Search - payroll policy
Update (20191016): Google Play has accepted my appeal and My Colony is back in the store! Thanks to all who contacted them to help them "see the light." Original post follows.
Without warning, Google has taken the extreme step of removing My Colony from the Google Play store for violating their malicious behavior policy, while offering no explanation or examples as to the reason for their decision. You can see further information related to this removal on this thread. Please feel free to contact Google Play regarding this decision.
https://support.google.com/googleplay/answer/7100415?hl=en&ref_topic=3364260
The following e-mail is all of the information they sent me regarding the takedown:
To me, this is insane. Anybody who has played My Colony on Android knows that it does not cause users to download or install applications from unknown sources outside of Google Play. The only app it asks users to download is the Helios File Manager app if they want to export a game file, and this links directly to the Google Play store listing, which is not an unknown source.
If they are referring to a download link from an ad inside the game, that is equally insane, as the game uses Google's own AdMob ad network, and any third party apps advertised in the ads come directly from them.
I have sent an appeal request to Google Play, but have yet to hear back. Just going from prior experience of dealing with Google and from experiences I have read from other developers, the odds of a successful appeal are somewhat low. I can re-upload the game using a different package name, but it would lose all downloads and ranks, would not carry over existing Premium purchases, existing users can not update without reinstalling, and if Google bans it again for the same reason, they are likely to close my entire account, as each suspension adds a "policy strike" to your account.
As I showed in a chart on this thread, Google Play accounts for over half of the My Colony downloads, so this action would be a significant blow to the My Colony community, so any contact or pressure sent Google Play's way probably wouldn't hurt.
In the event that the game is not able to be reinstated, Android users still have options to play the game. The My Colony web app can now be installed to your homescreen as a Progressive Web App, and given the new filesystem limitations in Android 10 which block saving data directly to the external storage anyway, you really missing much by using the PWA vs the Native App.
To install the Progressive Web App, go to https://www.apewebapps.com/my-colony/ on Chrome, open the "three dots" menu from the top-right corner of the screen, and select "Add to Homescreen." The only primary limitation is that in the PWA version, the back button does not work as it does in the native app.
Anyway, the loss of Google Play is really a significant blow to the game. As I indicated, I have started the appeals process, but any help from the community on this issue, whether getting the word out or contacting Google Play, would be welcomed. I don't really see why they shouldn't reinstate the game, as their reason for taking it down is entirely bogus. Although it's also possible that they just prefer to have IAP-diamond festival games on their app store, since that it what it is filled with currently, and those probably make them way more money.
I will keep you all posted with any information that comes forward on this front!
Without warning, Google has taken the extreme step of removing My Colony from the Google Play store for violating their malicious behavior policy, while offering no explanation or examples as to the reason for their decision. You can see further information related to this removal on this thread. Please feel free to contact Google Play regarding this decision.
https://support.google.com/googleplay/answer/7100415?hl=en&ref_topic=3364260
The following e-mail is all of the information they sent me regarding the takedown:
Hi Developers at Brandon Stecklein,
After review, My Colony, com.ape.games.mycolony (Version Code 149), has been suspended and removed from Google Play as a policy strike because it violates the malicious behavior policy.
Apps that cause users to download or install applications from unknown sources outside of Google Play are prohibited.
Next Steps
1. Read through the Malicious Behavior policy for more details and examples of policy violations.
2. If possible, make changes to bring your app into compliance. Remember your app must comply with all policies listed in the Developer Program Policies and additional enforcement could occur if there are further policy issues with your apps.
3. Sign in to your Play Console and submit the policy compliant app using a new package name and a new app name.
Additional suspensions of any nature may result in the termination of your developer account, and investigation and possible termination of related Google accounts. If your account is terminated, payments will cease and Google may recover the proceeds of any past sales and/or the cost of any associated fees (such as chargebacks and transaction fees) from you.
If you’ve reviewed the policy and feel this suspension may have been in error, please reach out to our policy support team. One of my colleagues will get back to you within 2 business days.
Regards,
The Google Play Review Team
To me, this is insane. Anybody who has played My Colony on Android knows that it does not cause users to download or install applications from unknown sources outside of Google Play. The only app it asks users to download is the Helios File Manager app if they want to export a game file, and this links directly to the Google Play store listing, which is not an unknown source.
If they are referring to a download link from an ad inside the game, that is equally insane, as the game uses Google's own AdMob ad network, and any third party apps advertised in the ads come directly from them.
I have sent an appeal request to Google Play, but have yet to hear back. Just going from prior experience of dealing with Google and from experiences I have read from other developers, the odds of a successful appeal are somewhat low. I can re-upload the game using a different package name, but it would lose all downloads and ranks, would not carry over existing Premium purchases, existing users can not update without reinstalling, and if Google bans it again for the same reason, they are likely to close my entire account, as each suspension adds a "policy strike" to your account.
As I showed in a chart on this thread, Google Play accounts for over half of the My Colony downloads, so this action would be a significant blow to the My Colony community, so any contact or pressure sent Google Play's way probably wouldn't hurt.
In the event that the game is not able to be reinstated, Android users still have options to play the game. The My Colony web app can now be installed to your homescreen as a Progressive Web App, and given the new filesystem limitations in Android 10 which block saving data directly to the external storage anyway, you really missing much by using the PWA vs the Native App.
To install the Progressive Web App, go to https://www.apewebapps.com/my-colony/ on Chrome, open the "three dots" menu from the top-right corner of the screen, and select "Add to Homescreen." The only primary limitation is that in the PWA version, the back button does not work as it does in the native app.
Anyway, the loss of Google Play is really a significant blow to the game. As I indicated, I have started the appeals process, but any help from the community on this issue, whether getting the word out or contacting Google Play, would be welcomed. I don't really see why they shouldn't reinstate the game, as their reason for taking it down is entirely bogus. Although it's also possible that they just prefer to have IAP-diamond festival games on their app store, since that it what it is filled with currently, and those probably make them way more money.
I will keep you all posted with any information that comes forward on this front!
finally, i got the time to write this post! well, soon after regions have come up, it almost feels like single maps have been almost died down, as they are much more harder to manage.
Firstly i would really want this feature to be implemented as its one of the best tools in visualizing the problems: https://www.ape-apps.com/viewpage.php?p=29766
PART 1 Movement
now first part of the single maps revival: the biggest problem i have faced is the movement through the map. most single map players complaint about the long time taken to move from one place of the map to other. for this, like there is a button that makes a building the center, so let the colony be divided into segments of 100x100, and each completed 100x100 segment gets 1 center. so in the take to center button near the bulldozer tool, shows you a small grid of x by x where x= GIF of (1 dimension of colony/100)
so suppose you have 400x400 colony, you'll see a 4x4 grid, upon clicking the 'Take to center' button, and then you can choose any of the blocks that you want to move to without having to move through the whole map. so now when you'll be selecting a building to mark as center, it will get added in the grid corresponding to its location/plot which it lies in
PART 2 Central Tile
Now question arises, if the building lies on border of two plots, where would it go in the grid if its marked as centre. for this i have formulated a system called as the central tile of building, which will be used, not just for this but further in part 3&4 to decide in which plot the building lies, to decide in which plot does the building lie. the central tile is decided through the following rules
So for square buildings of size:
odd*odd sized building, the actual central tile
even*even sized building the top tile in the central square
for rectangular buildings
odd*odd, it will again have a central tile in similar fashion of the odd sized square
even*even sized rectangle, again find the central square and choose the top tile
even*odd, you pick the middle row/column perpendicular to the odd side and of the two central tiles, you pick the top one
PART 3 Policy Micromanagement
so the thing is, why am so much looking for those 100x100 size plot grid is we can introduce another building which can manage the policies in that particular plot. so if the overlays that have been suggested in the post linked at the very beginning, gets implemented, there needs to be a much more efficient way of managing them
like if there is a problem of fatigue in one of the grids, due to commute lengths, rather than doing fire drill in entire map, you can fire drill only in that particular plot to reshuffle the people. also you can change labour costs for different occupations in different zones, to attract the immigration in that plot, as usually as map gets bigger, the immigration sites are way farther. so like i was building the IT complexes, and i want people to come in those first before going to the small server building, i'll just reduce scientist wages in the small server area, and increase their wages in the area of it complexes to start getting softwares
i request for suggestions where to keep the research to unlock the buildings that manage policy of the plot.
PART 4 Policy and Stats overview
probably will take some time to implement, but i believe, this would drastically improve the policy management and as well bring single maps closer to regions, in terms of data that can be accessed. this is further divided into two major changes: one in stats window and other in policy.
Stats: so in the stats, under overview, similar grid will be shown as discussed in part 1, where upon clicking the tile, it will open a new stat window which has info regarding only that particular plot, including pop, employment, and so on, except CW, and embassy stuff, which can be directly accessed through the main stats window
Policy:similar to the grid in stats, upon opening the policy tab from side bar, it will as well have a grid along with two other buttons, '#colony_name' and 'Resent Policies'. you would have already guessed, but upon clicking the tile on grid, it will show the policy that has been set in that particular plot. the #colony_name button shows the policy that have been set for the entire colony through either consulate or capitol. and 'reset policies' changes the policies of all the plots to that as of the entire colony.
I know it would be pretty tough and time taking to get this added, but it would make management of single cites much more better and bearable. hence i have divided it into parts so that it can be added one after other.
Firstly i would really want this feature to be implemented as its one of the best tools in visualizing the problems: https://www.ape-apps.com/viewpage.php?p=29766
PART 1 Movement
now first part of the single maps revival: the biggest problem i have faced is the movement through the map. most single map players complaint about the long time taken to move from one place of the map to other. for this, like there is a button that makes a building the center, so let the colony be divided into segments of 100x100, and each completed 100x100 segment gets 1 center. so in the take to center button near the bulldozer tool, shows you a small grid of x by x where x= GIF of (1 dimension of colony/100)
so suppose you have 400x400 colony, you'll see a 4x4 grid, upon clicking the 'Take to center' button, and then you can choose any of the blocks that you want to move to without having to move through the whole map. so now when you'll be selecting a building to mark as center, it will get added in the grid corresponding to its location/plot which it lies in
PART 2 Central Tile
Now question arises, if the building lies on border of two plots, where would it go in the grid if its marked as centre. for this i have formulated a system called as the central tile of building, which will be used, not just for this but further in part 3&4 to decide in which plot the building lies, to decide in which plot does the building lie. the central tile is decided through the following rules
So for square buildings of size:
odd*odd sized building, the actual central tile
even*even sized building the top tile in the central square
for rectangular buildings
odd*odd, it will again have a central tile in similar fashion of the odd sized square
even*even sized rectangle, again find the central square and choose the top tile
even*odd, you pick the middle row/column perpendicular to the odd side and of the two central tiles, you pick the top one
PART 3 Policy Micromanagement
so the thing is, why am so much looking for those 100x100 size plot grid is we can introduce another building which can manage the policies in that particular plot. so if the overlays that have been suggested in the post linked at the very beginning, gets implemented, there needs to be a much more efficient way of managing them
like if there is a problem of fatigue in one of the grids, due to commute lengths, rather than doing fire drill in entire map, you can fire drill only in that particular plot to reshuffle the people. also you can change labour costs for different occupations in different zones, to attract the immigration in that plot, as usually as map gets bigger, the immigration sites are way farther. so like i was building the IT complexes, and i want people to come in those first before going to the small server building, i'll just reduce scientist wages in the small server area, and increase their wages in the area of it complexes to start getting softwares
i request for suggestions where to keep the research to unlock the buildings that manage policy of the plot.
PART 4 Policy and Stats overview
probably will take some time to implement, but i believe, this would drastically improve the policy management and as well bring single maps closer to regions, in terms of data that can be accessed. this is further divided into two major changes: one in stats window and other in policy.
Stats: so in the stats, under overview, similar grid will be shown as discussed in part 1, where upon clicking the tile, it will open a new stat window which has info regarding only that particular plot, including pop, employment, and so on, except CW, and embassy stuff, which can be directly accessed through the main stats window
Policy:similar to the grid in stats, upon opening the policy tab from side bar, it will as well have a grid along with two other buttons, '#colony_name' and 'Resent Policies'. you would have already guessed, but upon clicking the tile on grid, it will show the policy that has been set in that particular plot. the #colony_name button shows the policy that have been set for the entire colony through either consulate or capitol. and 'reset policies' changes the policies of all the plots to that as of the entire colony.
I know it would be pretty tough and time taking to get this added, but it would make management of single cites much more better and bearable. hence i have divided it into parts so that it can be added one after other.
Here is what their (likely automated) email said:
I also just got a similar e-mail and suspension for Helios File Manager, which leads me to suspect they are going through my account taking things down. I had something similar happen a few years ago, and when I tried to appeal they suspended my entire account, seemingly just for bothering them about an appeal, which took forever to get resolved.
So anyway, like I said in the last post this isn't my first time down this road with Google Play, but usually it does not turn out good at all. The internet is also filled with horror stories from other developers working with Google Play, so we will see what happens. Could be that I am done on Android now 😕
Hi Developers at Brandon Stecklein,
After review, My Colony, com.ape.games.mycolony (Version Code 149), has been suspended and removed from Google Play as a policy strike because it violates the malicious behavior policy.
Apps that cause users to download or install applications from unknown sources outside of Google Play are prohibited.
Next Steps
1. Read through the Malicious Behavior policy for more details and examples of policy violations.
2. If possible, make changes to bring your app into compliance. Remember your app must comply with all policies listed in the Developer Program Policies and additional enforcement could occur if there are further policy issues with your apps.
3. Sign in to your Play Console and submit the policy compliant app using a new package name and a new app name.
Additional suspensions of any nature may result in the termination of your developer account, and investigation and possible termination of related Google accounts. If your account is terminated, payments will cease and Google may recover the proceeds of any past sales and/or the cost of any associated fees (such as chargebacks and transaction fees) from you.
If you’ve reviewed the policy and feel this suspension may have been in error, please reach out to our policy support team. One of my colleagues will get back to you within 2 business days.
Regards,
The Google Play Review Team
I also just got a similar e-mail and suspension for Helios File Manager, which leads me to suspect they are going through my account taking things down. I had something similar happen a few years ago, and when I tried to appeal they suspended my entire account, seemingly just for bothering them about an appeal, which took forever to get resolved.
So anyway, like I said in the last post this isn't my first time down this road with Google Play, but usually it does not turn out good at all. The internet is also filled with horror stories from other developers working with Google Play, so we will see what happens. Could be that I am done on Android now 😕
ok just now 1.39 pm my time payroll hit 0 colonists colony gets around 450 payroll hits time of day 1.44 pm number stays the same
colony gets to 700 and something time 1.46 pm Two mints later payroll hits again colony goes back to 0
ill keep updateing this each time it happens but looks like it starts once the colony is over 500 colonists .
ps food water and all other stats still 100 %
time 1.59 pm payroll hits colonists go to 0 also payroll wile comes fast is random from two mints to ten this time just got the 800 colonists filled when it hit .
208 pm payroll colonists goto 0 i added more landing pads so colonists would come in faster full at 895 colonists
9 mints for that payroll this only happens at payroll the colony filled taht time and ran without lousing one colonists untill payroll hit
2.15 pm payroll back to 0
colony gets to 700 and something time 1.46 pm Two mints later payroll hits again colony goes back to 0
ill keep updateing this each time it happens but looks like it starts once the colony is over 500 colonists .
ps food water and all other stats still 100 %
time 1.59 pm payroll hits colonists go to 0 also payroll wile comes fast is random from two mints to ten this time just got the 800 colonists filled when it hit .
208 pm payroll colonists goto 0 i added more landing pads so colonists would come in faster full at 895 colonists
9 mints for that payroll this only happens at payroll the colony filled taht time and ran without lousing one colonists untill payroll hit
2.15 pm payroll back to 0
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.
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.
Amorphus said:Are you offering additional support or just the regular percentage? You could probably check through your sub-colonies list to see who has lots of population but not much gdp.
I offer a rediculous 9003% support rate. That's not the point though, here is how someone can siphon any support rate apart from 0:
assuming the colony only has ONE colonist, just simply imagine a small colony of 15000 doing these:
9003%, set payroll to 1$, get paid 90$, tax all people to zero. Set payroll to 90$, get paid 8100$, tax all people to zero. set payroll to 8100, you get 729000, then you get 65 million, then it jumps to 6 billion etc. This takes 45 minutes max.
10% payroll. set payroll to 100$, get paid 110$, tax to zero. set payroll to 110, get paid 121, then 133, then 146, 161, 177, 195, 214 and after another 10 repetitions it is 611, and another 25 and it's 6024 per colonist. Oh wait, the player starts with 2500, so they start at repetition ~20, and after only 20 minutes of game time with 10% payroll they can have stolen 20,000$ from the CW leader.
Payroll is too abus-able. Auto Budget must be fixed. It might not be a problem that you personally encounter, but it's still a big problem and just removing the feature completely from the game is ridiculous.
Hello everyone, and welcome to another exciting edition of the My Colony Patch Notes! Today I am releasing v1.3.0, which should be hitting all platforms over the coming days. There are a handful of changes in this release, so let's take a look at everything that's new!
I had previously said that the next updates were going to involve Crime and Mass Transit, and in that spirit, this update is being dubbed the Crime Update - Part 1. New security structures have been added for each civilization that you can place around your colony now. Each security building has a 60 tile radius of influence. In the next update, Crime will actually be activated, so you have from now until then to get your cities ready to deal with crime. Crime will be largely based on land value, and if your colony is generally setup good, you can expect to need less Security protection vs all of the other land value-affecting structures (Education, Health, Entertainment).
To go along with the new structures, the Reptilian torture structures Torture Booth and Fair Warning have also gained a security protection stat.
Moving on, colonist rendering has returned to the game!
This time, instead of an on/off switch in the engine settings, you can choose via slider how many colonists maximum that the game will simulate. Obviously, the higher you set the slider, the slower your game will be. The default is set pretty low for mobile, but you can mess with it and pick the best visual/performance for your device.
There have been complaints related to Commonwealth members abusing the payroll assistance feature, setting astronomical wages for their colonists and bleeding the treasuries of their parent colonies. To address this, you will find a new Maximum Payroll Assistance slider in the Wage policy menu.
Using the slider, you can set the maximum amount of payroll that you will send to a child colony per pay period. The default is at $50,000 so if you want to pay more than that, you should change the setting as soon as you update. In addition, the max payout is now capped at $1,000,000. With these new changes, the concept of payroll assistance is retained, while largely eliminating massive abuse of the feature. For quicker access to labor and payroll settings, a new keyboard shortcut of Shift+P has been added to quickly bring up the payroll screen.
The University has has a slight buff, upping it's IQ output to 155.
Next, a new resource of Nanite has been added to the game, with related buildings and tech. Nanite is the new end-game resource for Humans, although I plan on massively pushing the end game out further for all civs over the coming months. Nanites are microscopic robots that will lead to miniaturization in the colony, allowing more efficient space usage, and more Nanite stuff will be added over the coming updates.
Here are all of the new structures added in this update:
Finally, this update makes some game file changes, particularly to Region games, that need to be propagated to existing games before I can enable the Mass Transit update. The changes relate to keeping stats about available jobs and housing in each subcity, so that the Mass Transit engine can decide what city to allow workers to work in, where people can migrate to, etc. Mass Transit will probably be added in v1.5.0, so if at all possible try to open all of your subcities between now and then. I don't expect any issues to arise if you don't open them, but doing so will make Mass Transit work properly for your region.
As I mentioned before, the next update will be Crime Update - Part 2, but that part of it basically entails turning on the crime calculations. I do not expect this to cause a great issue to existing colonies, and the impact will be minor compared to the previous changes introduced in v1.0.0. In addition to crime, I plan on expanding the Nanite tech, and will probably add an additional end-game tech line to each civ. All throughout the year, I plan on pushing out the end-game for each civ with each update, adding new techs and structures.
So that's all for today's update. Hope you enjoyed it, thanks for playing My Colony, and stay tuned for more!
I had previously said that the next updates were going to involve Crime and Mass Transit, and in that spirit, this update is being dubbed the Crime Update - Part 1. New security structures have been added for each civilization that you can place around your colony now. Each security building has a 60 tile radius of influence. In the next update, Crime will actually be activated, so you have from now until then to get your cities ready to deal with crime. Crime will be largely based on land value, and if your colony is generally setup good, you can expect to need less Security protection vs all of the other land value-affecting structures (Education, Health, Entertainment).
To go along with the new structures, the Reptilian torture structures Torture Booth and Fair Warning have also gained a security protection stat.
Moving on, colonist rendering has returned to the game!
This time, instead of an on/off switch in the engine settings, you can choose via slider how many colonists maximum that the game will simulate. Obviously, the higher you set the slider, the slower your game will be. The default is set pretty low for mobile, but you can mess with it and pick the best visual/performance for your device.
There have been complaints related to Commonwealth members abusing the payroll assistance feature, setting astronomical wages for their colonists and bleeding the treasuries of their parent colonies. To address this, you will find a new Maximum Payroll Assistance slider in the Wage policy menu.
Using the slider, you can set the maximum amount of payroll that you will send to a child colony per pay period. The default is at $50,000 so if you want to pay more than that, you should change the setting as soon as you update. In addition, the max payout is now capped at $1,000,000. With these new changes, the concept of payroll assistance is retained, while largely eliminating massive abuse of the feature. For quicker access to labor and payroll settings, a new keyboard shortcut of Shift+P has been added to quickly bring up the payroll screen.
The University has has a slight buff, upping it's IQ output to 155.
Next, a new resource of Nanite has been added to the game, with related buildings and tech. Nanite is the new end-game resource for Humans, although I plan on massively pushing the end game out further for all civs over the coming months. Nanites are microscopic robots that will lead to miniaturization in the colony, allowing more efficient space usage, and more Nanite stuff will be added over the coming updates.
Here are all of the new structures added in this update:
- Small Security Station
- Security Station
- Security Precinct Headquarters
- Reeducation Station
- Square of Shame
- Mound of Justice
- Community Pub
- Nanite Factory
- Nano Clinic
- Nanite Infusion Clinic
Finally, this update makes some game file changes, particularly to Region games, that need to be propagated to existing games before I can enable the Mass Transit update. The changes relate to keeping stats about available jobs and housing in each subcity, so that the Mass Transit engine can decide what city to allow workers to work in, where people can migrate to, etc. Mass Transit will probably be added in v1.5.0, so if at all possible try to open all of your subcities between now and then. I don't expect any issues to arise if you don't open them, but doing so will make Mass Transit work properly for your region.
As I mentioned before, the next update will be Crime Update - Part 2, but that part of it basically entails turning on the crime calculations. I do not expect this to cause a great issue to existing colonies, and the impact will be minor compared to the previous changes introduced in v1.0.0. In addition to crime, I plan on expanding the Nanite tech, and will probably add an additional end-game tech line to each civ. All throughout the year, I plan on pushing out the end-game for each civ with each update, adding new techs and structures.
So that's all for today's update. Hope you enjoyed it, thanks for playing My Colony, and stay tuned for more!
THIS HAS BEEN SOLVED AS OF UPDATE 1.3 >> THANK YOU BAST!
Many of us live in fear of having all of our money siphoned by commonwealth members that gradually increase their payroll until it is unpayable, just last week UNOB lost over 160 Trillion. (yes, $160,000,000,000,000) due to 8 individuals who have done this. The people know how to do it, and even with payrolls under 20% it is still possible with gradual increases. We need a fix for this, and this is my solution:
Putting a changeable limit on Auto Budget. It already sends a mail if we can't afford it, but having it send a mail if it's over a certain number we put (or even over a certain percentage of our balance with a simple slider) would save us, and quite possibly force the greedy players to just be dedicated.
Some say a simple solution is turning off auto budget, but with 20+ active commonwealth members, extremely large commonwealths like UNOB just struggle, it takes over 15 minutes to click through all of the payrolls after just 4 hours of a break.
EDIT: I have read a full update thread on this section being added and heard that My Colony threads are to be kept on the My Colony page. My Apologies for that. (Edit: this has since been moved)
Secondary Additions:
Are you a small colony and want to siphon anyone extremely easily in minutes? Follow these steps, and you'll see why this is a problem. Hell, test it on me. Charter code is OQUUg0mM. I'll be letting you steal from me until this bug is fixed.
Here is a tutorial for commonwealths with ONLY 10% payroll. It still works!
10% payroll. set payroll to 100$, get paid 110$, tax your people 25% each time until they have zero. set payroll to 110, get paid 121 etc..., then 133, then 146, 161, 177, 195, 214 and after another 10 repetitions it is 611, and another 25 and it's 6024 per colonist. If you start by setting the payroll to 2500 in the first round you can be stealing millions in minutes.
Many of us live in fear of having all of our money siphoned by commonwealth members that gradually increase their payroll until it is unpayable, just last week UNOB lost over 160 Trillion. (yes, $160,000,000,000,000) due to 8 individuals who have done this. The people know how to do it, and even with payrolls under 20% it is still possible with gradual increases. We need a fix for this, and this is my solution:
Putting a changeable limit on Auto Budget. It already sends a mail if we can't afford it, but having it send a mail if it's over a certain number we put (or even over a certain percentage of our balance with a simple slider) would save us, and quite possibly force the greedy players to just be dedicated.
Some say a simple solution is turning off auto budget, but with 20+ active commonwealth members, extremely large commonwealths like UNOB just struggle, it takes over 15 minutes to click through all of the payrolls after just 4 hours of a break.
EDIT: I have read a full update thread on this section being added and heard that My Colony threads are to be kept on the My Colony page. My Apologies for that. (Edit: this has since been moved)
Secondary Additions:
Are you a small colony and want to siphon anyone extremely easily in minutes? Follow these steps, and you'll see why this is a problem. Hell, test it on me. Charter code is OQUUg0mM. I'll be letting you steal from me until this bug is fixed.
Here is a tutorial for commonwealths with ONLY 10% payroll. It still works!
10% payroll. set payroll to 100$, get paid 110$, tax your people 25% each time until they have zero. set payroll to 110, get paid 121 etc..., then 133, then 146, 161, 177, 195, 214 and after another 10 repetitions it is 611, and another 25 and it's 6024 per colonist. If you start by setting the payroll to 2500 in the first round you can be stealing millions in minutes.
I am unable to access my policy menu in my consulate. All other features for the consulate work except the policy menu.i have sold the consulate and rebuilt one and the issue persists. I even attempted to try the policy menu at each lvl of the consulate it is available at through lvl 5. Unable to access still.
Also I'm not sure if it's related but my chat doesnt seem to be connected, it's on and signed in but not visible to my Commonwealth members.
Build 0.82.0
Platform: Android and Web (laptop)
Phone: Google Pixel
Also I'm not sure if it's related but my chat doesnt seem to be connected, it's on and signed in but not visible to my Commonwealth members.
Build 0.82.0
Platform: Android and Web (laptop)
Phone: Google Pixel
deltlead said:I'd like to make joining my commonwealth more desirable by adjusting the taxes and payroll assistance, where can I go to do that?
I don't think you can change taxes.
However to change payroll you:
1. Go to the Capitol/Consulate
2.Click on the Policy Icon
3.Click on Labor
The Option to change Payroll assistance will be the first option.
Come join the Commonwealth of XxKubxX! We are part of a group of people who are always willing to lend a helping hand when and where you need it! Also we speak 4 different languages including english chinese french and spanish. We will help you build up your base and become a pro player with our 200% payroll assistance. I am planning on advancing it to a 500% payroll assistants soon!
XxKubxX
CSVi7f9z
https://discord.gg/sEpTt8E To join the awesome NOZ discord server!
Benefits:
*200% payroll assistance
*Free resources from me
*Assistance with anything you need
*Autopay so your not waiting for me to get on for payroll assistance!
*Awesome community and fast communications response
(Credit Dgue + Lootstealer + Crywolf)
XxKubxX
CSVi7f9z
https://discord.gg/sEpTt8E To join the awesome NOZ discord server!
Benefits:
*200% payroll assistance
*Free resources from me
*Assistance with anything you need
*Autopay so your not waiting for me to get on for payroll assistance!
*Awesome community and fast communications response
(Credit Dgue + Lootstealer + Crywolf)
[img=https://www.ape-apps.com/uploads/pictures/18069.png[/img]
So I did some benchmarking and I do not see anything unusual when doing payroll or stimulus. On a population of 153k, I calculated 552ms was required to do a payroll phase. Now I did make some minor changes to the payroll code before running the timing, so it is possible that something I did has improved the situation.
I wonder if there could be something external in the impacted colonies that is having an impact on this, like if there are other stats that are messed up or things not working properly? Have you two noticed anything else strange happening on these maps besides for the slow payroll? @Boolean and @nilesandstuff
I wonder if there could be something external in the impacted colonies that is having an impact on this, like if there are other stats that are messed up or things not working properly? Have you two noticed anything else strange happening on these maps besides for the slow payroll? @Boolean and @nilesandstuff
Hello! Welcome to the Commonwealth of Bait.
Over here, there is simply nothing preventing you from striving. With our payroll assistance rate of 9003% and policy to reward our active players, your colony is guaranteed to thrive among the rest. We have not only the highest payroll assistance rate on My Colony, but we also do not tax our members. What are you waiting for then? Join the Commonwealth of Bait!
We have an extremely generous community that is willing to help others out at the cost of anything! Join our discord and ask for anything. ~ https://discord.gg/YbtcYns ~
Our Charter Code is "OQUUg0mM" Please insert this (or click on My Commonwealth Name!) before starting a Colony. If you are already in a Commonwealth and would like to join the Nation of Bait, simply build a Transmission Hub and click "Request Annexation" (very cheap) to join our Commonwealth. Do you have any debts that you owe your previous Commonwealth? Don't worry, we'll pay them all off!
Thank you and have a great day
~ The Commonwealth of Bait
We are Now a FEDERATION! Join the discord to get the best charter lists, friendliest community, trading, and free items! ~ https://discord.gg/YbtcYns ~
Over here, there is simply nothing preventing you from striving. With our payroll assistance rate of 9003% and policy to reward our active players, your colony is guaranteed to thrive among the rest. We have not only the highest payroll assistance rate on My Colony, but we also do not tax our members. What are you waiting for then? Join the Commonwealth of Bait!
We have an extremely generous community that is willing to help others out at the cost of anything! Join our discord and ask for anything. ~ https://discord.gg/YbtcYns ~
Our Charter Code is "OQUUg0mM" Please insert this (or click on My Commonwealth Name!) before starting a Colony. If you are already in a Commonwealth and would like to join the Nation of Bait, simply build a Transmission Hub and click "Request Annexation" (very cheap) to join our Commonwealth. Do you have any debts that you owe your previous Commonwealth? Don't worry, we'll pay them all off!
Thank you and have a great day
~ The Commonwealth of Bait
We are Now a FEDERATION! Join the discord to get the best charter lists, friendliest community, trading, and free items! ~ https://discord.gg/YbtcYns ~
Edit: v0.81.0: I'm not going to make a new post for this, but I am now pushing out patch v0.81.0 that fixes an issue where the build options menu for vehicles would not appear. Sorry for the issues!
Today I am pushing out the v0.80.0 release of My Colony, and it should be hitting all platforms within the coming days. As I mentioned in the last update, I have been getting a lot of requests to slow down on content updates until some of the bugs and issues in the game are ironed out, and so that is what I plan to do over the next few updates, before I dive into the big Federations expansion which will probably leave the game broken again 😳 Just kidding (hopefully)! Anyway, let's see what is new with this release of My Colony.
Firstly, I have nerfed the Research Converter a bit, as it was slightly overpowered. It might still be overpowered, but it's a little better now. It now consumes more money and research, costs more to build, and produces at a little slower rate.
Next up, the little popup window on the construction options sidebar will now display how much housing a building provides, which was a request I was in the suggestions forum:
Moving on, many people have asked me to change the file names for region subcities, which were previously named with a timestamp, making it hard to tell what they were. So going forward, new regional subcities will be named like this: [region-name]-[subcity-name].mcz, making it a bit easier to tell what they are. This does not impact current cities though.
I have made it easier to share a saved file that is tied to an Ape Apps Account. You might recall that in the last update, I added the option to make an offline copy of a colony so you can share it with others. This has now been expanded a bit, to where if somebody gives you a colony file that is NOT a copy but is tied to their account, the game will automatically make it an offline-only non-account copy when another user tries to import the file into their game.
Next, the often requested 'Leave Federation' option has been implemented. It is fairly straightforward, you will see the new Leave Federation button on the Federations screen.
On all platforms, the Achievements window has been updated. It now shows achievement point values and total progress. Newly unlocked achievements are now also synced to your Ape Apps Account when you are logged in, keeping your achievement progress up to date across platforms. I might add more achievements to the game in the coming updates, so let me know what types of achievements you are interested in!
Next up, I have added a new policy to the Policies menu that allows you to block new tourists from coming to the colony, just like you can currently block immigration. The new option requires government level 3 or higher.
There were also a ton of bug fixes and improvements in this update, and I will just discuss a few of the larger ones. First, I think I have finally solved the issue where incinerators (and similar buildings) would shut down forever if you ever ran out of trash. You can let me know if you are still having the problem, but I think it's fixed.
Next, there was a huge issue involving how virtual colonists were organized and processed that, in large colonies, could potentially cause freezes and hangups of several minutes on regular intervals. The issue has been corrected in that it will not happen anymore on new colonies, but on existing colonies, the engine will slowly sort itself out. Slowly is the key word though, as a colony with over a million population would require more than a day of idle time to get sorted out. The slowness was required to let the colonists sort themselves out without completely killing the economy of the colony. If you want it to go faster, you will have to just kill off all of your colonists and let your population regrow. Most colonies are impacted by the issue, but the real problems are not apparent until populations are in the millions, so most people should be fine just letting the fix sort itself out behind the scenes.
Several optimizations have been made in regards to tourism. Tourism had the potential to really kill the performance of a colony, especially on large map sizes. The game was designed to place new tourists into 'simulated' mode so that they find entertainment without using the pathfinder, after you had so many tourists. However, this function was written when tourists only showed up a few at a time, so it was able to keep up. With the introduction of the Space Ports, tourists were able to show up way faster than the game could keep up with, and you would run into a situation where the pathfinder could not keep up and would cause memory consumption to keep growing and growing.
The engine is now much more aggressive at simulating tourists than it was before. Also, if a tourist does not find a tourist destination within a 60 tile radius of their arrival spot, they will now just leave instead of making the engine keep searching for a destination in a larger and larger radius. There are further optimizations planned for tourism in the coming updates, but if you have a large map with 10k or more tourists, consider using the new policy to block tourists from coming to the colony, which will let them slowly dwindle down as they run out of money. I do not think these tourism issues have much of an impact on small and medium sized maps, but on maps where people have done the Annex policy several times, it can really kill the game.
I have set up a small My Colony online merchandise store with a few things that I will probably expand on over the coming months, whenever an idea pops in my head. There are a few Lander items and a United Earth 'Make Earth Great Again' mug. I am drinking coffee out of the lander mug as we speak, and it really improves the taste of the coffee. 😜 Feel free to check it out and leave suggestions on items you would like to see:
https://teespring.com/stores/my-colony-store
Next, after literally years, I have posted a new episode of the My Colony Podcast. Feel free to check it out, and let me know if you would like to see me bring the My Colony Podcast back from the dead. If I limit it to shorter 10 minute(ish) episodes, it wont be too much or a burden to do.
https://www.ape-apps.com/viewpage.php?p=2655
Finally, I just want to let everybody know that after years of talking about it, I have finally begun full scale work on Colony Wars, the multiplayer RTS game taking place in the My Colony universe! I plan (hope) for a release to all platforms this spring (steam included), with the first public beta coming to the Ape Apps Launcher later this month, so stay tuned, and check out the new Colony Wars forum for info:
https://www.ape-apps.com/viewpage.php?p=28669
That's all for today's update. Should be hitting all platforms over the weekend, so keep a lookout. Let me know what issues you find, as I will be going hard after bugs and performance over the next few updates. Thanks for playing, and stay tuned for more!
Today I am pushing out the v0.80.0 release of My Colony, and it should be hitting all platforms within the coming days. As I mentioned in the last update, I have been getting a lot of requests to slow down on content updates until some of the bugs and issues in the game are ironed out, and so that is what I plan to do over the next few updates, before I dive into the big Federations expansion which will probably leave the game broken again 😳 Just kidding (hopefully)! Anyway, let's see what is new with this release of My Colony.
Firstly, I have nerfed the Research Converter a bit, as it was slightly overpowered. It might still be overpowered, but it's a little better now. It now consumes more money and research, costs more to build, and produces at a little slower rate.
Next up, the little popup window on the construction options sidebar will now display how much housing a building provides, which was a request I was in the suggestions forum:
Moving on, many people have asked me to change the file names for region subcities, which were previously named with a timestamp, making it hard to tell what they were. So going forward, new regional subcities will be named like this: [region-name]-[subcity-name].mcz, making it a bit easier to tell what they are. This does not impact current cities though.
I have made it easier to share a saved file that is tied to an Ape Apps Account. You might recall that in the last update, I added the option to make an offline copy of a colony so you can share it with others. This has now been expanded a bit, to where if somebody gives you a colony file that is NOT a copy but is tied to their account, the game will automatically make it an offline-only non-account copy when another user tries to import the file into their game.
Next, the often requested 'Leave Federation' option has been implemented. It is fairly straightforward, you will see the new Leave Federation button on the Federations screen.
On all platforms, the Achievements window has been updated. It now shows achievement point values and total progress. Newly unlocked achievements are now also synced to your Ape Apps Account when you are logged in, keeping your achievement progress up to date across platforms. I might add more achievements to the game in the coming updates, so let me know what types of achievements you are interested in!
Next up, I have added a new policy to the Policies menu that allows you to block new tourists from coming to the colony, just like you can currently block immigration. The new option requires government level 3 or higher.
There were also a ton of bug fixes and improvements in this update, and I will just discuss a few of the larger ones. First, I think I have finally solved the issue where incinerators (and similar buildings) would shut down forever if you ever ran out of trash. You can let me know if you are still having the problem, but I think it's fixed.
Next, there was a huge issue involving how virtual colonists were organized and processed that, in large colonies, could potentially cause freezes and hangups of several minutes on regular intervals. The issue has been corrected in that it will not happen anymore on new colonies, but on existing colonies, the engine will slowly sort itself out. Slowly is the key word though, as a colony with over a million population would require more than a day of idle time to get sorted out. The slowness was required to let the colonists sort themselves out without completely killing the economy of the colony. If you want it to go faster, you will have to just kill off all of your colonists and let your population regrow. Most colonies are impacted by the issue, but the real problems are not apparent until populations are in the millions, so most people should be fine just letting the fix sort itself out behind the scenes.
Several optimizations have been made in regards to tourism. Tourism had the potential to really kill the performance of a colony, especially on large map sizes. The game was designed to place new tourists into 'simulated' mode so that they find entertainment without using the pathfinder, after you had so many tourists. However, this function was written when tourists only showed up a few at a time, so it was able to keep up. With the introduction of the Space Ports, tourists were able to show up way faster than the game could keep up with, and you would run into a situation where the pathfinder could not keep up and would cause memory consumption to keep growing and growing.
The engine is now much more aggressive at simulating tourists than it was before. Also, if a tourist does not find a tourist destination within a 60 tile radius of their arrival spot, they will now just leave instead of making the engine keep searching for a destination in a larger and larger radius. There are further optimizations planned for tourism in the coming updates, but if you have a large map with 10k or more tourists, consider using the new policy to block tourists from coming to the colony, which will let them slowly dwindle down as they run out of money. I do not think these tourism issues have much of an impact on small and medium sized maps, but on maps where people have done the Annex policy several times, it can really kill the game.
I have set up a small My Colony online merchandise store with a few things that I will probably expand on over the coming months, whenever an idea pops in my head. There are a few Lander items and a United Earth 'Make Earth Great Again' mug. I am drinking coffee out of the lander mug as we speak, and it really improves the taste of the coffee. 😜 Feel free to check it out and leave suggestions on items you would like to see:
https://teespring.com/stores/my-colony-store
Next, after literally years, I have posted a new episode of the My Colony Podcast. Feel free to check it out, and let me know if you would like to see me bring the My Colony Podcast back from the dead. If I limit it to shorter 10 minute(ish) episodes, it wont be too much or a burden to do.
https://www.ape-apps.com/viewpage.php?p=2655
Finally, I just want to let everybody know that after years of talking about it, I have finally begun full scale work on Colony Wars, the multiplayer RTS game taking place in the My Colony universe! I plan (hope) for a release to all platforms this spring (steam included), with the first public beta coming to the Ape Apps Launcher later this month, so stay tuned, and check out the new Colony Wars forum for info:
https://www.ape-apps.com/viewpage.php?p=28669
That's all for today's update. Should be hitting all platforms over the weekend, so keep a lookout. Let me know what issues you find, as I will be going hard after bugs and performance over the next few updates. Thanks for playing, and stay tuned for more!
When the times are tough (security rating below -250), there’s one more policy you can do - Request Military.
Once you have launched this policy, it will stablize reaource loss and some abnormal activities (including protests). Unless you are able to restore the security rating above 0, your colony cannot do any policy and commonwealth/federation stuff, as well GBT trades.
Your colony will also be temporary under the name of Galactic Emperor. Later when security problem is fixed, debts has to be paid for military, the amount depends on the time used to restore stability.
Once you have launched this policy, it will stablize reaource loss and some abnormal activities (including protests). Unless you are able to restore the security rating above 0, your colony cannot do any policy and commonwealth/federation stuff, as well GBT trades.
Your colony will also be temporary under the name of Galactic Emperor. Later when security problem is fixed, debts has to be paid for military, the amount depends on the time used to restore stability.
Another day, another big new change for the upcoming My Colony v1.0.0. Prior to this update, with the rare exception of a few retired colonists, you didn't have to worry much about how old your population was. That's about to change. Starting in v1.0.0, your colonists can now make babies, and babies can't get jobs. So you will now have some unproductive mouths to feed!
The Stats window now gives you a breakdown of your current population by age group. By default, Colonists will not work until they are 18 years old, however there is going to be a new "child labor" policy you can implement to force younger kids into the workforce, at the expense of some approval from the population. I might also add a similar "work until you die" policy, where you force the elderly to work instead of retire.
Speaking of retirement, it is now based on age rather than money. By default, colonists will be leaving the workforce at age 65.
Childbirth actually changes the equation of the game a bit, as it is not impacted by your Immigration policy, and does not care about how many available houses you have. This means that at some point, you aren't even going to have to worry about immigration in order to grow your population, as the natural birth rate will take care of it. However, it takes those newborn workers until the age of 18 to enter the workforce. You also need to make sure your housing can keep up with the births. It's a lot to consider!
The Stats window now gives you a breakdown of your current population by age group. By default, Colonists will not work until they are 18 years old, however there is going to be a new "child labor" policy you can implement to force younger kids into the workforce, at the expense of some approval from the population. I might also add a similar "work until you die" policy, where you force the elderly to work instead of retire.
Speaking of retirement, it is now based on age rather than money. By default, colonists will be leaving the workforce at age 65.
Childbirth actually changes the equation of the game a bit, as it is not impacted by your Immigration policy, and does not care about how many available houses you have. This means that at some point, you aren't even going to have to worry about immigration in order to grow your population, as the natural birth rate will take care of it. However, it takes those newborn workers until the age of 18 to enter the workforce. You also need to make sure your housing can keep up with the births. It's a lot to consider!
My policy on capital 6 hasn't changed, like i can't even do a lottery or fire drill or anything. there not options in my policy for my capital. does anyone know how to fix that or whats happening.
Join the Trade Federation Commonwealth
I'm currently under a charter with 100% payroll assistance.
Even the pop-up comes up to asking about payroll says my charter is going to pay for all of it. Yet when I pay the payroll the money
comes out of my pocket .
Is this a glitch? Am I not understanding how this works?
Even the pop-up comes up to asking about payroll says my charter is going to pay for all of it. Yet when I pay the payroll the money
comes out of my pocket .
Is this a glitch? Am I not understanding how this works?
While my brain is thinking, I've had another idea. For my colony(on Android), the max payroll support is 500%. But for large colonys on PC, the max payroll is really high, such as (NOZ) Planet Gliese's. Trying to grow your CW is slow because this creates a divide in which small CWs wont gain much traction because people are really attracted to the thought of 9001% payroll assistance. If you could reduce this to about 5000% across all platforms, it would be great.
Hello,
I'd like to implement a feature where the commonwealth leader can see how much they pay each individual colony. I've heard a few complaints that some people put there payroll high and take lots of money from the CW leader who then doesn't know who takes it if they have a large commonwealth.
To go along with this new feature I'd also like it if you can refuse payroll from individual colonies whilst keeping the automatic payroll on for everyone else instead of having to do it manually
Let me know what you think.
I'd like to implement a feature where the commonwealth leader can see how much they pay each individual colony. I've heard a few complaints that some people put there payroll high and take lots of money from the CW leader who then doesn't know who takes it if they have a large commonwealth.
To go along with this new feature I'd also like it if you can refuse payroll from individual colonies whilst keeping the automatic payroll on for everyone else instead of having to do it manually
Let me know what you think.
Bast i would send the colony to you but cant find the export opption .
Having bad health does not account for 17.000 colonists just flat out disapiring on each payroll .AND ONLY on payroll .
bad health causes them to die off or leave slowly and you would never accutly notice any drop in colonists as new one come in faster then they leave or die .
' Besides I started a new region and new city and have 177 colonists in the only city in it and havent even bought much teck and it still zeros the colonists number to 0 then takes a mint for new ones to come .'
pleantly of food and water so they are NOT dieing as a matter of fact stats on colonies show just a hand full of deaths .
ratings are over 85 % as well along with my main was OLD and ran just fine idling before 1.0.0 .
I had not made any changes in that in in a long time and just letting it idle now the entire population of 36 k in one city just flat out disapires each time payroll hits so unless the game is now programed to alow 36 k colonists to up and leave or die in 1 second and only when payroll comes ?
' FINLY the independence shows 192500 to be independent and again does nothing if i click it and i have over a 100 million civ points .
lastly independence should read 250 k
ps i am running this colony on chrome book with chrome browser but the browser is no different on this platform .
Having bad health does not account for 17.000 colonists just flat out disapiring on each payroll .AND ONLY on payroll .
bad health causes them to die off or leave slowly and you would never accutly notice any drop in colonists as new one come in faster then they leave or die .
' Besides I started a new region and new city and have 177 colonists in the only city in it and havent even bought much teck and it still zeros the colonists number to 0 then takes a mint for new ones to come .'
pleantly of food and water so they are NOT dieing as a matter of fact stats on colonies show just a hand full of deaths .
ratings are over 85 % as well along with my main was OLD and ran just fine idling before 1.0.0 .
I had not made any changes in that in in a long time and just letting it idle now the entire population of 36 k in one city just flat out disapires each time payroll hits so unless the game is now programed to alow 36 k colonists to up and leave or die in 1 second and only when payroll comes ?
' FINLY the independence shows 192500 to be independent and again does nothing if i click it and i have over a 100 million civ points .
lastly independence should read 250 k
ps i am running this colony on chrome book with chrome browser but the browser is no different on this platform .
Tourists will come via the space port or star gate. As long as you have places for tourists to visit, they will come. You may need to make sure immigration is allowed. You can find this setting under "Policy" in your capital or consulate (or equivalent in other factions). If you are a dependent colony (not yet declared independence) you may have an immigration embargo against you if you haven't been paying taxes.
Payroll assistance is also set in "Policy" in the same place under the "Labor" option, but only for colonies that have declared independence.
Private messages are in the "Conversations" option at the top right of the page.
FWIW: Premium doesn't grant you access to a level of support that no one else gets. EVERYONE gets the same level of support for the game whether they have paid for premium or not. It simply removes ads from your game and gives you some extra buildings. We ask that you post in the proper sub-forum so that you may receive the help you need rather than it being overlooked because it's buried on someone else's thread or in the wrong sub-forum where it may not be seen.
Payroll assistance is also set in "Policy" in the same place under the "Labor" option, but only for colonies that have declared independence.
Private messages are in the "Conversations" option at the top right of the page.
FWIW: Premium doesn't grant you access to a level of support that no one else gets. EVERYONE gets the same level of support for the game whether they have paid for premium or not. It simply removes ads from your game and gives you some extra buildings. We ask that you post in the proper sub-forum so that you may receive the help you need rather than it being overlooked because it's buried on someone else's thread or in the wrong sub-forum where it may not be seen.
he doesn't means labor management I guess. it seems he has a commonwealth and is searching for setting tax and payroll.
1. you can't set taxes.
2. payroll assistance can be set under labor in the policy menu
1. you can't set taxes.
2. payroll assistance can be set under labor in the policy menu
Payroll assistance is at consulate/capitol/hall of Congress > policy > labor
Not sure on tax
Not sure on tax
This should have been posted in Game Help.
To answer the question though, payroll assistance rates can be set in the Policy > Labor menu.
To answer the question though, payroll assistance rates can be set in the Policy > Labor menu.
It's under the labour section, where you set the individual salary of each type of labours. The first option in it gives options to set payroll assistance in %
The labour tab is found in the policy section of the consulate/capitol
The labour tab is found in the policy section of the consulate/capitol
Or it can be a policy if payroll per colonist of a colony cannot exceed a specific amount in the same commonwealth (not restricting the commonwealth leader).
( @bastecklein time to fix it please)
( @bastecklein time to fix it please)
EDIT: This thread has been moved to https://www.ape-apps.com/viewpage.php?p=36137 Thank you for participating in sharing your thoughts. Please don't comment here, The new thread is nicer and we'd like to share our thoughs there. Please keep on topic as many here keep drifting to think that payroll is the problem, when it's been fixed already.
--- ^^^ --- READ FIRST --- ^^^ ---
--- ^^^ --- READ FIRST --- ^^^ ---
After getting siphoned out of $168,000,000,000,000 (168T) UNOB is broke (quite literally) and there's no way to prevent it due to our size. There is simply no way to automatically pay people's payroll without checking if they're abusing the system. I highly suggest the game devs to add a slider or a percentage input box where the auto budget toggle button is (In policy settings) that accounts for the percentage of the user's money to be the maximum of an auto budget payment.
Thank you very much. That's all I have to say, I believe it's extremely important for the future of My Colony, and wouldn't be too big of a change to take long to implement. Cheers!
Sincerely,
Bait, founder of UNOB.
--- ^^^ --- READ FIRST --- ^^^ ---
--- ^^^ --- READ FIRST --- ^^^ ---
After getting siphoned out of $168,000,000,000,000 (168T) UNOB is broke (quite literally) and there's no way to prevent it due to our size. There is simply no way to automatically pay people's payroll without checking if they're abusing the system. I highly suggest the game devs to add a slider or a percentage input box where the auto budget toggle button is (In policy settings) that accounts for the percentage of the user's money to be the maximum of an auto budget payment.
Thank you very much. That's all I have to say, I believe it's extremely important for the future of My Colony, and wouldn't be too big of a change to take long to implement. Cheers!
Sincerely,
Bait, founder of UNOB.
☭Welcome in the Great USSR!☭
Zdrastvujta'! It appears that you chose the right link clicking here. It seems that you are looking for some good commonwealth. You are probably lost in that all class struggle, and general mess. Don't worry, Uncle Stalin will help you in making the right choice.
________________________________________
Why USSR?
• We have active, growing community, that is only waiting for YOU to join!
• We are the most innovative commonwealth here, scroll down for some Great Communism Ideas
• We have the most player-based community packs over here called Stalin 5 Year Plans. Just take a look:
________________________________________
• 1 Year- You just joined this game and want some help? Don't worry, the only thing that you need to do is post a request in a post here with a name of your colony. First pack includes:
100 000 ore to help you start out very fast
100 000 steel to help you out start even faster!
10 000 water and
10 000 food because rushing water pumps and greenhouses sucks
1 000 rum just for you!
10 000 $ (secret pension plan, shhh)
• 2 Year- You now have self-sustaining small colony, with 100 people. That means that you need more advanced resources!
30 000 gold for advanced buildings
20 000 microchips for some even more advanced buildings
1 000 rum. Another one.
50 000$ for having fun without spamming gold mints
• 3 Year- It seems that your 1000 colony could benefit from having a GBT. Sadly you need 400 wood for it. Don't worry, we have this, and some extra advanced atmosphere resources:
400 wood for your new GBT that you can now waste all your money on overpriced resources
10 000 clay some buildings need that one
50 000 bricks for building all that you want
10 000 aluminum as a premium
999 rum because I drunk one of them before sending
1 000 000 $ as a start-up for your new GBT oriented buisness
• 4 Year - Your 2500 colony is lacking some aluminum? Lack no more, I'm here to help with your aluminum problem!
20 000 aluminum just for you
1000 alien artifacts for building some alu gens earlier
30 000 wood for dig sites
998 rum, take one down, we still have 997 rum
• 5 Year - Your final pack. Congratulations for getting this one, it means that you have 5000 pops. You could probably left this commonwealth, but you decided to not do so.
30 000 uranium for some fancy quantum magic
10 000 alien artifacts, cause you need to spam Aluminum Generators
1 Golden, Highest Quality Russian Rum
These are not the only resources you will get here comrade, you can always request what you want here in thread or...
• In official First Future Federation Discord channel: https://discord.gg/fr7sHpt . Ranks and fancy logo included. We also have our own Slavic channel there, for posting True Slavic Videos.
• We have dancing bears, водка, rum, smetana, kompot, Gopniks, borsch and pierogies. What are you waiting for?
________________________________________
Payroll assistance.
You: Can I have 100% payroll assistance?
Me: Best I can do is 200%...
You: What about 150%?
Me: 300%, take it or leave it.
You: Okay, seems fair to me.
Best Comrades Ranked By Pops:
1. Me, 67,857
2.British Socialist Republic, 2013
3. Aztecas, 1318
4. Russian Interstellar Federation, 1089
5. British Socialist Republic's Puppet of Newark, 116
Our Charter Code (spam this everywhere): QrbLvRu0
If you have ideas for our commonwealth, write them here.
Hey, stop it, join it already
Please, do it.
Ok, I give up, go somewhere else.
Zdrastvujta'! It appears that you chose the right link clicking here. It seems that you are looking for some good commonwealth. You are probably lost in that all class struggle, and general mess. Don't worry, Uncle Stalin will help you in making the right choice.
________________________________________
Why USSR?
• We have active, growing community, that is only waiting for YOU to join!
• We are the most innovative commonwealth here, scroll down for some Great Communism Ideas
• We have the most player-based community packs over here called Stalin 5 Year Plans. Just take a look:
________________________________________
• 1 Year- You just joined this game and want some help? Don't worry, the only thing that you need to do is post a request in a post here with a name of your colony. First pack includes:
100 000 ore to help you start out very fast
100 000 steel to help you out start even faster!
10 000 water and
10 000 food because rushing water pumps and greenhouses sucks
1 000 rum just for you!
10 000 $ (secret pension plan, shhh)
• 2 Year- You now have self-sustaining small colony, with 100 people. That means that you need more advanced resources!
30 000 gold for advanced buildings
20 000 microchips for some even more advanced buildings
1 000 rum. Another one.
50 000$ for having fun without spamming gold mints
• 3 Year- It seems that your 1000 colony could benefit from having a GBT. Sadly you need 400 wood for it. Don't worry, we have this, and some extra advanced atmosphere resources:
400 wood for your new GBT that you can now waste all your money on overpriced resources
10 000 clay some buildings need that one
50 000 bricks for building all that you want
10 000 aluminum as a premium
999 rum because I drunk one of them before sending
1 000 000 $ as a start-up for your new GBT oriented buisness
• 4 Year - Your 2500 colony is lacking some aluminum? Lack no more, I'm here to help with your aluminum problem!
20 000 aluminum just for you
1000 alien artifacts for building some alu gens earlier
30 000 wood for dig sites
998 rum, take one down, we still have 997 rum
• 5 Year - Your final pack. Congratulations for getting this one, it means that you have 5000 pops. You could probably left this commonwealth, but you decided to not do so.
30 000 uranium for some fancy quantum magic
10 000 alien artifacts, cause you need to spam Aluminum Generators
1 Golden, Highest Quality Russian Rum
These are not the only resources you will get here comrade, you can always request what you want here in thread or...
• In official First Future Federation Discord channel: https://discord.gg/fr7sHpt . Ranks and fancy logo included. We also have our own Slavic channel there, for posting True Slavic Videos.
• We have dancing bears, водка, rum, smetana, kompot, Gopniks, borsch and pierogies. What are you waiting for?
________________________________________
Payroll assistance.
You: Can I have 100% payroll assistance?
Me: Best I can do is 200%...
You: What about 150%?
Me: 300%, take it or leave it.
You: Okay, seems fair to me.
Best Comrades Ranked By Pops:
1. Me, 67,857
2.British Socialist Republic, 2013
3. Aztecas, 1318
4. Russian Interstellar Federation, 1089
5. British Socialist Republic's Puppet of Newark, 116
Our Charter Code (spam this everywhere): QrbLvRu0
If you have ideas for our commonwealth, write them here.
Hey, stop it, join it already
Please, do it.
Ok, I give up, go somewhere else.
So, after playing for some hours, I've decided to make a list on what I'd like to see.
These won't all be directly effecting gameplay but are meant to make the game more user-friendly.
1. Optional Accounts: You would be able to make a My Colony Account in which you can save colonies on. This will allow users to log into the account from multiple browsers/platforms and play their colonies on multiple platforms. Meaning a player playing on the native client could switch to a mobile device.
2. Military/Militia: Creating a colony is not easy, you will meet some resistance.
My idea is you would eventually be able to create Militia. Specifically, Militia Soldiers, Patrol Bots, and Patrol Ships.(Space ships)
Militia bots and soldiers would be able to patrol and try to break up riots/protests, at the risk of accidently killing colonists(Which lowers your approval rating and the overall happiness.)
As a Colony, you won't be able to attack other colonies or capitals directly, but Capitals would be able to.
Capitals get access to Soldiers, Tanks, Transport Ships, Cruisers, and Dreadnaughts. (In addition to militia units.)
A few new buildings, Weapons factory, Training Area, Barracks, Space Depot. Also the Command Center, and Tank Factory for Capitals only.
United Earth, Zolarg Empire, and League of Independent States are all at war with each other, and you would be allowed to send units to them to fight against the other nations. These capitals won't normally attack any colony with a large force unless the "Front" moves far enough away from it. (Only if your charter was not originally from that faction)
All Commonwealths controlled by players would be neutral unless they attack first or the Front goes far enough away from the entire commonwealth.
If your colony is attacked and defeated, you will be annexed to the faction or Commonwealth that attacked you. If it was an AI faction, you will have a 1 day delay before you can request annexation to anyone. It's 3 days delay if it's a player commonwealth. The attacked can demand a maximum of 5% of your total money as tribute. No other resources will be touched. (Besides population loss from the fighting.)
Capitals can send units to help defend a colony or to be used as a staging point for an attack. Also, if you fail to pay taxes to your capital, your capital will be allowed to send a raiding party to your colony to pillage the money. The raid can take up to 30% of your total money, along with damaging infrastructure and possibly killing colonists.
That's really all I can think of for this.
3. Removal of Protesting: This feature seems to be...broken, or not fully thought out. Many times I find colonists protesting for no reason or for a reason they bring on themselves. I tend to see colonists protesting their low health instead of going to a clinic to get healed. I also see colonists protesting absurd commute lengths even though they could've picked a closer one.
4. Quitting Jobs: Colonists should be allowed to quit their jobs and find a new one if they don't feel happy with their current job. This can be commute lengths, salary, etc. Letting them be freely able to quit and get a new job may remedy the issue.
5. Personal Transports: Colonists would be allowed to purchase personal transport vehicles. They would drive from their house to a parking lot, from there they would walk to their job, and the amount they walk would be their commute length.
6. Shops/Stores/Consumer goods: Colonists can spend money they earn buying items from stores you can build. This is mainly to help the colony gain extra income.
7. Entertainment Tweak: If a colonist is unhappy they will seek entertainment to increase their happiness instead of protesting for no reason until their health kills them.
8. Tabbing Out: Your colony will continue to run even if you're not currently tabbed onto it, just as long as the game is still loaded.
9. Payroll Assistance: When payroll is paid, payroll assistance will arrive instantly regardless of whether or not the capital player is online. The capital players will be billed the amount once they log online.
10. Bug Fixing: This is self-explanatory. I'm not going to elaborate on it.
Well, this is a list, feel free to add to my ideas or make your own ideas.
These won't all be directly effecting gameplay but are meant to make the game more user-friendly.
1. Optional Accounts: You would be able to make a My Colony Account in which you can save colonies on. This will allow users to log into the account from multiple browsers/platforms and play their colonies on multiple platforms. Meaning a player playing on the native client could switch to a mobile device.
2. Military/Militia: Creating a colony is not easy, you will meet some resistance.
My idea is you would eventually be able to create Militia. Specifically, Militia Soldiers, Patrol Bots, and Patrol Ships.(Space ships)
Militia bots and soldiers would be able to patrol and try to break up riots/protests, at the risk of accidently killing colonists(Which lowers your approval rating and the overall happiness.)
As a Colony, you won't be able to attack other colonies or capitals directly, but Capitals would be able to.
Capitals get access to Soldiers, Tanks, Transport Ships, Cruisers, and Dreadnaughts. (In addition to militia units.)
A few new buildings, Weapons factory, Training Area, Barracks, Space Depot. Also the Command Center, and Tank Factory for Capitals only.
United Earth, Zolarg Empire, and League of Independent States are all at war with each other, and you would be allowed to send units to them to fight against the other nations. These capitals won't normally attack any colony with a large force unless the "Front" moves far enough away from it. (Only if your charter was not originally from that faction)
All Commonwealths controlled by players would be neutral unless they attack first or the Front goes far enough away from the entire commonwealth.
If your colony is attacked and defeated, you will be annexed to the faction or Commonwealth that attacked you. If it was an AI faction, you will have a 1 day delay before you can request annexation to anyone. It's 3 days delay if it's a player commonwealth. The attacked can demand a maximum of 5% of your total money as tribute. No other resources will be touched. (Besides population loss from the fighting.)
Capitals can send units to help defend a colony or to be used as a staging point for an attack. Also, if you fail to pay taxes to your capital, your capital will be allowed to send a raiding party to your colony to pillage the money. The raid can take up to 30% of your total money, along with damaging infrastructure and possibly killing colonists.
That's really all I can think of for this.
3. Removal of Protesting: This feature seems to be...broken, or not fully thought out. Many times I find colonists protesting for no reason or for a reason they bring on themselves. I tend to see colonists protesting their low health instead of going to a clinic to get healed. I also see colonists protesting absurd commute lengths even though they could've picked a closer one.
4. Quitting Jobs: Colonists should be allowed to quit their jobs and find a new one if they don't feel happy with their current job. This can be commute lengths, salary, etc. Letting them be freely able to quit and get a new job may remedy the issue.
5. Personal Transports: Colonists would be allowed to purchase personal transport vehicles. They would drive from their house to a parking lot, from there they would walk to their job, and the amount they walk would be their commute length.
6. Shops/Stores/Consumer goods: Colonists can spend money they earn buying items from stores you can build. This is mainly to help the colony gain extra income.
7. Entertainment Tweak: If a colonist is unhappy they will seek entertainment to increase their happiness instead of protesting for no reason until their health kills them.
8. Tabbing Out: Your colony will continue to run even if you're not currently tabbed onto it, just as long as the game is still loaded.
9. Payroll Assistance: When payroll is paid, payroll assistance will arrive instantly regardless of whether or not the capital player is online. The capital players will be billed the amount once they log online.
10. Bug Fixing: This is self-explanatory. I'm not going to elaborate on it.
Well, this is a list, feel free to add to my ideas or make your own ideas.
DKpro said: ☭Welcome in the Great USSR!☭
Zdrastvujta'! It appears that you chose the right link clicking here. It seems that you are looking for some good commonwealth. You are probably lost in that all class struggle, and general mess. Don't worry, Uncle Stalin will help you in making the right choice.
________________________________________
Why USSR?
• We have active, growing community, that is only waiting for YOU to join!
• We are the most innovative commonwealth here, scroll down for some Great Communism Ideas
• We have the most player-based community packs over here called Stalin 5 Year Plans. Just take a look:
________________________________________
• 1 Year- You just joined this game and want some help? Don't worry, the only thing that you need to do is post a request in a post here with a name of your colony. First pack includes:
100 000 ore to help you start out very fast
100 000 steel to help you out start even faster!
10 000 water and
10 000 food because rushing water pumps and greenhouses sucks
1 000 rum just for you!
10 000 $ (secret pension plan, shhh)
• 2 Year- You now have self-sustaining small colony, with 100 people. That means that you need more advanced resources!
30 000 gold for advanced buildings
20 000 microchips for some even more advanced buildings
1 000 rum. Another one.
50 000$ for having fun without spamming gold mints
• 3 Year- It seems that your 1000 colony could benefit from having a GBT. Sadly you need 400 wood for it. Don't worry, we have this, and some extra advanced atmosphere resources:
400 wood for your new GBT that you can now waste all your money on overpriced resources
10 000 clay some buildings need that one
50 000 bricks for building all that you want
10 000 aluminum as a premium
999 rum because I drunk one of them before sending
1 000 000 $ as a start-up for your new GBT oriented buisness
• 4 Year - Your 2500 colony is lacking some aluminum? Lack no more, I'm here to help with your aluminum problem!
20 000 aluminum just for you
1000 alien artifacts for building some alu gens earlier
30 000 wood for dig sites
998 rum, take one down, we still have 997 rum
• 5 Year - Your final pack. Congratulations for getting this one, it means that you have 5000 pops. You could probably left this commonwealth, but you decided to not do so.
30 000 uranium for some fancy quantum magic
10 000 alien artifacts, cause you need to spam Aluminum Generators
1 Golden, Highest Quality Russian Rum
These are not the only resources you will get here comrade, you can always request what you want here in thread or...
• In official First Future Federation Discord channel: https://discord.gg/fr7sHpt . Ranks and fancy logo included. We also have our own Slavic channel there, for posting True Slavic Videos.
• We have dancing bears, водка, rum, smetana, kompot, Gopniks, borsch and pierogies. What are you waiting for?
________________________________________
Payroll assistance.
You: Can I have 100% payroll assistance?
Me: Best I can do is 200%...
You: What about 150%?
Me: 300%, take it or leave it.
You: Okay, seems fair to me.
Best Comrades Ranked By Pops:
1. Me, 67,857
2.British Socialist Republic, 2013
3. Aztecas, 1318
4. Russian Interstellar Federation, 1089
5. British Socialist Republic's Puppet of Newark, 116
Our Charter Code (spam this everywhere): QrbLvRu0
If you have ideas for our commonwealth, write them here.
Hey, stop it, join it already
Please, do it.
I would like to know if this is still active
Ok, I give up, go somewhere else.
Recruiting members to join my team on the Enterprise NCC 1701 C. You can be a star fleet officer in no time with me as your commander. My commonwealth is part of a federation that defies existitance. I went where no man had gone before and found the NOZ Federation and it changed my view on our existence. NOZ is filled with it's own species one never seen before. This species helps those that join in ways you cant belive. This NOZ species will guide you to greatness like they have done with me. Join my charter than join the NOZ server! As the Borg have told me one time "resistance is futile" but being with NOZ resistance is not futile.
Charter code:
yx2LfQ6q
Discord server:
discord.gg/sEpTt8E
Benefits:
*6k payroll assistance
*Free resources from me
*Assistance with anything you need
*Auto pay so your not waiting for me to get on for payroll assistance!
I have this problem as well with payroll and stimulus. 34k population, experience freezing for around 5 minutes when payroll triggers.
Details:
My Colony v0.78.0 - LIS Ice World Map Offline (no cell service where I normally play)
Mobile - Moto x4 Android 8.1.0
Details:
My Colony v0.78.0 - LIS Ice World Map Offline (no cell service where I normally play)
Mobile - Moto x4 Android 8.1.0
I will take a look at the payroll stuff for the next update guys. I remember a long time ago when colonies first started getting real big, the same issue was happening, but I had thought it was addressed. It seems like just suddenly it started happening again on some devices, and I really didn't make any changes to the Payroll code, but I will research it.