tall Construction, Advanced Chemical Synthesis.

Alga-Oil, Inc.: Produces Oil from trash in small-ish quantities. Requires Advanced Chemical Synthesis.

Food Disposal Center: "Just in case you ran out of trash". Turns food into large amounts of trash.

Charcoal Scrubber: Consumes Atmosphere and turns into charcoal (removes CO2). Weaker than Atmosphere scrubber.

Triantantium Mine: "When you really, really, need Triantanium, that's when you start making black holes". 5x5 top secret building which has a black hole in the center. Converts Steel and Uranium into Triantanium by dropping it into a black hole and catching what comes back out. Consumes Ether to stabilize the black hole. Much better than the other refineries. Requires Black Hole Synthesis.

Center for Black Hole Studies: Consumes ether and turns it into research. Worse than Center for Artificial Learning

Five-Star Restaurant. Premium only. Gold plated version of Restaurant. Consumes more food and produces much more money.

Mega Resort: 7x7 Building housing tons of tourists. Makes an actually large amount of money. Consumes pottery, toys, cloth, food, water, rum, and robots.

Large Space Port: Consumes Starships, brings in 100s of tourists at a time.

Bureau of Regulations: Upgrade to Bureau of bureaucracy, has 1000 jobs and produces 5x the civics.

Customs House (Human): Charge $100 from tourists who enter. A way to start actually making money from tourists. Just surround space ports with these so they have to go in.

News Station: Consumes software. Provides entertainment and civics.

Reeds, Giant Sequoia: Fir tree reskins.
Banana Tree, Apple Tree, Orange Tree, Grape Vines: Palm Tree reskins.

Complaints Processing: Early Game building which produces a few civics and has basic policy such as Fire Drill and Lottery. Requires that you don't have independence.

Solar Furnace: 5x5 building which is one of these: https://en.wikipedia.org/wiki/Solar_power_tower. Fills the gap between Solar Towers and Nuclear Reactors.

That's all I can think of for now. Maybe I'll make a Vol 2. What do you think?
5y 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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