Search - investment bank

Honestly, I think everything even's out in the end. in order for an investment bank to be a good investment, your colony has to be advanced enough to provide the amounts of resources needed to build them en mass. But if you have a smaller colony, they are a bad investment. For smaller colonies, the conference call is a better investment until they become more advanced and increase their production.

So whether a certain building is a good or bad investment is directly related to the colonies size and progress through the tech tree. At certain points through the tech tree, certain buildings that were once unreachable become barely buildable, and then eventually easily buildable, but eventually those same buildings become too "cheap" or obsolete for your needs. For example, you wouldn't consider the gold mint a good investment if you are able to build a hall of congress in under a day, but neither would you consider the hall of congress a good investment of you can barely build one investment bank.
6y ago
Since we need to increase our Trade/Gift Capacity, and we need to generate more Civics, I thought we could integrate the use of Microchips and Software in order to help our Investment bank employees be able to increase the capacity of their outputs.
Also, if this model is ever added to the game, make sure to add Spam as a credit because he made the remodel for the original Investment Bank.
7mo ago
If anybody was looking for a massive My Colony 2 update this month, I've got you covered! v0.34.0 is dropping now on the Web and the Ape Apps Launcher and is packed with goodies that you will not want to miss, so let's take a look at what is new!


The first change you might notice is that the title screen has been reworked, matching the layout from the title screen of Terra Nova 4X. This is a fairly minor change at the moment, but as MC2 had been using the generic Web App Core title screen, I was limited on what I could potentially add to it in the future, so now I will be able to make some changes and improvements going forward.

I also did quite a bit of work on Player Mode in this update, which had been completely borked until now. There is now a new HUD/UI for the mode, complete with health bar, radar, current location stats and more!


There remains a ton of work to be done on Player Mode. Right now there are still glitches and the controls are a bit wonky, but it is functional if you want to give it a test. My Colony 2 is eventually going to contain an entire sub-game based on Player Mode, but for now it's still fun to just walk around your colony and check things out.

There are new options on the Statistics screen for server operators in this release, and the first one is actually quite important.


You can now toggle your server's Private/Public status on the World statistics, which was a long requested feature. You can also toggle on/off the My Colony Online feature (which gives access to online trading through the GBT, among other things). However, and this is important, worlds created before MC2 v0.29.0 will all be in offline mode until activated on the World screen! This is because the MC Online flag in the save file was ignored until this update, and it defaulted to Offline before v0.29.0. Now that the flag is no longer ignored, worlds with the old default will be set to offline.

So the first time you load up your world in v0.34.0 (or higher), you must go into the Statistics screen and turn My Colony Online back on, if you want to use the GBT. You do not have to worry about losing resources or anything like switching between online/offline in the original My Colony. MC2 takes care of this by blocking all connections from modded games.

In addition to the above, server managers can now set the maximum number of online connections allowed in their game. You could previously set this using a chat text command, but now it's just a lot easier to do it from the UI.


Moving on, I have tried to make some interface changes to make My Colony 2 easier to play on mobile devices. The 3D nature of the game makes placing structures more difficult than it was on the original version of My Colony, but I think some changes in this update will help.


Firstly (as seen above), the ground grid lines are now turned on by default on touchscreen devices, allowing you to more easily see where you are placing structures. If you do not like this setting, it can be turned on/off in the Engine Settings menu under the Interface section, but on touch I think it makes a significant different in making the game more playable.

Next, I have tried to make it so that, no matter what orientation you have the camera rotated, placing a new structure will always originate from the top-left tile corner of the tiles to be occupied. On a touch screen there is no "hover" like with mouse input, so it's hard to tell where the building is going to be placed, and a lot of times with the camera rotated, you would have no idea where the building was going to show up once you tapped the screen, so now it should be fairly consistent no matter how you are rotated or zoomed. This was actually more difficult to implement then it might seem, since what tile constitutes the top-left corner is sort of subjective, especially depending on how far the camera is rotated in one way or another. At what angle is the cutoff where top-left becomes top-right, etc? Anyway, after hours of fiddling with the angle cutoffs, I think I have it to where it "feels" good, but you can play with it on mobile and let me know.

Moving right along, I have expanded the building stats that appear when you click on a structure's stats icon. You can now view the production/consumption ratings of Money, Civics and Research. There is still more expansion to be done on building stats, but this change alone makes a pretty big difference, IMO.


Now let's move on to new content, as there is a lot in this update. This release includes 22 new structures, two new techs to unlock, and one new unit. Among the new content in this release are 3D model contributions from @rahtdrgn @therealchromedino @GeneralWadaling and @spamdude so please be sure to show them appreciation for their great works!

Since there are so many new structures, I am just going to list them all out, and then comment on a few of them afterwards. A lot of the structures in this release are of the "Advanced" variety, needed upgrades to existing buildings.
  • Advanced Robotics Factory
  • Ether Reactor (art by rahtdrgn)
  • Ancient Alien Gold Synthesis Lab (art by therealchromedino)
  • Star Gate
  • Advanced Microchip Factory (art by GeneralWadaling)
  • Advanced Plastic Factory
  • Underground Drop Room (art by spamdude)
  • Spice Drilling Operation (art by therealchromedino)
  • Advanced Spice Silo (art by therealchromedino)
  • Quantum Spice Silo (art by therealchromedino)
  • Quantum Oil Tank (art by therealchromedino)
  • Advanced Regolith Synthesis Lab (art by spamdude)
  • Quantum Offshore Drill
  • Advanced Vocational Training Center
  • Spice Den
  • Galactic Trade Authority Office
  • Ether Crystal Reactor
  • Plaza Mosaic Tile
  • Investment Bank
  • Advanced Helium 3 Extractor
  • Black and White Checkered Pavement
  • Street Sign
First I want to discuss the new Interdimensional Transportation tech which unlocks the new Star Gate, because this is going to tie in big with a Player Mode feature in the future.


Basically, the Star Gates are going to allow characters in Player Mode to seamlessly travel between worlds/servers. Ultimately, the area around your Star Gate will be the first thing a player sees when they enter your world from that perspective, so you may want to include things like informational signs about your world, and you may want to leave some space to build specific Player Mode related structures that will be available in the future. You may also wish to have at least one security turret nearby, as you never know what is going to be coming through the Star Gate. The Star Gates will also allow fast travel of players/colonists/units between distant settlements both on and off world.

The Star Gates are going to be a critical component of the Player Mode. I wanted to get them in the game sooner rather than later, because the My Colony Online database is keeping track of every star gate in the "universe," and I need to get that database built up before I can enable the fast travel and other features.

Moving along, an old favorite from the original My Colony has returned, as the Bank can now be upgraded to the Investment Bank!


You can start bringing in some pretty good money for your settlement with the Investment Bank, but it's not actually the best money maker in this release. That honor goes to the new Spice Den!


The Spice Den is a brick structure repurposed from an old food production model that GeneralWadaling had made a couple of years ago, and as long as you are able to keep it running with Spice, you will make some nice profits, as the rich and famous in your settlement will pay top dollar to get their Spice fix in a safe and discrete way. Obviously if you are not on the Spice World you will need to procure your Spice from the GBT, so you might want to stock up whenever it becomes available, as I suspect this is not the only Spice related structure we will be seeing added to non-Spice worlds.

Note that the Spice Den is the first structure in the game that actually has a negative Security rating, so you may need to offset that with an extra security headquarters.

Now, you have heard of the noble Extraterrestrial Builder, but what about his equally noble cousin, the Extraterrestrial Sea Rover?


The old offshore drill got a Quantum Offshore Drill upgrade in this release, so it needed a new boat to build it. Not only is this new version of the offshore drill faster, but it also brings up Alien Artifacts! This was badly needed I think, since artifacts are fairly rare on the desert world, and you just can't dig much at all on the water world, so these new Quantum Offshore Drills will come in handy.

Speaking of badly needed, you can now easily generate Helium 3 on any world with the new Advanced Helium 3 Extractor. You will need Regolith to operate it, but that shouldn't be a problem once you construct the new Advanced Regolith Synthesis Lab.

So what happens when you want to conduct big trades on the GBT but you don't want to build hundreds of Trading Depots? That's where the new Galactic Trade Authority Office comes into play!


This is another decent money making structure, but it also greatly increases your gift/trade capacity (I forgot the number, but it's big).

A lot of the buildings that needed upgrades got them in this release. We now have the Advanced Robotics Factory, the Advanced Microchip Factory, the Advanced Plastic Factory, Advanced Vocational Training Center, and the Underground Drop Room (upgrade to the Storage Yard), just to name a few.


In addition, the Spice World now has the new Spice Drilling Operation, which is basically an Ore Fracking Operation for Spice. There are also the new Advanced and Quantum Spice Silos for superior Spice storage.

There is also the Quantum Oil Tank upgrade, for storing larger amounts of Oil.

Finally, all of these new structures will require a great deal of power. That is where the brand new Ether Crystal Reactor comes into play!


You will need a continuous source of both Ether and Crystalline to run this thing, so you may need to watch the GBT for deals. If you can afford it though, the Ether Crystal Reactor will provide you with a 55,000 power rating, far eclipsing the current Integrated Nuclear Reactor.

At the end of the day, there was a ton of work put into this update, so I hope you all enjoy it! There is a lot more excitement for My Colony 2 on the horizon. My goal is to have, by the end of this year, full gamepad/tv support, full VR support, music, sounds, a Steam release, and to have enough content and features to overtake the playability of the original My Colony. So stay tuned for more large updates like this one, because this size of release is going to be the norm, not the exception!

Thank you again for playing My Colony 2 and remember, build up your parameter defenses, because @poumm is out there, lol!


Just kidding, poumm. You're ok!

#mycolony2
1y ago
Bank could use an upgrade in between the base bank and the investment bank. Mid tier (pre-arcology/investment bank) during AR/AL could really use a money and civics boost.
6y ago
Hi Bastecklein,

I don't know if putting a cap on how many managers or upgrades on a business would be the solution because the investments in upgrades or managers are exponentially.

The main problem, I think, is that the revenues after upgrading or managers aren't balanced: if you need to make an investment in a business model, you need to return the money within a logic/normal timespan.

Take the Cargo Ship:
at 2 upgrade and 1 managers you have 1724 est.$/day.
After third upgrade of 348.000: 2059 est.$/day. Return of investment at 34 months (2,8 years)
After fourth upgrade of 504.600: 2415 est.$/day. Return of investment at 47 months (3,9 years)
After fifth upgrade of 731.670: 2788 est$/day: Return of investment at 65 months (5,4 years)
After sixth upgrade of 1.060.922: 3172 est. $/day. Return of investment at 92 months (7,7 years)
At this point it's cheaper to buy a manager at 1.035.000: 3359 est.$/day. Return of investment: 184 months (15 years)

At this point you can conclude that investing (more) in this business isn't worth it, because the return time goes straight up and given that the time in the game passes by days. Unless there is a breaking point in which the revenue goes exponentially up too. This you see after upgrading your lawn service: if you upgrade to level 15, the return time of your first 12 managers is less than a day.

This I noticed at most businesses.

DarthRex

bastecklein said:Well they are all balanced as the point of purchase. I think what I need to do is put a cap on how many managers you can hire at each business, and how many times each business can level up.
6y ago
Since we need to increase our Trade/Gift Capacity, and we need to generate more Civics, I thought we could integrate the use of Microchips and Software in order to help our Investment bank employees be able to increase the capacity of their outputs.
7mo ago
CDisease said:I've found that the conference hall produces the most money/min in my colonys even surpassing the investment banks. It doesn't seems like a good 'investment' to even build the investment banks anymore? Am i alone on this?

But alas. Even though the Investment Bank is very expensive, it is worth the buy and if you can fill the jobs quickly, it will provide enough money to buy/import what you payed to build it. I receive $2,300 per minute average. If you really want to see $$$ try Exporting Microchips and Robots. I receive an average of $40,000 per exporting 1,000 of either.
Another smart move, and what I personally endorse is the exportation of Uranium.
Get your hands on Uranium somehow. All you need is 1000. From then on, use the Uranium Enrichment Facility to double each individual Uranium unit. Between these three materials, and if you create houses, immigration, and rations/water resources correctly, you can base an Empire off of exporting and importing, just like any real-world nation/country.
6y ago
Ever since update 50.0.0, my colony has been in decline. A lack of trades on the GBT and the complete decimation of the Investment Bank left my GDP in shambles. The windfall tax which took 9,990,000,000,000 money from my hard-working colony didn't help either. I have somewhat recovered, but even restoring Investment Banks to half of their previous production would greatly increase the overall happiness and helpfulness of the player base.
6y ago
TomK said:The investment bank seems like a waste of time.

The huge amount of resources it requires it barely produces 5000 money with full worker compliment.

I could have built many many other money making buildings for its cost and had a higher total.

Is there something I'm missing or is it very unbalanced?


There is something that you are missing. LIS does not have IPOs, so investment banks are their go to civics source for transcendence and beyond. However, I do agree that we do need an upgrade to it.
so bank become (new) bank become investissement bank
it can be cool for new player who want own more money but can't build the investissement bank
Hello guys!

Some players are troubled by their commonwealth leaders not being online for too long to pay them payroll assistance supposed to have.

Maybe it’s time to get this a solution, a solution other than annexation or starting a new colony.

So how will offline auto payroll be?

Commonwealth: Payroll Reservation/ Payroll Bank
Each commonwealth will get a payroll bank, where offline profits are stored into here and commonwealth leader can also manually deposit money into it when online. Once goes into the bank, nobody can take it out.
Once going offline, the bank will automatically pay their members payroll assistances whenever possible, while recieving offline profits.

Offline money productions
Offline money profits (excluding taxes) will only be stored into the payroll bank.
The money production rate offline is determined by the latest production rate when online, at 35% proportion.
Small:

"The high and mighty in your settlement can't stand to use a regular old blood bank! No, you need this Golden Blood Bank. Disclaimer: Vampires not welcome!"




Advanced:

"A bigger blood bank for a bigger colonist ego! Still doesn't accept vampires."


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!
So, with V50.00 I think we all have things we like and things we absolutely hate. After all, this was a big update even if there wasn't a lot of new content per say. This update was needed and completely necessary, but was it overkill? I'll put my thought on each individual part I can think off on it's own.

Windfall Tax: I'm not exactly sure what this was supposed to accomplish. I forgot if bast ever gave a reason for this. I guess bast thought people had too much money and that was why he did it. This did though, ruin a lot of large colonies who are now unable to pay their workers and/or repair their infrastructure.

Investment Banks: These got a large nerf to them in the form of them being only a fraction of the profit they once were. This was completely unnecessary and only hurt everyone who already took the hit from the Winfall Tax. The Investment Banks are useless now. For their build times, and the sheer quantity of resources they take to build they are by no means even worth building anymore. There's only 2 ways to fix this: Either restoring the Investment Bank's stats to per-nerf stats or the build cost needs lowered by about 75%.(Or a combo of the 2.)

Resource Limits: I personally agree with this one. There needed to be a little more of a bottleneck to those resources since you can get them from other players so easily. Now those players won't have all those resources and you can't get them quite so easily, nor would you want as much. I do believe storage facilities need a capacity increase though, as not to make the new bottleneck too narrow. 20%-50% increase would be decent.

New Decay Rates: This I have mixed feelings over. I see why they're in place but I don't particularly like it. I don't have much to say about this one, though the rate might need lowered in the future.

New GBT: This is the big one, this is why this update exists. Fixing the GBT. I'm happy with some of the new limits and that the exploit is fixed. I hope though that once the size limits are lifted that the GBT has almost no regulations. The only rule I would say would be a loose cap on the max you can ask for things. No lower limits or anything else. The market should be mostly free to manipulate and trade.

I think bast did more then what was needed for this update and I feel a rollback on some of the things will help curb the disdain of this update. This update has hurt smaller and larger players greatly. More then it helped them.
6y ago
rel4x said:Investment bank is the fastest producing approx. 4800 civics/min.


i wouldn't say the investment bank makes 4800 civics per minute. that's the theoretical production.
2880/min is a realistic production.
7y ago
Make sure you have pottery, wood, bricks, plastic, cloth, as all those are necessary (and in large quantities) for the investment bank
7y ago
Well my math is only based off of the actual building stats so worker energy will effect the exact numbers. Investment bank fully staffed produces $1,612/min requiring 80/min consumption where as the conference hall fully staffed produces $475/min. The conference hall needs rum, micro and food though for consumption but also produces Research. So it produces less a min but the construction cost is way more manageable plus staffing making it a better choice for income.
I have 6 banks currently producing $13k
I have 186 conference halls producing $154k.If some one wants to get real picky and run all the numbers feel free. That's alot of math lol. I feel that the Investment bank is definitely not pulling its weight.
6y ago
H3110 guys! (🐜ω🐜)
What I can see now are only the running ants
🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜


Total building ideas count - 33

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

Artworks freshly posted in comments!

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

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

    MORE WILL COME SOON!

If you have your own ideas, post it here :-D
The investment bank seems like a waste of time.

The huge amount of resources it requires it barely produces 5000 money with full worker compliment.

I could have built many many other money making buildings for its cost and had a higher total.

Is there something I'm missing or is it very unbalanced?
1y ago

Investment Bank
model

After staring at like a thousand of these, I figured I could spice them up a little. Let me know what you think could make my version better!

(note: the plants are fake so you can still build these on airless worlds)
8mo ago
That Middle Banner with Microchips on it isn't necessary for the Investment Bank to operate. It's more utilized to market improved services to my colonists in order to encourage more investments.
6mo ago
I can make the Data File submission for the Square Investment Bank if needed.
19h ago
There is an Independence Hall that is the LIS version of the capitol building when indepenence is declared. There there is the Investment Bank which is a VERY upgrade version of the Bank: https://www.my-colony.com/reference/general.html?Type=Building&BuildingCategories=Government#InvestmentBank
6y ago
As of right now in the game, with the introduction of the stock exchange, we might not need this but it could come in handy to the LIS without stock exchange. But here goes.
Advanced bank would make more money than the gold mint but less money than the investment bank. Somewhere between 300-600 a minute. (Pls correct me if I'm wrong im tired and dont want to check.) So if we turn it to something better than the gold mint because the grind for money in the beginning of UN,LIS, and all the other colonys is unbearable. I hope you understand, thx.
5y ago
Hello everyone,

Since being the owner of a large and active commonwealth I've consistently encountered the problem of not being able to give the people in my commonwealth the resources they require in a reasonable time if at all due to being in different time zones and the limited size of the chat.

My idea is to introduce a resource bank for the colony where people are able to deposit into and they can withdraw the resources available at no cost. This would help make commonwealths more active and expand quicker because people can get the resources they need to expand instantly instead of waiting hours to get them. This feature can help people choose which commonwealth to join by showing the total price of all the materials in the resource bank along with the GDP of the commonwealth owner.

To stop people abusing this feature as a large storage place there can be a rule where you can only withdraw the amount of resources you didn't donate. For example, there's 100 million ore in the resource bank and you donated 90 million you would only be able to withdraw 10 million.

Let me know what you think.
5y ago
I've found that the conference hall produces the most money/min in my colonys even surpassing the investment banks. It doesn't seems like a good 'investment' to even build the investment banks anymore? Am i alone on this?
6y ago
Hello I play My Colony on an iPhone 8 256gb
My iOS version is 13.4.1
My Colony version is 1.6.0

@bastecklein could you look into this?

Whenever I build investment banks my game begins crashing after 4 minutes of play time. This also occurs when I am building the hall of congress. If I delete all investment banks and I am not building the hall of congress the crashing stops. In order to build the hall I have to save it every 2 minutes or so then crash and reload over and over. Once the hall is built the crashing stops again. If I put investment banks into a separate city in regions there are no crashes in my main city. I was wondering if there is anything I can do to prevent this crashing.
4y ago
50money per tick is around 12times the production of a investment bank. and investment banks cost around 100 times of the Congress hall.
7y ago
H3110 guys! (•ω•)

Although in our game we have developed tourism system in the game, however they don't actually give some significant economical advantages to the game, especially after a short early stage of development, entire tourism can be replaced by other economy buildings.
And some big players such as @Invincible has mentioned about tourism in one of my post:
Invincible said:Have you made any post on how tourism can be made into a bigger industry or something? The thing so happens is, there is so less income in tourism sector, it's useless almost every where and in any part of the game. I was thinking maybe adding some sort of feature where tourist drop of certain things which unlock some skins or clothes or maybe even buildings? Would at least give something useful to have a nice booming tourism sector.


Indeed, tourism really needs to get redeveloped. We should give tourism an new use apart from its weak economy value.

So here are my ideas, hope you'll like it!


Plan 1 - Ultimately High Cost Tourism!
  • Galactic Hall of Luxurious Arts Trade and Exchange
    Where the masterpieces of potteries, diamonds, gold and paintings are sold at a mad price to visitors! Yields 500000000000 per visitor, serves at most 120 tourists. Also generates money on its own but one fourth as a investment bank do, while slowly consuming the luxuries.
  • City of Gold
    City of gold is not a legend now - It becomes true! This is the shining golden hotel where the riches pays millions for one day of settlement!
  • The Diamond Highrise
    It's a hotel, but that's the most expensive yet the hotel where people dreamed to live - Every wall, every tile, every furniture, are coated with shiny DIAMONDS! Consumes a steady stream of food, cloth, water, rum, gold, and diamonds, while extracting ten-billions of cash from those rich tourists!
  • The DreamySim Hub
    Want to escape from the reality and live in the world you dreamed to be? It's not a problem, because this massive Colonimulation facility has lots of AI and software to help you build out one! You wont want to leave, but if you want to stayfor longer, you gotta pay lots... Consumes a steady stream of robots, microchips, software and water.
  • Starships Racing Mid-Station
    Build this mid-station for the biggest entertainment event in the galaxy - Starships Racing, to show how rich your colony is that can afford such event, meanwhile draining colonists' and tourists' pockets till they're empty. Yields 15000 per guest, and it serves as much as 100000 tourists!

Plan 2 - Prestiges!
  • Colony Sponsers
    Why we’ll need sponsers? These sponsers will give actual help to the colony development that, some provides direct resource investment, some brings their technology to unlock ways to produce expensive materials better and cheaper (or other awesome stuff), whatever. They are here to help, if your colony is famous enough to get their attention?
  • Unlocking new policies (possibly)
    Well, so with a higher prestige, you are allowed to have more (and better) control on your tourism - For example, @Westy266 suggested about tourist taxes for their entry into colony to further increase their yield (but carefully that too much it may decrease your prestige; how high they should be depends on your GDP (maybe) and prestige). Also they unlocks some extra special policies, such as decreasing unhappiness and earn big from launching a big festival event, which also increases number of tourists flushing in per arrival for a short time.

Plan 3 - Tourism that tourists pays other resources as entry fees

    More ideas and plans will be updated! stay tuned for post updates!
    I hope everyone is having a good week! Today I am releasing My Colony 2 v0.36.0 and the update should be hitting all platforms within the coming days. This update cleans up a couple of things, adds a couple of things, and fixed some things. So let's take a look at all of the things...


    The My Colony 2 engine now supports a second level of user color customization on buildings, besides the random splashes of settlement color found in some places. Voxel models can now specify a second replace color, allowing the user to fully customize the color of their structures. This is currently enabled on the Bunkbed Shelter, Large Living Quarters and Extra Large Living Quarters, and also the brand new Decorative Tile. The "paint job" can be done by clicking on a structure, and you will see a new color wheel option if the structure supports user defined coloring.


    Custom colored structures could be a great way to give your settlement character, define districts, or just liven things up a bit. This release is sort of a test of the feature, and it will be certainly expanded to more buildings in the future. If you are a voxel model creator, you can specify areas of a building that can be custom-colored by using the cyan hex code #00ffff.

    More statistics have been added to the building mini-stats popup window, which now shows capacity and utilization graphs for medical, education, entertainment and security, similar to what was available in MC1.


    Moving along, the My Colony 2 Online stats window has been updated with a new listing for Settlement rankings, now showing the top 30 online settlements listed by population. I plan on adding more to this soon. You will also (at some point) be able to click on both worlds and settlements to get a detailed breakdown screen of each, and I may end up using this screen for future diplomacy related options.


    Ok, now for the potentially controversial update, I have added the ability to instant-purchase any structure using Ape Coins instead of paying with resources. I realize that this is somewhat of a pay-to-win, but the truth is that since MC2 lacks the advertising found in most games, I need a way to generate more revenue for the game, that is just the sad truth of it. Let me explain more about it though.

    I think I have set the Ape Coin prices high enough that it should deter just rushing through the game, unless someone really wants to pay a lot. I suspect it only to be used in one-off scenarios when someone really does not want to wait to build something, or at the very beginning of the game when prices are low anyway.

    The way it works is that the Ape Coin price is calculated at run time based on the GBT value of all of the resources needed to construct the building, with a minimum price of 10 Ape Coins. Since resource prices scale up a lot on the higher end, a player would have to pay serious money in order to build the later game structures, which is why I do not think this system will be abused much later game, which I believe cuts down on the "pay-to-win" aspect of it.

    The reality is that nobody is going to pay $15 to purchase an investment bank, or if they do, they sure aren't going to be using this function to spam a bunch of investment banks. So this price calculation being what it is, I think it will safely protect online stats from pay to win abuse. It also cannot be used to purchase buildings that are above your settlement level.

    To build a structure using Ape Coins, you just click on the Ape Coin button instead of the green checkmark button on the new construction bottom bar. There is a confirmation dialog, so you are not going to accidentally spend coins.


    One more thing to note, if you purchase a building with Ape Coins and then accidentally place it somewhere where it cannot built, like a blocked space, the building goes into a queue on the server, and you can then build it again without clicking on the Ape Coins option. There is no UI to tell you this yet, but the game will actually let you place the building, even though it says you do not have enough resources.

    Finally before moving on to new content, I added structure defensive stats to the Encyclopedia window, which now shows Attack Power, Range and Rate of Fire.


    I have not forgotten about the poor encyclopedia, it just has not been on the top of the priorities list.

    Ok, let's go to new content now. There are three new techs added this time, Mass Data Management, Colonial Bureaucracy and Extremely Deep Excavation!

    Mass Data Management is used for the new Alien Uplink Station upgrade (model by @SPARKY0303 ), while Colonial Bureaucracy gives us the new Department of Advanced Fish Mating Studies (model by @spamdude ), which is basically just a big worthless (but pretty) government jobs farm. The new Museum ( @spamdude ) is a nice entertainment/education combo structure, and the new Decorative Tile is basically a blank slate that you can choose your own color for. Could be used to do pixel art on the grounds of your settlement.

    Next up, @therealchromedino provides us with the new Bunker of Last Resort. This is a good structure to place somewhere in the center of your settlement, as it can be used to rebuild in the event that you are on a sever and your settlement gets raided by an enemy army.


    The Bunker provides storage for basic building materials, minor housing, utility generation, can construct Builder Bots, has an attack rating slightly better than a pillbox, and an extreme amount of hit points. It is not indestructible, and a tank army would still be able to take it down, but it is a good insurance policy, and every major settlement should have at least one or two of these in the event of an emergency.

    The big new structure in this update is the Ultra Deep Drilling Facility by @spamdude and to be honest, I could not afford to build it on the colony I was doing my game testing with, so it is possible that it will need to be tweaked a bit in the next update, just let me know in the comments what you all thing. It is an across the board stat improvement over the current Advanced Drilling Platform, and also provides Crystalline which the original one did not.

    Ok so I think that is all of the major stuff in this update. For the next update (v0.37.0) I plan on adding Diamonds as a Lunar World exclusive resource, that will be obtained by excavating. There will also be new units/structures associated with the diamond trade. I think I am also going to have the "Online" version of the Player Mode at least somewhat functional for next update, possibly including the star gate travel between worlds (right now there are only 9 active Star Gates in the MC2 universe). So let me know what issues you find or suggestions you have, thank you to all who contributed artwork for this update, and stay tuned for more to come!

    https://www.apewebapps.com/my-colony-2/

    #mycolony2
    1y ago
    Since technology is heavily used in Investment Banking, does it seem like this would be a logical upgrade path for this building in the future? I see this upgrade as either producing more Money and/or Civics, and the possibility of requiring less employees to fully operate.
    1y ago
    It would make the game easier if other colonies could loan smaller colonies money. They would have to pay a flat fee plus the amount of money borrowed. The building used to offer loans would be the investment bank.
    7y ago
    once you got a investment bank, you don't need to worry about money :D but good idea for early game. Using the Consulate for this would be better in my opinion
    7y ago
    The investment banks loan the money but in order to receive a loan you need a regular bank.
    7y ago
    some how these bots are still building even faster 30 mints has passed from when I had a total of 300
    and 6 million coins has been used .
    so even if its 11 million a hour used less then 2 days .
    ten mints to build a advestment bank lol
    a 1000 ??? lol yea the math works 1.5 million used a mint
    so for you 500 mints more or less 8.5 hours .
    a 1000 lol
    build a investment bank in 1.5 mints lol
    7y 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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