Search - research
Hi,
Since research was added in the last version, I just want to give a feedback on that, I think the research system would be better if research was not a resource. Two options:
You select a tech that you want to unlock, and then your various scientific buildings (academies, research labs, laboratories...) work on the tech.
It takes them a certain amount of time before you have the tech unlocked. They could also consume various resources specific to the tech in the process.
Research could be some kind of "research power", and techs take eg. 10000 days-researchpower (unit is days*researchpower) to complete. If you have 1000 research power, it will take 10 days. It works a bit like man-days.
BUT because you can't just spam research buildings and get techs in one day, building more and more research buildings will get you less and less research power per building, eg. power = [log(buildings)+1]*C, eg. 1 building = C power, 2 bds = 1.3*C, ...10 bds = 2*C, but maybe for another base for the log but you get it.
Inspired by @username https://www.ape-apps.com/viewpage.php?p=38290
Second option : research does not exist, at least in the colony. We were discussing a lot about the lore exactly 12 months ago. There was an idea about the colony being sent by UE to colonize new worlds. Then the colony would owe UE resources. In exchange of this cooperation, UE regularly discovers new techs and sends the blueprints to the colony, which immediately unlock the tech.
Going independent has the advantage of getting rid of these taxes, while it has the disadvantage of having to research new techs by themselves (but maybe also get techs that were kept hidden by UE...)
Since research was added in the last version, I just want to give a feedback on that, I think the research system would be better if research was not a resource. Two options:
- Research power
You select a tech that you want to unlock, and then your various scientific buildings (academies, research labs, laboratories...) work on the tech.
It takes them a certain amount of time before you have the tech unlocked. They could also consume various resources specific to the tech in the process.
Research could be some kind of "research power", and techs take eg. 10000 days-researchpower (unit is days*researchpower) to complete. If you have 1000 research power, it will take 10 days. It works a bit like man-days.
BUT because you can't just spam research buildings and get techs in one day, building more and more research buildings will get you less and less research power per building, eg. power = [log(buildings)+1]*C, eg. 1 building = C power, 2 bds = 1.3*C, ...10 bds = 2*C, but maybe for another base for the log but you get it.
Inspired by @username https://www.ape-apps.com/viewpage.php?p=38290
- United Earth sends new techs
Second option : research does not exist, at least in the colony. We were discussing a lot about the lore exactly 12 months ago. There was an idea about the colony being sent by UE to colonize new worlds. Then the colony would owe UE resources. In exchange of this cooperation, UE regularly discovers new techs and sends the blueprints to the colony, which immediately unlock the tech.
Going independent has the advantage of getting rid of these taxes, while it has the disadvantage of having to research new techs by themselves (but maybe also get techs that were kept hidden by UE...)
Hello.
So let’s see some even higher level utilizations of Gaiarium!
Technologies!
Buildings
So let’s see some even higher level utilizations of Gaiarium!
Technologies!
- Advanced Gaiarium Usage
Obtain access to Gaiarium usage under authorization of Secret Lab Authority, and research ways to use Gaiarium in your colony.
After aquiring this technology, your colony will be able to use Gaiarium for more beneficial purposes.
Requires:
- Standard Gaiarium Authorization
- Xenomaterials Research
- 115000 Research
- 25000 Civics
- 200 Gaiarium
- G-Dimension Science
The power of the Gaiarium comes from its connection to dimensions, which opens the gate to the even-advanced dimensional theories - Which is the ultimate value of Gaiarium.
Thanks to Gaiarium, UE is able to pioneer interdimensional powers - Which, it’s not just something like portals and warping beams.
Requirements:
- Advanced Gaiarium Usage
- Interdimensional Transportation
- 50000000 Research
- 100000 Civics
- 5000 Gaiarium
- Top-Secret Dimensions-Powered Manufacturing
This will allow you to access one of the most confidential archieved secret blueprints of Secret Lab Authority - using the power of the dimensions to manufacture goods.
Yes. Finally something valuable for improving manufacturing!
Requires:
- G-Dimension Science
- Faster-Than-Light Travel
- 500000000 Research
- 450000 Civics
- 10000 Gaiarium
- Top-Secret Instant Remote Teleporting
Teleporting now don’t even need portals. What you need is just a Gaiarium-powered teleport node to warp objects from place to place.
You’ll think about logistics of goods, but UE has another way utilizing it...
Requires:
- G-Dimension Science
- Transcendence
- 500000000 Research
- 450000 Civics
- 10000 Gaiarium
- Top-Secret Interdimensional Influence Theory
Data from Gaiarium interdimensional observers has shown that by influencing the subdimensions, the reality can be influeced. What will this theory changes to UE?
This. Will. Be. Interstin.
Requires:
- G-Dimension Theory
- 58000000 Research
- 450000 Civics
Buildings
- Interdimensional Observeration Lab
An properly-disguised underground secret lab facility where secret scientists do dimensional observations using the Gaiarium interdimensional observers. While they are locked inside to keep them under strict overwatching, the relaxing, supervision-free living quarters are also built inside to accomodate them and provide them daily support. Generates a even vast amount of research using software, ancient instructions and Gaiarium, while also producing trash from accomodations...
It’s an upgraded Standard Gaiarium Experiment Lab. Not just provides a stronger output of research from Gaiarium, it also provides accomodation and entertainment for keeping the scientists inside the lab - not just effectly reducing the chance of intelligence leak, they’ll be able to make themselves like home here.
Requires G-Dimension Science. - Advanced Gaiarium Refinery
Equipped with better alien artifact powered appratus to extract more Gaiarium using ore and crystalline, while the workers are fooled to produce ‘steel‘ here.
A better facility to produce Gaiarium, for the later larger demands.
Requires G-Dimension Science. - Secret Interdimensional Power Reactor
Using the power of the dimensions to generate electricity is still a very new concept to the Galaxy... While the Alpha Draconian engineers scratching their bald head wondering the equation they need, the United Earth have already developed this prototype reactor in their secret backyard. Consumes software, Gaiarium and Helium-3.
[LAUGHS IN UNITED EARTH]
Requires G-Dimensional Theory. - Interdimension-Compression Alloy Forge
By using the strong force of interdimesional compressions, alloys can be synthesized without strong heating - only by crushing aluminium, uranium and sugar, crumpling them together tightly. Uses some Gaiarium to trigger the reaction.
Randomly produces antanium or triantanium, triantanium at lower occuarence.
Requires Top-Secret Dimensions-Powered Manufacturing. - Secret Etherization Plant
Now you won’t have to buy ether from others - bacuse you know how to create them - By accelerating the etherization using the effects of dimensions. The magic will happen inside this Consumes ant paste, Gaiarium and uranium.
For game balance, it’ll produce ether slowly...
Requires Top-Secret Dimensions-Powered Manufacturing. - Biocrystal Plantation
When artificial crystalline fuses with biomasses under the effect of Gaiarium, what it results is a more fast-growing, aggressive biocrystals. Because biocrystals are dangerous, the plantation has to be built into the deep underground with all-time control to avoid disasters.
It uses rum, water and a trace amount of Gaiarium to operate.
Requires Advanced Gaiarium Usage. - Instant Arrest Centre
Now, with the remote teleporting technologies, maintaining security no longer needs cops to catch the thieves. Now you just need security cameras everywhere, and a warp node to zap those criminals into this instant arrest centre - instantly.
It requires less staff to operate. And with more jail cells.
Requires Top-Secret Instant Remote Teleporting. - 4th-Dimensional Warehouse
The fourth dimension is far larger than the third dimension we’re in - By making use of that, almost endless storage space can be provided.
A very simple idea, isn’t it. Can be an exclusive warehouse upgrade for United Earth.
Requires Top-Secret Dimensions-Powered Manufacturing. - Interdimensional Influence Brainwash Node
The ultimate weapon of peace and order is never nukes and bombs. It’s actually the irresistible brainwashing... Unless having a tin foil hat.
Generates a terrible amount of civics from brainwashing people... It gotta be terrible.
Consumes software and very little Gaiarium for maintenance.
Requires Top-Secret Interdimensional Influence Theory and Political Theatre. - Dimensional Manufactory of Knowledge
Utilizing the power of the dimensions, not just sheets of research can be converted into various actual objects, even the pure traces of thoughts and knowledges can be converted into objects - Everything is possible.
It’s something like an upgrade for Research Convertor... It’s just an idea anyway.
Requires all three top-secret techs.
Let me first start off by saying that I know bast is focused on finishing antiquitas and he probably will not consider another race until he has time to focus solely on my colony.
So here are my ideas for races that could be put in the game. I can only include six because the poll only allows for six possible answers.
1. Automations:
Description: A Utopian sentient robot society whose sole purpose is to terraform worlds into beautiful paradises. They need less care than organic colonists, they have no need for a government since greed, deceit, and violence are not a part of their nature, and they only produce what they need to terraform the planet and survive as they give the rest back to their planet. They prefer to be an isolated society but warmly welcome and care for newcomers from other races.
Difficulty: Very Easy-easy
Production potential: the least out of all races
Main building resource: ore
Terraforming Potential: the most efficient out of all races
Economic potential: very low
Governmental potential: the least out of all races
research potential: average
growth rate: very high
Tourist potential: very high
Food and water production: the most efficient out of all races
Micromanagement needs at beginning of game: very little.
Colonist eats: power and small amounts of oil, new colonists are built from ore.
Colonist entertained by: Work, walking around when planet is between 5-15 mil atmosphere, research.
Building method: buildings are built by vehicles, same as humans and insectoids.
optimum atmosphere range: 5-15 mil
Colonizable atmosphere range: 0-100
2.) Reptilians
Description: A society built on honor for one's neighbor and zealous loyalty to the theocracy. These people are known for their vast uses of crystalline since a viable source of regolith, ore, and gold couldn't be found on their home planet. They synthesize the purest crystalline out of all races. The reptilians need less governing, but they can still build a very strong government unlike the automations. A more advanced race than humans, the reptilians build structures that are more autonomous and require less workers. Their honorbound and zealous disposition often prevents them from asking important questions though, which limits the amount of research they produce, and their technology and society allow them to function very well in all environments, which hinders their motivation to terraform even though they would still prefer to live in a hospitable environment. Because of the reptilians tendency to colonize planets with hostile environments, not many people want to move to reptilian worlds. The reptilians are not know for their capacity for trading and economics as they serve a theocracy, but they do need money to survive and trading is a means to an end for them.
Difficulty: medium-hard
Production potential: very high
Main building resource: crystalline
Terraforming Potential: the least efficient out of all races
Economic potential: average
Governmental potential: the best out of all races
research potential: low
Growth rate: low
Tourist potential: low
Food and water production: average
Micromanagement needs at beginning of game: low to moderate.
Colonist eats: food and water
Colonist entertained by: religion, fighting arenas, human-like entertainment
building method: buildings warps are started and left alone to build themselves as the vehicle does other tasks. This slows down build speed though.
optimum atmosphere range: 2.5-30mil
Colonizable atmosphere range: 0-100
3.) Jellyfish
Description: The Jellyfish thrive in high atmospheric conditions as they do not live on the ground but build their cities in the sky out of floating structures. The jellyfish survive solely on atmosphere instead of food and water. The jellies pride themselves in their various uses of atmosphere, but this drains the planet of all atmosphere eventually, so it's a race against time to develop the technologies and resources for adding atmosphere back to the planet. On their homeworld, a gas giant, native plants and animals balance the ecosystem by producing atmosphere, but even that isn't enough to support a fast growing civilization. The jellies are creatures of curiosity, which fuels their motivation for research, and their society promotes a balanced governmental authority. They tend to be avid traders and economists and are very welcoming, but their high atmospheric environment is inhospitable to most races, hindering tourism and immigration. Their terraforming methods are very effective, but their needs for atmosphere always put a damper on any terraforming effects. When colonizing a low atmospheric planet, they build bubble-like structures on the ground that rise into the sky as the planet's atmosphere increases. These bubbles need to be attached to one another so that jellies can travel inside of them, because they lack the technology to develop environmental suits to walk outside on those planets. The jellies also use different animals from their homeworld to collect resources and morph into structures.
Difficulty: medium
Production potential: average
Main building resource: atmosphere
Terraforming Potential: high
Economic potential: the best out of all races
Governmental potential: average
research potential: very high
growth rate: very high
Tourist potential: very low
Food and water production: the least efficient out of all races
Micromanagement needs at beginning of game: depends on the planet.
Colonist eats: atmosphere
Colonist entertained by: regular entertainment
building method: worker animals are morphed into structures and cannot be helped by other workers, this causes a slower build speed.
optimum atmosphere range: 10-100 mil
Colonizable atmosphere range: 0-100
4.) Snowmen
Description: A younger race, the snowmen live in smaller tribes and work together to expand their reach. They look like yeti with thick white fur, but don't let them fool you, they are crafty. They thrive in taiga environments where wood and snow abound, but they have difficulty working and moving in warmer environments. They were uplifted and given space travel technology by this LIS, but they were never given the technology to colonize planets that aren't within the 1 mil to 15 mil range. Their tribal form of government makes it hard for them to form a strong government and they aren't recognized as advanced enough to be taken seriously by most space-faring races. Some people even keep them as slaves to do their work. As a result, the snowmen are cynical and inhospitable toward outsiders and have trouble accepting anyone of another race into their society. They devote all of their time to gathering resources and materials for building up the colony because they long to be recognized as an official space-faring race. Their mass production plans require many many jobs though due to their primitive machines and buildings, and this race has average growth, so progress through the game will be slower.
Difficulty: hard-brutal
Production potential: high
Main building resource: wood
Terraforming Potential: average
Economic potential: the least of all the races
Governmental potential: low
research potential: the best out of all races
growth rate: average
Tourist potential: the least out of all races
Food and water production: average
Micromanagement needs at beginning of game: high
Colonist eats: food, water
Colonist entertained by: primitive and human-like entertainment
building method: built by workers/vehicles like xolarg and humans build.
optimum atmosphere range: 1-10 mil
Colonizable atmosphere range: 1-10 mil
4.) Ancients
Description: Those purple buildings that you see in every advanced colony; yeah, they came from these guys. The most advanced race in the game, most ancients see all other races as inferior to them and usually won't trade with other races unless they have to. This god complex makes them too arrogant to see their mistakes or to try to improve their technology and they are more than willing to invite outsiders from primitive races to bask in the glory of their technology. As the most advanced race, they are inherently the best at resource production. Their buildings are more autonomous as well, but the ancients only mate once a year, so they are the slowest growing of all races. Their government is pretty effective due to the use of more advanced technology to enforce laws, but providing entertainment will be harder since these people require more intelligent entertainment that usually costs more. Every ancient would love to live in a paradise, so terraforming is a higher priority, especially since the ancient can only tollerate a 7.5-12.5 mil atmosphere range is required for ancients to survive without protection.
Difficulty: hard-brutal
Production potential: the best of all races
Main building resource: ore
Terraforming Potential: high
Economic potential: low
Governmental potential: high
research potential: low
growth rate: slowest of all races
Tourist potential: average
Food and water production: high
Micromanagement needs at beginning of game: low, but slow growth rate means that game progress takes the longest.
Colonist eats: food, water
Colonist entertained by: more intelligent entertainment
building method: buildings warped in like reptilians
Optimum atmosphere range: 7.5-12.5 mil
Colonizable atmosphere range: 0-100 mil
6.) Tallorians/rock men
Description: As Sulfur-based lifeforms, the tallorians survive and thrive in the hottest places of the galaxy. Their rocky exoskeletons protect them from any envorinment, but they prefer a hotter, higher atmosphere planet like their homeworld. The wildlife and spectacular views on rock men planets attracts attention from tourism and the rock men make a killing off of novelties. The rock men promote a balanced government, terraforming, and research stance and they have a stellar economy, but where they have an abundance of attention and money, they lack in production and growth.They have a somewhat similar technology to humans, but they use less resources as they are not a production focused raced.
Difficulty: medium-hard
Production potential: low
Main building resource: regolith
Terraforming Potential: average
Economic potential: very high
Governmental potential: average
research potential: average
growth rate: low
Tourist potential: Very high
Food and water production: very low
Micromanagement needs at beginning of game: medium
Colonist eats: ore
Colonist entertained by: human-like entertainment,
building method: buildings warped in like reptilians
Optimum atmosphere range: 20-40 mil
Colonizable atmosphere range: 0-100 mil
So here are my ideas for races that could be put in the game. I can only include six because the poll only allows for six possible answers.
1. Automations:
Description: A Utopian sentient robot society whose sole purpose is to terraform worlds into beautiful paradises. They need less care than organic colonists, they have no need for a government since greed, deceit, and violence are not a part of their nature, and they only produce what they need to terraform the planet and survive as they give the rest back to their planet. They prefer to be an isolated society but warmly welcome and care for newcomers from other races.
Difficulty: Very Easy-easy
Production potential: the least out of all races
Main building resource: ore
Terraforming Potential: the most efficient out of all races
Economic potential: very low
Governmental potential: the least out of all races
research potential: average
growth rate: very high
Tourist potential: very high
Food and water production: the most efficient out of all races
Micromanagement needs at beginning of game: very little.
Colonist eats: power and small amounts of oil, new colonists are built from ore.
Colonist entertained by: Work, walking around when planet is between 5-15 mil atmosphere, research.
Building method: buildings are built by vehicles, same as humans and insectoids.
optimum atmosphere range: 5-15 mil
Colonizable atmosphere range: 0-100
2.) Reptilians
Description: A society built on honor for one's neighbor and zealous loyalty to the theocracy. These people are known for their vast uses of crystalline since a viable source of regolith, ore, and gold couldn't be found on their home planet. They synthesize the purest crystalline out of all races. The reptilians need less governing, but they can still build a very strong government unlike the automations. A more advanced race than humans, the reptilians build structures that are more autonomous and require less workers. Their honorbound and zealous disposition often prevents them from asking important questions though, which limits the amount of research they produce, and their technology and society allow them to function very well in all environments, which hinders their motivation to terraform even though they would still prefer to live in a hospitable environment. Because of the reptilians tendency to colonize planets with hostile environments, not many people want to move to reptilian worlds. The reptilians are not know for their capacity for trading and economics as they serve a theocracy, but they do need money to survive and trading is a means to an end for them.
Difficulty: medium-hard
Production potential: very high
Main building resource: crystalline
Terraforming Potential: the least efficient out of all races
Economic potential: average
Governmental potential: the best out of all races
research potential: low
Growth rate: low
Tourist potential: low
Food and water production: average
Micromanagement needs at beginning of game: low to moderate.
Colonist eats: food and water
Colonist entertained by: religion, fighting arenas, human-like entertainment
building method: buildings warps are started and left alone to build themselves as the vehicle does other tasks. This slows down build speed though.
optimum atmosphere range: 2.5-30mil
Colonizable atmosphere range: 0-100
3.) Jellyfish
Description: The Jellyfish thrive in high atmospheric conditions as they do not live on the ground but build their cities in the sky out of floating structures. The jellyfish survive solely on atmosphere instead of food and water. The jellies pride themselves in their various uses of atmosphere, but this drains the planet of all atmosphere eventually, so it's a race against time to develop the technologies and resources for adding atmosphere back to the planet. On their homeworld, a gas giant, native plants and animals balance the ecosystem by producing atmosphere, but even that isn't enough to support a fast growing civilization. The jellies are creatures of curiosity, which fuels their motivation for research, and their society promotes a balanced governmental authority. They tend to be avid traders and economists and are very welcoming, but their high atmospheric environment is inhospitable to most races, hindering tourism and immigration. Their terraforming methods are very effective, but their needs for atmosphere always put a damper on any terraforming effects. When colonizing a low atmospheric planet, they build bubble-like structures on the ground that rise into the sky as the planet's atmosphere increases. These bubbles need to be attached to one another so that jellies can travel inside of them, because they lack the technology to develop environmental suits to walk outside on those planets. The jellies also use different animals from their homeworld to collect resources and morph into structures.
Difficulty: medium
Production potential: average
Main building resource: atmosphere
Terraforming Potential: high
Economic potential: the best out of all races
Governmental potential: average
research potential: very high
growth rate: very high
Tourist potential: very low
Food and water production: the least efficient out of all races
Micromanagement needs at beginning of game: depends on the planet.
Colonist eats: atmosphere
Colonist entertained by: regular entertainment
building method: worker animals are morphed into structures and cannot be helped by other workers, this causes a slower build speed.
optimum atmosphere range: 10-100 mil
Colonizable atmosphere range: 0-100
4.) Snowmen
Description: A younger race, the snowmen live in smaller tribes and work together to expand their reach. They look like yeti with thick white fur, but don't let them fool you, they are crafty. They thrive in taiga environments where wood and snow abound, but they have difficulty working and moving in warmer environments. They were uplifted and given space travel technology by this LIS, but they were never given the technology to colonize planets that aren't within the 1 mil to 15 mil range. Their tribal form of government makes it hard for them to form a strong government and they aren't recognized as advanced enough to be taken seriously by most space-faring races. Some people even keep them as slaves to do their work. As a result, the snowmen are cynical and inhospitable toward outsiders and have trouble accepting anyone of another race into their society. They devote all of their time to gathering resources and materials for building up the colony because they long to be recognized as an official space-faring race. Their mass production plans require many many jobs though due to their primitive machines and buildings, and this race has average growth, so progress through the game will be slower.
Difficulty: hard-brutal
Production potential: high
Main building resource: wood
Terraforming Potential: average
Economic potential: the least of all the races
Governmental potential: low
research potential: the best out of all races
growth rate: average
Tourist potential: the least out of all races
Food and water production: average
Micromanagement needs at beginning of game: high
Colonist eats: food, water
Colonist entertained by: primitive and human-like entertainment
building method: built by workers/vehicles like xolarg and humans build.
optimum atmosphere range: 1-10 mil
Colonizable atmosphere range: 1-10 mil
4.) Ancients
Description: Those purple buildings that you see in every advanced colony; yeah, they came from these guys. The most advanced race in the game, most ancients see all other races as inferior to them and usually won't trade with other races unless they have to. This god complex makes them too arrogant to see their mistakes or to try to improve their technology and they are more than willing to invite outsiders from primitive races to bask in the glory of their technology. As the most advanced race, they are inherently the best at resource production. Their buildings are more autonomous as well, but the ancients only mate once a year, so they are the slowest growing of all races. Their government is pretty effective due to the use of more advanced technology to enforce laws, but providing entertainment will be harder since these people require more intelligent entertainment that usually costs more. Every ancient would love to live in a paradise, so terraforming is a higher priority, especially since the ancient can only tollerate a 7.5-12.5 mil atmosphere range is required for ancients to survive without protection.
Difficulty: hard-brutal
Production potential: the best of all races
Main building resource: ore
Terraforming Potential: high
Economic potential: low
Governmental potential: high
research potential: low
growth rate: slowest of all races
Tourist potential: average
Food and water production: high
Micromanagement needs at beginning of game: low, but slow growth rate means that game progress takes the longest.
Colonist eats: food, water
Colonist entertained by: more intelligent entertainment
building method: buildings warped in like reptilians
Optimum atmosphere range: 7.5-12.5 mil
Colonizable atmosphere range: 0-100 mil
6.) Tallorians/rock men
Description: As Sulfur-based lifeforms, the tallorians survive and thrive in the hottest places of the galaxy. Their rocky exoskeletons protect them from any envorinment, but they prefer a hotter, higher atmosphere planet like their homeworld. The wildlife and spectacular views on rock men planets attracts attention from tourism and the rock men make a killing off of novelties. The rock men promote a balanced government, terraforming, and research stance and they have a stellar economy, but where they have an abundance of attention and money, they lack in production and growth.They have a somewhat similar technology to humans, but they use less resources as they are not a production focused raced.
Difficulty: medium-hard
Production potential: low
Main building resource: regolith
Terraforming Potential: average
Economic potential: very high
Governmental potential: average
research potential: average
growth rate: low
Tourist potential: Very high
Food and water production: very low
Micromanagement needs at beginning of game: medium
Colonist eats: ore
Colonist entertained by: human-like entertainment,
building method: buildings warped in like reptilians
Optimum atmosphere range: 20-40 mil
Colonizable atmosphere range: 0-100 mil
@username
I like this idea. I am referring this idea as one of your best idea so far.
So your idea is, the researches composes of these research points:
I have some additional ideas.
Project specific research tasks, instead of pre-researched papers
The research points are only produced when a research is / researches are queued. So you can really see the scientists are working on specific research logically.
Some more research types
Technologies also comes from other types of studies.
Such as:
Hopefully this can make your idea much better!
I like this idea. I am referring this idea as one of your best idea so far.
So your idea is, the researches composes of these research points:
- Physics
- Chemistry
- Biology
I have some additional ideas.
Project specific research tasks, instead of pre-researched papers
The research points are only produced when a research is / researches are queued. So you can really see the scientists are working on specific research logically.
Some more research types
Technologies also comes from other types of studies.
Such as:
- Geology helps surveying terrain and subterranean mineral veins, needed by construction and mining technologies.
- Social Studies allows us to understand how to run a society and know what people needs, needed by colonial governance and civic service (education, security, entertainment, etc) technologies.
- Alien Research to unlock some extraordinary stuff?
Hopefully this can make your idea much better!
Hello guys!
I did suggest researches for units from buildings before. But this time I'm going straight to the idea items - hopefully the research ideas will fit the game well. Most of them are based on the units in the game.
How to research?
Research items can be purchased at the research tab (not lab), and each research requires particular tech building to unlock for purchases. Time is needed to put the research effects active.
Multiple researches can be researched at the same time.
Ideas of researches
I did suggest researches for units from buildings before. But this time I'm going straight to the idea items - hopefully the research ideas will fit the game well. Most of them are based on the units in the game.
How to research?
Research items can be purchased at the research tab (not lab), and each research requires particular tech building to unlock for purchases. Time is needed to put the research effects active.
Multiple researches can be researched at the same time.
Ideas of researches
- <Diamond Solar Panels> (UE)
Available from Research Lab.
All solar panels yields 3 more power. - <Armour Piercing Ammunition> (UE)
Available from Research Lab.
Improves attack power of all small arms weapon class units by 2. - <Composite Armour Plates> (UE)
Available from Experimental Tech Center.
+10 hitpoints for Harvester (UE), Light Tank and Rocket Tank (A multifunction rocket artillery, switched to anti-air when changed to immobile mode). +25 hitpoints for Medium Tank and Heavy Assault Tank (A heavy tank which cannot fire while moving but has devastating proton cannon and toughest armour). - <Improved Jet Engine> (UE)
Available from Experimental Tech Centre.
Jetpack Infantry and all United Earth aircrafts moves faster. - <Honeycomb Ceramic Structure> (UE)
Available from Research Lab.
All buildings +100 hitpoints. - <Proton Accumulators> (UE)
Available from Experimental Tech Centre.
Improves attack power of all Proton weapon class units by 8 but Heavy Assault Tank by 20.
Hello guys.
Here I have another idea of gaining research in MC2.
Assume that MC2 took place at the time before United Earth (which established after the year 2050 according to official lores), field research may not be highly available as in MC1.
You know, some research equipments can be very expensive and fragile, and can cost a lot to ship them to your colony in far worlds.
So here's the thing - at early times, your technological progress is also done by exporting samples of resources.
Just like how we did when exploring the moon, send some ore soil samples back to Earth and these samples will be inspected by research institutions.
Analysis of the samples would bring technological advancements to establish and develop your own colony.
To be specific, what I am thinking exactly:
So what do you think about it?
Here I have another idea of gaining research in MC2.
Assume that MC2 took place at the time before United Earth (which established after the year 2050 according to official lores), field research may not be highly available as in MC1.
You know, some research equipments can be very expensive and fragile, and can cost a lot to ship them to your colony in far worlds.
So here's the thing - at early times, your technological progress is also done by exporting samples of resources.
Just like how we did when exploring the moon, send some ore soil samples back to Earth and these samples will be inspected by research institutions.
Analysis of the samples would bring technological advancements to establish and develop your own colony.
To be specific, what I am thinking exactly:
Not only research points are needed to finish an research, you'll also need to export a cumulative amount of required resource types.
Let's take an example, if you want to start making steel you'll need to research basic colony ore refining technology. You'll need some research produced from analysis stations (?) and then export some ores to unlock blueprints for steel workshop.So what do you think about it?
Hello guys!
Here I am suggesting some details on research gameplay for MC2.
New function of research?
Here as I would suggest, research will not only limited to unlocking buildings and new options. Instead they will also become a source of funds to your colony - Just like in the real world, completing or starting scientific research projects can earn research institutes a large sum of funds.
The funds you have earned can be used to request assets like supplies and new colonists from Earth.
Research Requirements
Besides research points generated from research facilities and sometimes resources in your colony, some researches has special requirements. In terms of population, such as requiring your colony reaching a population level, having a number of unassigned population at the moment, or having a number of specific type of specialists. In terms of territory, such as owning an outpost or having at least a area of settlement territory.
Here I am suggesting some details on research gameplay for MC2.
New function of research?
Here as I would suggest, research will not only limited to unlocking buildings and new options. Instead they will also become a source of funds to your colony - Just like in the real world, completing or starting scientific research projects can earn research institutes a large sum of funds.
The funds you have earned can be used to request assets like supplies and new colonists from Earth.
Research Requirements
Besides research points generated from research facilities and sometimes resources in your colony, some researches has special requirements. In terms of population, such as requiring your colony reaching a population level, having a number of unassigned population at the moment, or having a number of specific type of specialists. In terms of territory, such as owning an outpost or having at least a area of settlement territory.
gewisse said:I started having this problem on March 3, 2018. Before this, all was fine, but on the 3rd I noticed that my Small Research buildings were not being supplied with workers. I started new colonies, even re-installed the app, but it's not working. I currently have 13 unemployed yet my Research building only has 1 worker and it's been 2 days since I created the Research building.
My stats are:
MyColony v.0.58.0
Win10
This creates major issues since without any research you cannot move the colony forward.
JaxxSilva said:
I am not sure as I am past this point, but it sounds like an education issue. Build education buildings so they can be smart enough for researching, and have some unemployed workers so they actually use the education buildings. Hope that helps.
That would make sense if the Education Building was available in the beginning. However, I've only seen them much later on....AFTER doing much research. As it stands, with one Research Building and one employee, it will take a very long time before I can even do the research for the Advanced Hydroponics.
I see in the Release Notes where this change is mentioned. However, IF education is going to be a priority for research buildings, then the education building should be available early on. Otherwise, I'll have 50 unemployed people sitting around doing nothing but eating up resources and not being productive.
gewisse said:gewisse said:I started having this problem on March 3, 2018. Before this, all was fine, but on the 3rd I noticed that my Small Research buildings were not being supplied with workers. I started new colonies, even re-installed the app, but it's not working. I currently have 13 unemployed yet my Research building only has 1 worker and it's been 2 days since I created the Research building.
My stats are:
MyColony v.0.58.0
Win10
This creates major issues since without any research you cannot move the colony forward.
JaxxSilva said:
I am not sure as I am past this point, but it sounds like an education issue. Build education buildings so they can be smart enough for researching, and have some unemployed workers so they actually use the education buildings. Hope that helps.
That would make sense if the Education Building was available in the beginning. However, I've only seen them much later on....AFTER doing much research. As it stands, with one Research Building and one employee, it will take a very long time before I can even do the research for the Advanced Hydroponics.
I see in the Release Notes where this change is mentioned. However, IF education is going to be a priority for research buildings, then the education building should be available early on. Otherwise, I'll have 50 unemployed people sitting around doing nothing but eating up resources and not being productive.
The internet relay booth educates citizens.
@bastecklein hopefully this can help you find why this happens so people don't have to take so many steps just to leave the game, because no auto save nor manual save from in-game works for saving Research.
I went onto here to find out what was causing the issue, someone suggested that you back out of your Colony then back out of your Region and so far, it seems to have saved the research I have done. I am still working on resaving up research so I can further test out the theory, but so far I do have some saved.
How to get them to save:
1. Unlock Research
2. Menu- Return to Region
3. Menu- Return to Title
4. Upon re-entering into the game my research is now where I left it. If I do not do all 3 steps, it will now send me back to this current state of research.
So it has become my new "Minimum". I will do more science to find out if my next one will become my new standard. The dark mark is me pulling down to show it's now staying with that as my current research. I need to save more points so I can do another test. It cost a lot to do that all at once! 😄
Opps. Forgotten this:
Android Moto E5 Play
My colony 0.76.0
I went onto here to find out what was causing the issue, someone suggested that you back out of your Colony then back out of your Region and so far, it seems to have saved the research I have done. I am still working on resaving up research so I can further test out the theory, but so far I do have some saved.
How to get them to save:
1. Unlock Research
2. Menu- Return to Region
3. Menu- Return to Title
4. Upon re-entering into the game my research is now where I left it. If I do not do all 3 steps, it will now send me back to this current state of research.
So it has become my new "Minimum". I will do more science to find out if my next one will become my new standard. The dark mark is me pulling down to show it's now staying with that as my current research. I need to save more points so I can do another test. It cost a lot to do that all at once! 😄
Opps. Forgotten this:
Android Moto E5 Play
My colony 0.76.0
It doesn't seem very realistic to have a research resource, so what if instead science buildings produced research studies related to technologies on the tech tree. After enough papers are written, scientists will be able to discover a new technology. This would make the game more fun since it gives you a reason to build multiple science buildings rather than stacking a bunch of high research producing buildings together to maximize research production.
Here are a few science buildings and categories that I think should be added into the game:
Physics: this branch of science is focused on how the universe works. You will need a physics lab to research any technology with that requires moving parts.
Chemistry: this focuses on chemicals and their interactions with one another. You will need a chemistry lab to to research how to make new materials like triantanium.
Biology: this branch focuses on living creatures and how their bodies function. You will need a biology lab to research tech related to genetic engineering and human health.
Here are a few science buildings and categories that I think should be added into the game:
Physics: this branch of science is focused on how the universe works. You will need a physics lab to research any technology with that requires moving parts.
Chemistry: this focuses on chemicals and their interactions with one another. You will need a chemistry lab to to research how to make new materials like triantanium.
Biology: this branch focuses on living creatures and how their bodies function. You will need a biology lab to research tech related to genetic engineering and human health.
Hello guys!
May I proudly present my fan lore about the history of My Colony Universe!
The calendars and year used would be Earth ones.
Time of the Ancients (??? ~ 1.2 billion years before Alpha Draconians)
Once there was a thriving old civilization ruled over the Milky Way Galaxy, which now they are called the Ancients. Even for the Alpha Draconians, there are limited documents about their history. The following will state the events recorded and decoded so far.
Rise of Reptilians (~4.1 ~ 2.8 million years before human history)
The Disappearance of the Ancients gave rise to the Reptilian immigrants, though discovered a bit lately, they began expanding further into the empty Milky Way Galaxy. Later the Reptilian Empire of Alpha Draconians was formed on the foundations of the disappeared Empire.
The Revival of Insectoid Civilization (~20th century of Human timeline)
Insectoids were being enslaved by Alpha Draconians for millions of years. However, an uprising changed the fate of the Insectoids, which led to the revival of the long lost Insectoid civilization, in the form of the Zolarg Empire.
Old Earth Era (year --~2051)
The Old Earth Era is the time of human history before United Earth. The Old Earth Era is when humans begin exploring more parts of the galaxy, as well as beginning extensive colonization on new planets.
Rebirth of Humanity (2051-2061)
Right after the Grand Collapse which marked the end of the Old Earth Era, humanity on Earth was in massive chaos, while most colonies outside Earth were deserted and had to survive on their own. Until the United Earth reunited humanity.
Rise of Humanity (2061-2083)
The New Era referred to the early times of United Earth after the recovery from the Old Earth era disaster. It was another golden age in human history, human civilization beginning to rise quickly in the Milky Way Galaxy. Despite opportunities, there were also new unknown challenges.
Human Civil War (2083-2084)
This was one of the most impactful wars in the Galaxy. Yes, it's name is Human Civil War, however, things were not simple as most thought at that time - it eventually involved the 3 major civilizations of the Galaxy, and also gave birth to the fourth major civilization. The war also impacted the future patterns in the Milky Way Galaxy.
New Galactic Era of the Milky Way Galaxy (From 2084 on)
The Human Civil War and the Alpha Draconian Invasion during the war, had drawn the major civilizations closer. The New Galactic Era was the time things in the Milky Way began developing in galactic scale and perspectives.
Who knows what the future holds?
Hopefully the timeline looked decent and reasonable for My Colony Universe!
Thanks for reading!
Notes: not all events are 100% accurate.
May I proudly present my fan lore about the history of My Colony Universe!
WARNING - EXTREMELY LONG POST
This post is very long - it will take some time to read.
THIS IS NOT CANON
Not all details have been confirmed or included as canon by @bastecklein or happened in any games related to My Colony Universe yet. The actual events may vary with those mentioned in this post.
Anyways, don't take that as 100% canon!
This post is very long - it will take some time to read.
THIS IS NOT CANON
Not all details have been confirmed or included as canon by @bastecklein or happened in any games related to My Colony Universe yet. The actual events may vary with those mentioned in this post.
Anyways, don't take that as 100% canon!
The calendars and year used would be Earth ones.
Time of the Ancients (??? ~ 1.2 billion years before Alpha Draconians)
Once there was a thriving old civilization ruled over the Milky Way Galaxy, which now they are called the Ancients. Even for the Alpha Draconians, there are limited documents about their history. The following will state the events recorded and decoded so far.
- The Old Holy Galactic Empire (???).
That was the oldest trace of the Ancients found. - Galaxian-Titan War (???).
There were very old literature records about this war. The war between the Holy Empire and the warlike colossus Titan civilization. There are still some rare Titan relics found in the Milky Way, though some historians doubted the reliability of them.
The war was supposed to put the Titans to extinction. - The Old Dark Galactic Empire (???).
Somehow the old Empire turned to the dark side. From this time on, the documents about them are more difficult to find. - Reptilian Exodus to the Milky Way (~3 billion years ago before Alpha Draconians).
The first record of Reptilian immigrants into the Milky Way from another galaxy. Some documents from Alpha Draconians stated their ancestors were nomads with only mostly low tech equipment. - Galaxian-Reptilian Wars (~2.3 billion years ago before Alpha Draconians).
The continuous immigration of Reptilians caused conflicts between these new migrants and the master of the Galaxy. However, the Reptilians were not expelled from the Milky Way successfully, an armistice was signed after prolonged warfare. Reptilians stopped immigration in exchange for peace. - Disappearance of the Old Galactic Empire (~1.2 billion years before Alpha Draconians).
The largest mystery of galactic history - the disappearance of the Ancients. Most existence of the vast Empire vanished just in a… flash, leaving most parts of the Milky Way Galaxy abandoned. Some radioisotopic dating recorded most ether pollutants of abandoned Ancient cities appeared since the event.
Rise of Reptilians (~4.1 ~ 2.8 million years before human history)
The Disappearance of the Ancients gave rise to the Reptilian immigrants, though discovered a bit lately, they began expanding further into the empty Milky Way Galaxy. Later the Reptilian Empire of Alpha Draconians was formed on the foundations of the disappeared Empire.
- The Reptilian Kingdoms (~0.6 million years before Alpha Draconians).
The Reptilians recognized the disappearance of The Ancients as scout ships were sent after years losing contact with them. Seeing this as an opportunity to expand their borders without anybody to stop them, the nomadic Reptilians soon reorganized themselves as the Reptilian Kingdoms. - Great Reptilian Expeditions (~0.5 million years before Alpha Draconians ~ 0.3 million years before Alpha Draconians).
Hundreds of expeditions were conducted by various Lords during the Kingdoms era. They salvaged most remaining technologies of the Ancients, however unable to decode all the data at this moment as their limited knowledge of these high end technologies. Some new Reptilian major cities rose from these ruins. - The Warring Lords (~0.3 million years before Alpha Draconians ~ 10 years before Alpha Draconians).
The powerful artifacts of the Ancients impressed the Reptilians - those supposed to bring prosperity to the entire race, however, became the source of ambitions for the Reptilian Lords. Thousand years of wars, were only for scrambling for these powerful gadgets. - Reptilian Unification War (~10 years before Alpha Draconians).
Kingdom of Draconis was the weakest kingdom among the Reptilians, until the time of Lord Alphari - influence of Draconis rose to new heights, threatening the strongest Reptilian Lords. Lord Alphari defeated all the Reptilian Lords in a 10-year long war, successfully unifying the entire Reptilian race for the first time since the immigration. - Birth of the Reptilian Empire - Alpha Draconians (~3.5 million years before human history).
Lord Alphari established the new unified Empire of the Reptilians, named Alpha Draconians, with the national motto ‘Rising from the Harshest to be the Strongest’. Alphari was the first Overlord of the Empire. - Successful Decoding of the Ancient Artifacts (~3.5 million years before human history).
One of another most impactful achievements of Overlord Alphari was, he supported, and later personally participated in the research of Ancient language decoding. With more plentiful resource support than ever, most major elements of the Ancient language were decoded, which allowed the Alpha Draconians to reverse-engineer these technologies, turning the undeveloped Reptilian civilization into one of the most brutal Galactic superpower, inherited with the most powerful technologies. - Glorious Conquests (~2.8 million years before human history).
Another greatest conquest of Alpha Draconians took place under the rule of Overlord Ks'khip. This famous Overlord of Destruction put an end to and enslaved thousands of minor civilizations scattered in the Milky Way Galaxy, which one of the civilizations includes Insectoids, providing highly reproductive slaves. This conquest created the foundation of core Alpha Draconian territory.
Right after such a successful conquest which brought Alpha Draconians to the peak golden age, the Reptilians began referring to themselves as ‘the descendants of the Ancients’. - Secretive Galactic Domination Doctrine (~2.8 million years before human history).
This doctrine formulated by the Overlord Ks'krupp, the descendant of Ks'khip, advocated the secretive way ruling the vast territory of the Empire spreading and maintaining influence by utilizing covert agents to control regions with minimal signs, which helps shaping the image of Alpha Draconians as an unreachable deity. Such doctrine impacted the future development of Alpha Draconians.
The Revival of Insectoid Civilization (~20th century of Human timeline)
Insectoids were being enslaved by Alpha Draconians for millions of years. However, an uprising changed the fate of the Insectoids, which led to the revival of the long lost Insectoid civilization, in the form of the Zolarg Empire.
- The Uprising on Draconis 12 (~1920s of Human timeline).
It was a historical turning point for both Alpha Draconians and Insectoids. The uprising led by the Insectoid Zolarg successfully overwhelmed the colonial government, and purged all the Reptilian existence on the planet. Freed from slavery, these first group of freedom fighters formed Zolarg Empire right on this planet - which the planet was renamed Zolarg Prime, and the uprising leader Zolarg became the first Emperor of the revivaled Insectoid civilization. The uprising also first revealed the corrupted, weakened national strength of the seemingly invincible Alpha Draconians, who were still blinded by their national pride. - The Insectoid Uprising Movements (1920~1950s of Human timeline).
Encouraged and inspired by the success of Zolarg's uprising, Insectoid slaves over Alpha Draconians also followed the same path revolting against slavery. Though not all had been successful, the Insectoids successfully took over an unimaginable number of Alpha Draconian colonies and cities. Most of the Insectoids who earned their freedom joined the Zolarg Empire to fight against the enemy of their ancestors. - The Revival War (1950~1970s of Human timeline).
Despite the success overcoming the slavery forces of their slave camps, the Insectoids had something more overwhelming to handle - the formidable regular forces of Alpha Draconians, trying to regain control on their slaves. Yet under the united command under Emperor Zolarg, they managed to defeat Alpha Draconian regular forces in this 27 year long war, using the new subterranean guerilla tactics. The war recorded heavy casualties of both sides, however, Alpha Draconians stalled their operations against the Insectoids, which earned extra time for the Zolarg Empire to fortify themselves and settle down some basic administration matters. - ‘Groot Opwekkingsplan’ (1970~2010s of human timeline).
This period was also known as the ‘Great Revival Period’, the period when Emperor Zolarg formulated the policies for the early Zolarg Empire, to rebuild, strengthen and revive the Insectoid civilization, to restore the dignity of the Insectoid race. Under the common efforts of the Insectoids, with the help from both knowledge from the ancestors and some basic industrial knowledge from Alpha Draconians, the foundations of the Zolarg Empire were built up. The fast-rising Zolarg Empire became a supernova of galactic power at the end of the Revival Plan. - Declaration of Insectoid Liberation (~1990s of human timeline).
Emperor Zolarg made a declaration on behalf of his Empire to Alpha Draconians - the Zolarg Empire, will liberate the remaining brothers and sisters under slavery at all costs. The Declaration established the long term aim of the wars against Alpha Draconians.
Old Earth Era (year --~2051)
The Old Earth Era is the time of human history before United Earth. The Old Earth Era is when humans begin exploring more parts of the galaxy, as well as beginning extensive colonization on new planets.
- The Jameson Formulas (2027).
The genius scientist Professor ‘Einstein Jr.’ Lob Jameson published a paper about special formulas of space continuum mechanics. These formulas make a breakthrough on long range space traveling technologies. - First Practical Hyperdrive Engine (2030).
With the help of Jameson Formulas, the first practical hyperdrive engine in human history was created by the team of Project Next Sun. The innovation was named Jameson Engine. - Journey of USP Discovery (2031-2033).
The USP Discovery is a test object for the Jameson Engine. The probe was launched by NASA of the USA in the year 2035. It had successfully taken photos and data recording of stars and planets at locations about a lightyear away, and at last hyperjumped back to Earth after 3 years of missions, with excellent integrity conditions maintained. - Planetary Decay Theory (2031)
Ecologists and geologists discovered a strange phenomenon taking place on Earth, the important resources, from the minerals to the oil, began decaying into unrecyclable, unusable forms. It was suspected that this decaying was catalysed by climate change.
A theory was formulated predicting the depletion of vital resources within years and this must be stopped. However, most people did not believe this theory to be true, until the Global Resource Crisis. - The Space Colonization Race (2032-2047)
With long range space travelling became more possible at that time, a new space race was ignited globally - from the global powers to the most underdeveloped countries, from government bodies to independent organisations, they had their own aims. Some seek for wealth and resources, some seek for opportunities and a new start, some seek for knowledge and discovery. It was a milestone for humanity - first attempts for an extensive space colonization in history. - Global Resource Crisis (2038-2050)
The worries stated in the Planetary Decay Theory was proven a fact in 2038, beginning with the abnormal depletion of oil fields in Arabia - the black gold turned into black, harmful, indecomposable sludges.
For the coming years, more vital resources from iron ores to rare earth metals decayed into sand and dust, which greatly impacted the global economy at the foundations. Which eventually caused all space colonization programmes abandoned by Earth in the year 2047. - Miracle Formula (2050)
The Project SEED ecologists from colonies discovered the Miracle Formula, which included a method to reverse the process of planetary decay. It was sent to Earth in the year 2050. - Restoration of Earth (2051)
Terraforming devices derived from the Miracle Formula successfully restored Earth back to the conditions about 150 years ago within a year, which saved the entire humanity on the Earth. - The Grand Collapse (2051)
Although Earth had been saved from a catastrophe, however, the existing governments no longer had any capabilities maintaining the nations, after years hammered by the economic impacts from such a disaster. The world fell into the status of anarchy.
Rebirth of Humanity (2051-2061)
Right after the Grand Collapse which marked the end of the Old Earth Era, humanity on Earth was in massive chaos, while most colonies outside Earth were deserted and had to survive on their own. Until the United Earth reunited humanity.
- United Nations Dissolved (2051)
Without any valid members at all, and at risk of ‘bankruptcy’, the United Nations officially dissolved, with all its assets sold at the end of the year, to a group of plutocrats who had survived the crisis. - Formation of United Earth (2052)
The legacies of the United Nations were reused by these plutocrats, they rebranded the old international governmental body into a new organisation the United Earth, aimed to restore prosperity and order of the Old Earth. - Earth Reunification War (2054-2055)
After 2 years of preparation though gathering weapons and manpower from black markets and government fire sales, the global military campaign was launched by United Earth. In the 1.4 year long war, United Earth brought the major cities and regions under their control.
The rise of United Earth was inevitable to the rest of the world. It had pressured the remaining regions, no matter at war or not, surrendered and accepted annexation at the end of the war. - Official Establishment of United Earth (2056)
A month after the end of the Reunification War, the main official governmental structure of United Earth was established - The President taking the leader role of the government, with the General Assembly responsible to the President.
The General Assembly is the decision making centre of the United Earth, composed of representatives from different administrative regions to show a certain extent of democracy. However, the President still has absolute veto power in the General Assembly, in addition to a series of exclusive powers. - Restarting of Colonization Programmes (2061)
With the Earth gradually stabilized and having the economy restored back to early 21th century standards, United Earth announced the recontinuation of space colonization projects abandoned by the Old Earth. This included re-establishing control on the remaining surviving Old Earth era colonies.
The restarting of colonization was regarded as the dawn of the United Earth era in human history - from that time on, human civilization began to develop and expand faster than ever.
Rise of Humanity (2061-2083)
The New Era referred to the early times of United Earth after the recovery from the Old Earth era disaster. It was another golden age in human history, human civilization beginning to rise quickly in the Milky Way Galaxy. Despite opportunities, there were also new unknown challenges.
- First Reformation of Security Council (2063-2065)
The national security agency of the United Earth, Security Council, went under a series of reformation from 2063 to 2065, improving and fostering the efficiency of peacekeeping missions on Earth and foreign colonies, as well as established a controversial high pressure security regulation called AEGIS Protocol. - Formation of Space Marines (2068)
In order to protect foreign colonies and Earth from potential Alien threats, United Earth Space Marines (UESM) was formed.
Space Marines gradually replaced Peacekeepers security forces of the United Earth as the official military. - First Official Contacts with Minor Alien Civilization (2069)
United Earth colonization fleets discovered an underdeveloped alien civilization on the planet Hakenduz-35. United Earth officially contacted the Hakenduzians, establishing the first diplomatic relations with an alien race. - Alien Membership System (2071)
With more and more minor alien civilizations discovered, United Earth saw that as an opportunity of wealth and influence. In order to convince them sharing their resources with United Earth, an Alien Membership System was established, allowing alien member states to enjoy a series of benefits including protection from Space Marines and preferential treatment on trades. In return, the alien member states had to pay yearly membership fees. - First Starship in Human History (2071)
The first starship of United Earth, UES Ark, finished construction in 2071, Martian Industries shipyard on Mars orbit. UES Ark was a prototype long range colony ship, built for exploration and colonization of the Icarus System. - Deimos Events (2072)
It was a legend of the legendary Space Marines elite squad led by Sarge, a story to save Earth from an evil artificial intelligence - though, with some confidential details which United Earth decided to keep it secret, rumored to be time travel to erase history of a parallel timeline. - Wormhole Navigation Technology (2075)
A set of technological advancements in space navigation technology allowed safe traveling of wormholes, which the wormholes act as a great shortcut for expanding into further regions.
Human Civil War (2083-2084)
This was one of the most impactful wars in the Galaxy. Yes, it's name is Human Civil War, however, things were not simple as most thought at that time - it eventually involved the 3 major civilizations of the Galaxy, and also gave birth to the fourth major civilization. The war also impacted the future patterns in the Milky Way Galaxy.
- Secret Independence Society (~2068)
The Secret Independence Society (SIS) was the predecessor of the League of Independent States. It was established shortly after United Earth began using high pressure policies to tighten control on the colonies. The SIS worked in secret, cooperated with suppressed people and black markets. Their ultimate aim was to bring true freedom to humanity, freeing them from the internally corrupted ‘tyranny’ of United Earth. They are also one of the earliest groups of humans who made contact with another major civilization in the Galaxy (to be specific, Zolarg Empire) far before United Earth even acknowledged their existence.
Their existence remained very much not known by the United Earth until the outbreak of the Civil War. - The Alpha Draconian Conspiracy (around a few months before the outbreak of war)
It had been a tough time for Alpha Draconians since the Insectoid slave uprising events. To restore the national pride of Alpha Draconians and to find resources repairing the badly impacted economy, Overlord Betahan decided to prepare a secret invasion on humans, picking the timing humans were at the blink of civil war.
At the same time, another conspiracy took place internally - the rivalry between the Overlord and the Lords of Inner Circle. - Terra Nova Incident (2083)
The Incident was the fuse of this war. Everything started with Terra Nova boycotting the heavy taxation of United Earth. Unable to bring the situation under control through conventional routines, United Earth decided to take the most violent military action against Terra Nova (which such decision was partly due to Alpha Draconian covert agents secretly intervened the General Assembly, to accelerate the outbreak of war).
The incident provided an excellent excuse and opportunity for SIS to throw up a nationwide independence war. SIS militias ambushed the Space Marines in Terra Nova, liberated the colony, and officially declared war on United Earth.
From that time on SIS was officially renamed as the League of Independent States (LIS). - Zolarg Empire Entry into the War (2083)
Before the war, LIS secretly signed an alliance pact with the Zolarg Empire a few months ago (for different aims respectively, but both sides were seeking bilateral support).
LIS called for Zolarg reinforcements under strong countermeasures of the United Earth. The entry of the Zolarg Empire into the Human Civil War had successfully put the United Earth into a war of two fronts, however the overall situation had not improved very much, the war turned into a stalemate afterwards. - Barracuda Blues Events, and Alpha Draconian Invasion (2084)
United Earth discovered an Alpha Draconian secret stronghold with an army of war droids (built for invading humans) in the colony Barracuda Blues, mistaken as an abandoned military research facility. United Earth sent scientists to the site in order to obtain unknown technologies that could help them win the war against LIS.
The discovery at Barracuda Blues was the result of political rivalry in Alpha Draconians, the Inner Circle attempted to sabotage Overlord's invasion plans.
The true identity of the facility and the ‘mysterious machines’ was not known by humans, until similar Alpha Draconian war machines of similar models popped out from nowhere, attacking human colonies and cities - The beginning of Alpha Draconian Invasion, an unexpected event during the civil war. - Battles Against Alpha Draconians (2084)
At the beginning of the Invasion, Alpha Draconians had been successful that they had occupied over half of United Earth territory.
Under a common threat from afar, the United Earth, LIS and the Zolarg Empire agreed to put a pause on the civil war, and formed a temporary alliance to expel Alpha Draconian intruders. Their joint operations successfully recapture human territory one by one, slowly setting the intruders back.
Alpha Draconian Invasion ends after the decisive Battle of Barracuda Blues, the last main portal stronghold destroyed by the alliance, all the Alpha Draconian forces in human territory were shortly destroyed. - Continuation Human Civil War (2084)
The civil war was not over.
Despite victories repelling Alpha Draconian invasion, the forces of United Earth, LIS and Zolarg were almost exhausted in fierce battles with Alpha Draconians (especially after the Siege of Barracuda Blues), little resources they had to continue a large scale war.
While the Zolarg Empire quitted the war by signing a white peace with the United Earth, both LIS and United Earth sought an opportunity to conclude the war in a single battle.
The Battle of Kaisergrounds was the end point of the Human Civil War, the only but the last battle after the Invasion event. Kaisergrounds was a strategic stronghold which was the important gateway to the core economic regions of United Earth. The battle ended with the United Earth forces regained control of the planet, it had contributed United Earth a strategic victory.
New Galactic Era of the Milky Way Galaxy (From 2084 on)
The Human Civil War and the Alpha Draconian Invasion during the war, had drawn the major civilizations closer. The New Galactic Era was the time things in the Milky Way began developing in galactic scale and perspectives.
- Armistice of Hoxton (2084)
The Armistice of Hoxton officially ended the Human Civil War, despite it being just an armistice. The armistice defined the United Earth-LIS border in the future, which the border line was known as the Hoxton Line.
To conclude, nobody had won a total victory in the Human Civil War, however, each side won alternatively - United Earth won a strategic victory which LIS could no longer push deeply into the core territories, while LIS achieved their primary aim of gaining independence. - Official Establishment of League of Independent States (2084)
The League of the Independent States was officially established 3 months after the Armistice of Hoxton was in effect. The League promised fairness, autonomy and freedom to the member states as stated in the Declaration of Independence.
The League of the Independent States had no actual leader in power. Instead, each member state cooperates under the common principles, bearing the common responsibilities protecting people of the League.
Though the establishment of LIS was officially recognized by their ally Zolarg Empire, the United Earth General Assembly declared they would never accept any rogue states in their ethnic territory. - The Midnight Coup (~2084)
With the failure of invasion on humans, the core Reptilian society of Alpha Draconians lost all confidence in Overlord Betahan. Shortly after the end of invasion the Overlord was assassinated by Inner Circle covert agents.
However, it did not put an end on the political crisis in Alpha Draconians, the coup further made everything worse instead. Every Lord of Inner Circle schemed to reach the throne of ultimate power, however there could only be one supreme ruler in Alpha Draconians. In order to secure the thrones for selves, the Lords fell into a status of internal political war.
The absence of Overlord, and the internal political instability, catalysed the decay of Alpha Draconian influence in the Galaxy. - Emerging of New Galactic Empire (2086)
The decayed Alpha Draconian influence after the Midnight Coup were not able to maintain control on a number of puppet states and territories, they began to break away from the Alpha Draconians.
This had also given rise to the mysterious organization New Galactic Empire, who then annexed part of the states that broke away from Alpha Draconians. They called themselves the true descendants of the Old Galactic Empire, who carried the ‘inevitable destiny’ reviving the old Imperial glory.
Though the ambitious organisation lacked strength to compete with any of the galactic powers in the Milky Way at the moment, the powers actually worried the ‘New Empire’ could be a large threat to them in the future, given their capabilities spreading influence at an unprecedented rate. - Further Discoveries in Barracuda Blues (2086)
United Earth sent another research team investigating the remains of the Alpha Draconian stronghold and facilities. The team revealed a fact about Alpha Draconian technologies - they were derived from the Ancient technologies recorded on the ancient artifacts.
The discovery further fostered the research and decoding on the information on the artifacts of the Ancients in United Earth. - Bradley's Military Reform (2086-2093)
The new head of the United Earth Security Council, Marshal Bradley (which was the supreme commander throughout the Human Civil War), threw up a massive military reformation in order to suppress the military capabilities of LIS, including expanding the scale of Space Marines and especially the Starfleet (which the number of starships during the Civil War barely met demands on the battlefields), written a new professionalism military doctrine, and supported the development of new generation starships. - LIS Black Market Trade Union (2088)
The blockades and embargo on LIS by United Earth had cut down most of the methods for LIS to contact the outside world. In order to survive and maintain development under the difficult conditions, LIS officially established the LIS Black Market Trade Union which facilitates external and domestic trade of their member states. - Galactic Colonization Race (2102~???)
Seeking for further power in the Milky Way Galaxy for their own aims, the 4 civilizations of the Galaxy entered the galactic colonization race one by one. Alpha Draconians started the race, who were desperate to restore their ‘superiority’ in the Galaxy despite political instability.
From the centre of the Galaxy to the Outer Rims, they were all targets of colonization. - United Earth Ancient Archives (2109)
The Archives is a department of United Earth which is responsible for regulating research and usage related to Ancient alien technologies. Apart from regulations, they also take part in the research of the ancient technologies. Since the Archives existed United Earth had better progress extracting ancient knowledge with better organisation. - Chaos in Alpha Draconis and Restoration of Overlord (2112)
Oligarchists in Alpha Draconis had been dissatisfied with the absence of Overlord for a period of time. With the old culture of Reptilians being harmed, these angry nobles stirred up chaos in the capital city, urging the restoration of Overlord.
Without any other ways to suppress or pacify them, the Lords of the Inner Circle could only do as what these (lower) nobles asked them to (well, since their own plans were also disrupted due to the chaos).
The exiled younger brother of the previous Overlord Betahan, Deltahan, was put to the throne. Despite being an Overlord, most actual powers were still in the hands of the Inner Circle, Deltahan was just nothing more than a puppet. - Zolarg Scholars Journey to United Earth (2113)
A team of scholars from the Zolarg Empire, led by the Imperial High Scholar Abbe Amber, set off to United Earth for a study trip of human technologies.
Scholars and scientists of the United Earth and the Zolarg Empire exchanged each other's knowledge and culture. While Zolarg scholars earned a bunch of precious knowledge which could help the technological development of the Zolarg Empire, the trip had also fostered the understanding between the United Earth and the Zolarg Empire, easing the tension since the Human Civil War a bit. - Insectoid Mind Network Technology (2116)
A breakthrough in neuroscience research in the Zolarg Empire had led to an innovation - the Insectoid Mind Network, designed to foster understanding of consciousness and thinking, and enhancing advanced, direct communication and coordination of Insectoid society. - Cyberonic Transcendence (2119)
A private United Earth research institute Transcendent Technology successfully prototyped Neuro-microchips (NMC), which were compatible with human neuro systems, small in size, but ten times more efficient than average human brains.
The technology contributed to turning the futuristic cyberonic transcendence reality among humans.
Who knows what the future holds?
Hopefully the timeline looked decent and reasonable for My Colony Universe!
Thanks for reading!
Notes: not all events are 100% accurate.
My Colony v0.48.0 - Web client (Chrome 62.0.3202.62 on Windows)
Often a Sm Research Lab or a Mint placed in a valid position (has free space on at least 2 sides) will never produce anything. There is no production progress bar and the building doesn't produce research/currency. This occurs even when the building is fully staffed with employees in the employee list currently working. For the Mint, this occurs even when there is plenty of gold and gold influx.
In both cases, other instances of the same building produce just fine. Selling the problem building and re-building the same building in the same location usually fixes the issue.
I've noticed this occurs more often when placing buildings next to each other, but again, they always have at least 2 sides open.
Example:
1. Construct two research labs side by side horizontally.
2. When the research labs start producing, construct a 3rd research lab vertically above one of the other two.
Often, the 3rd research lab never produces, even after waiting a long time and hard reloading the client.
Often a Sm Research Lab or a Mint placed in a valid position (has free space on at least 2 sides) will never produce anything. There is no production progress bar and the building doesn't produce research/currency. This occurs even when the building is fully staffed with employees in the employee list currently working. For the Mint, this occurs even when there is plenty of gold and gold influx.
In both cases, other instances of the same building produce just fine. Selling the problem building and re-building the same building in the same location usually fixes the issue.
I've noticed this occurs more often when placing buildings next to each other, but again, they always have at least 2 sides open.
Example:
1. Construct two research labs side by side horizontally.
2. When the research labs start producing, construct a 3rd research lab vertically above one of the other two.
Often, the 3rd research lab never produces, even after waiting a long time and hard reloading the client.
Hello guys. ʃ((͡⎚ω⎚)
So today, we’ll do something real on utilization of Gaiarium, the secret of United Earth’s success...
So here, in this ‘archieve’... we’ll see how United Earth let their colonies utilize Gaiarium.
Because this is just simply a batch ideas, Gaiarium may show multiple purposes here.
Technologies!
Buildings!
Stay tuned for more ideas - In the next archieve, there are even stronger uses of Gaiarium.
(as well, I’ll possibly add more intermediate usage in the comments. But, feel free to comment about my ideas too)
So today, we’ll do something real on utilization of Gaiarium, the secret of United Earth’s success...
So here, in this ‘archieve’... we’ll see how United Earth let their colonies utilize Gaiarium.
Because this is just simply a batch ideas, Gaiarium may show multiple purposes here.
Technologies!
- Standard Gaiarium Authorization
This is a special authorization on the use of the secret substance Gaiarium. This is a top secret.
Research how to run Gaiarium industries secretly (using the signed blueprints from Secret Lab Authority), as well how to extract Gaiarium in your colony.
This is the key technology to open the Gaiarium branch of the technology tree.
Requirements:
- Ancient Alien Language
- Basic Network Infranstructure
- 50000 Research
- 15000 Civics
- Advanced Gaiarium Usage
Obtain access to Gaiarium usage under authorization of Secret Lab Authority, and research ways to use Gaiarium in your colony.
After aquiring this technology, your colony will be able to use Gaiarium for more beneficial purposes.
Requires:
- Standard Gaiarium Authorization
- Xenomaterials Research
- 115000 Research
- 25000 Civics
- 200 Gaiarium
Buildings!
- Standard Gaiarium Refinery
This facility is modified from an ore refinery to produce Gaiarium. Although the Gaiarium are produced from here, the workers here still think they are making steel, with no doubts in their mind.
Here, alien artifacts and some ores are consumed, producing a trace amount of Gaiarium.
The basic facility for producing Gaiarium. The consumption rate of Alien Artifact is equal to 10% of archaeological dig site’s production rate.
Requires Gaiarium Extraction Authorization. - Gaiarium Silo
It’s just a normal silo. Nothing special but it stores Gaiarium secretly.
Storage for Gaiarium.
Requires Gaiarium Extraction Authorization. - Gaiarium Export Centre
Exporting Gaiarium via common cannels is unsafe. Instead, using the reason of ‘providing military supplies’ (in fact, yes, but we’ll say it’s ‘food supplies’), will take it onto the much safer military logistic network to transport it back to United Earth. Bulks of cash are redeemed for each export. To keep the disguise flawless, some food from your colony are also carried away.
When you have just unlocked Gaiarium, you won’t have many ways utilizing it. So instead, you can make use of its value in United Earth to bring you some extra cash.
This thing is a landing field for military freighters. Its outlook may resembles the Spaceport.
Requires Gaiarium Extraction Authorization. - Standard Gaiarium Experiment Lab
Where experiments on Gaiarium supervised by the Secret Lab Authority are performed. Looking from the outside, it’s just an unsightly subterranean food storage, with a ‘no entry’ notice on the entrence.
Consumes Gaiarium to produce a vast amount of research. Trash are produced, as the by products of experiment failures.
Requires Gaiarium Extraction Authorization. - Nuclear Enrichment Reactor
One of the proud innovations by the Secret Lab Authority is definitely their state-of-art nuclear reactor - Nuclear Enrichment Reactor, utilizing the potentials of Gaiarium. This generator is not just simply a generator. It’s also the secret of United Earth’s uranium supply - This reactor can even enrich Uranium! (despite sadly it still have nuclear waste produced, which was what the research team originally wants to elimimate, but that leads to thr accidential invention of this thing)
See-the-awesomeness of this reactor?
The enriched uranium will flow to a secret chamber for collection, in order to keep it ‘operating’ like a normal nuclear reactor.
Requires Advanced Gaiarium Usage. - Gaiarium Food Mutation Lab
Expeiments of Gaiarium’s effect on food had been conducted for years, but some of them had been disastrous - The meat from Project M overgrown to a massive size, results in the entire Colony G-54 engulfed by such uncontrolable beasts in one night. On a brighter note, as there are more safety percausions on these mutated food experiments, cases of food experiment disasters soon dropped to 0 just in the last year.
This food lab is disguised as a cannery. But indeed, the food produced in this facility are canned. Don’t worry, those food are safe and same as common food for eating, after neutralization treatment.
This facility can produce tons of food, if you input lots of water and a small mass of Gaiarium. Stronger than the food sweatshop. - The Steel Brigade Fortress
The Steel Brigade are the heavy cybrog security forces of United Earth. They are the logo of United Earth’s absolute justice and advocation of peace and stablity - thanks to the super durable armour they equipped. Although nothing they know about Gaiarium. There are legends about Steel Brigaders, some are able to fight off 20 fully armed thugs by themselves.
Their fortress’ structure is also as durable as their armour, fortified using Gaiarium. Attempts of breaching the walls will look extremly dumb when comparied to the invincible wall that will never get fragmented.
Although constructing it will cost some amount of Gaiarium, but this security facility can take down much more criminals than any security brigades. Consumes robots and Gaiarium during operation.
Requires Advanced Gaiarium Usage.
Stay tuned for more ideas - In the next archieve, there are even stronger uses of Gaiarium.
(as well, I’ll possibly add more intermediate usage in the comments. But, feel free to comment about my ideas too)
So I finally hit nanites in my zolarg colony a few days ago. I logged back in the next morning and my region was reset to a few hours prior to getting the research completed, lost research, lost resources lost buildings.
What ever, it happens, maybe I didn't hit save at the region level before closing the game or something. I waited for research points to build while restoring the one city that got wiped out.
Just researched it again, and all good. I start building nanotube mines and nanite fabrication labs. While I'm in the game, mid build, I notice I don't have the options to build nanite labs or mines anymore.
I toggled the research button and lo and behold, I have to research it again??
Screen shot so you can SEE I built nanite labs and mines. The option to build more doesn't show on the mech's build menu, and the option to research it again is showing.
What the hell?
I'm playing on an iPad Pro, latest iOS, latest My Colony build. Everything is up to date.
What ever, it happens, maybe I didn't hit save at the region level before closing the game or something. I waited for research points to build while restoring the one city that got wiped out.
Just researched it again, and all good. I start building nanotube mines and nanite fabrication labs. While I'm in the game, mid build, I notice I don't have the options to build nanite labs or mines anymore.
I toggled the research button and lo and behold, I have to research it again??
Screen shot so you can SEE I built nanite labs and mines. The option to build more doesn't show on the mech's build menu, and the option to research it again is showing.
What the hell?
I'm playing on an iPad Pro, latest iOS, latest My Colony build. Everything is up to date.
While yall may be wondering "what use would a campaign mode be, there's no war or conflict in my colony, so what would be the purpose," I assure you there would be a really big purpose for a campaign mode without involving any war or conflict elements at all.
Campaign mode would put the player into different scenarios that challenge their strategy skills and resourcefulness, would be a very fun adventure and storyline, and would teach newcomers how to play the game online. Honestly, I don't think that a campaign mode would be hard to make, I just think that it would take a lot of time to create and implement all of the content that is required for this to happen and I definitely don't expect this to be implemented anytime soon. Let me repeat that, I definitely don't expect this to be implemented anytime soon. @bastecklein is working on the rest of antiquitas and there are some features not yet but soon to be put in the game that would be required to make this happen. So if this does get implemented, I imagine it would be far into the future.
Anyway, here are my ideas for a campaign mode, although if bast makes a campaign mode he might do it differently:
1. Each race and spin-off race has it's own campaign series, starting with UE.
2. Each campaign would be broken into chapters. Each chapter is based on a specific planet related to that race. For instance, UE will have the planet mars(red planet), the earth's moon(lunar), and an exoplanet with alien wildlife(forest), while LIS will have the dwarf planet ceres(asteroid), Titan(ice), and a once inhabited exoplanet(abandoned). Each chapter would be unlocked by completing the one before it.
3. Each planet will have a global map that would show all of the playable locations on that map. Nothing fancy, just a map of the planet with a bunch of coordinates marked. Each of these locations/coordinates, when selected, will load a specific game file incorporated into the game. Once a file is opened, it takes the player to the normal my colony building field, which is pre-made and staged for a particular mission. Once all missions are complete for that location, the player is free to continue on playing the game, building up their colony normally, and trading with other locations on the same planet/chapter that have had their missions completed.
4. Some of those locations will need to be unlocked by completing missions in other locations, and there would be a few side-locations on each planet that don't have any missions but allow the player to build a Colony normally and send resources to the other locations. These side-locations would only be unlocked after the chapter and all missions are complete and after premium is purchased.
5. All locations would have an option to reset progress in case a player wants to replay a certain mission or restart a colony at one of the locations for whatever reason. This deletes the current in-game file that is in use and restores a copy from the backup version that is also integrated in the game.
6. Before adding any of this to the game, multiple terrain types would be needed. This is because if campaign were added now, there wouldn't be much difference between each location on the planet since we only have one terrain type, and it would be boring. Bast said that he is going to add multiple terrain types and a map editor, so I would wait until I created those before I worked on this, which is one of the reasons why I think campaign mode will be far into the future if added at all.
7. Terraforming aspect: Terraforming each planet would be done very slowly and would take multiple colonies/locations to generate or remove the needed amounts of atmosphere. Also, some other aspects and buildings for terraforming that would only exist in campaign mode could be added. For instance, in terraforming, you have to take atmosphere, heat, sea level, and oxygen percentage into consideration. Maybe add aheat aspect and create some buildings that reduce and generate heat based on what the planet needs. Or add a sea level and watch the global map fill up with water as the sea level rises and recede as it falls. You could do a lot of interesting things in campaign mode and it wouldn't impact the online mc universe. It might push the engine to it's limits though.
8. Research: research would be share by all colonies/locations on a given planet/chapter. Either research would be produced much slower or tech would require more research, but we want to make it so that all locations are contributing to the same research pool. Once a player moves to the next chapter though, the research starts at 0 again.
I think that this would be a very worth-while feature to put in the game. If any of you have any more ideas of how a campaign mode could be implemented, please include them here.
Campaign mode would put the player into different scenarios that challenge their strategy skills and resourcefulness, would be a very fun adventure and storyline, and would teach newcomers how to play the game online. Honestly, I don't think that a campaign mode would be hard to make, I just think that it would take a lot of time to create and implement all of the content that is required for this to happen and I definitely don't expect this to be implemented anytime soon. Let me repeat that, I definitely don't expect this to be implemented anytime soon. @bastecklein is working on the rest of antiquitas and there are some features not yet but soon to be put in the game that would be required to make this happen. So if this does get implemented, I imagine it would be far into the future.
Anyway, here are my ideas for a campaign mode, although if bast makes a campaign mode he might do it differently:
1. Each race and spin-off race has it's own campaign series, starting with UE.
2. Each campaign would be broken into chapters. Each chapter is based on a specific planet related to that race. For instance, UE will have the planet mars(red planet), the earth's moon(lunar), and an exoplanet with alien wildlife(forest), while LIS will have the dwarf planet ceres(asteroid), Titan(ice), and a once inhabited exoplanet(abandoned). Each chapter would be unlocked by completing the one before it.
3. Each planet will have a global map that would show all of the playable locations on that map. Nothing fancy, just a map of the planet with a bunch of coordinates marked. Each of these locations/coordinates, when selected, will load a specific game file incorporated into the game. Once a file is opened, it takes the player to the normal my colony building field, which is pre-made and staged for a particular mission. Once all missions are complete for that location, the player is free to continue on playing the game, building up their colony normally, and trading with other locations on the same planet/chapter that have had their missions completed.
4. Some of those locations will need to be unlocked by completing missions in other locations, and there would be a few side-locations on each planet that don't have any missions but allow the player to build a Colony normally and send resources to the other locations. These side-locations would only be unlocked after the chapter and all missions are complete and after premium is purchased.
5. All locations would have an option to reset progress in case a player wants to replay a certain mission or restart a colony at one of the locations for whatever reason. This deletes the current in-game file that is in use and restores a copy from the backup version that is also integrated in the game.
6. Before adding any of this to the game, multiple terrain types would be needed. This is because if campaign were added now, there wouldn't be much difference between each location on the planet since we only have one terrain type, and it would be boring. Bast said that he is going to add multiple terrain types and a map editor, so I would wait until I created those before I worked on this, which is one of the reasons why I think campaign mode will be far into the future if added at all.
7. Terraforming aspect: Terraforming each planet would be done very slowly and would take multiple colonies/locations to generate or remove the needed amounts of atmosphere. Also, some other aspects and buildings for terraforming that would only exist in campaign mode could be added. For instance, in terraforming, you have to take atmosphere, heat, sea level, and oxygen percentage into consideration. Maybe add aheat aspect and create some buildings that reduce and generate heat based on what the planet needs. Or add a sea level and watch the global map fill up with water as the sea level rises and recede as it falls. You could do a lot of interesting things in campaign mode and it wouldn't impact the online mc universe. It might push the engine to it's limits though.
8. Research: research would be share by all colonies/locations on a given planet/chapter. Either research would be produced much slower or tech would require more research, but we want to make it so that all locations are contributing to the same research pool. Once a player moves to the next chapter though, the research starts at 0 again.
I think that this would be a very worth-while feature to put in the game. If any of you have any more ideas of how a campaign mode could be implemented, please include them here.
Some thoughts from NOZ
Federation leadership should either be joint or transferable from outside the game. We don't want to see a corrupted or banned colony causing the death of a federation.
Federations should have their own chat functionality.
Federation shared research. Perhaps 10% of all research done in colonies within the federation, perhaps it's a switch you can set on your research producing buildings to swap from colony research to federation research. Some federation researches should unlock options like additional commonwealths in the federation (initially 5, then 10, then 15 etc), bonuses to specific production buildings (+1% aluminum generator output across all colonies in the federation), re-skinning (permanently make all purple flags placed in colonies within this federation have dragons on them) and more. Some research should be infinitely repeatable, with an exponential cost curve.
These researches will allow each federation to be unique - we have dragons on our flags, you have red rovers, the other guys have ghost sounds when they select a microchip factory - as well as diverse, demonstrating how developed each one is. Perhaps some researches require more total colonies in the federation, perhaps some require more commonwealths. Either way, you encourage development at all levels of the political landscape, without encouraging one man federations or a dozen member commonwealths but without a single sub-colony in any of those commonwealths.
Something like Aluminum Generation Bonus Tech XLII should be difficult to obtain no matter how developed the federation is, and Aluminum Generation Bonus Tech LX might very well be ultimately un-achievable. Perhaps things like colony land expansions should even depend on a federation tech reaching a certain level.
Federations with small, expensive bonus techs are a great resource sink opportunity that should not be missed. (Maybe make centers for artificial learning consume tons of raw resources while you're at it)
It is also an unparalleled opportunity to add great replay-ability to the game.
However, do not forget to make creating a new federation *expensive*. Something like a hall of congress is simply not enough. A single person can pull that off without batting an eye. On the other hand, perhaps a building that needs to be built jointly on multiple colonies, with a price maybe 10* the hall of congress for each of, say 3 independent commonwealths, would be a great filter for ensuring that everyone and their cousin doesn't have their own federation. (this from the first guy ever to succeeded in making people want to stay in his commonwealth after their colony reached "maturity"). Remember, commonwealth independence was meant as a stepping stone to achieving "maturity" for your colony. A federation is a true community of fully developed commonwealths.
But the alternative is, of course, to make the initial founding of a federation fairly cheap, maybe even a hall of congress is sufficient, but then significant bonuses need to have great effort put into them before being actualized.
Federation leadership should either be joint or transferable from outside the game. We don't want to see a corrupted or banned colony causing the death of a federation.
Federations should have their own chat functionality.
Federation shared research. Perhaps 10% of all research done in colonies within the federation, perhaps it's a switch you can set on your research producing buildings to swap from colony research to federation research. Some federation researches should unlock options like additional commonwealths in the federation (initially 5, then 10, then 15 etc), bonuses to specific production buildings (+1% aluminum generator output across all colonies in the federation), re-skinning (permanently make all purple flags placed in colonies within this federation have dragons on them) and more. Some research should be infinitely repeatable, with an exponential cost curve.
These researches will allow each federation to be unique - we have dragons on our flags, you have red rovers, the other guys have ghost sounds when they select a microchip factory - as well as diverse, demonstrating how developed each one is. Perhaps some researches require more total colonies in the federation, perhaps some require more commonwealths. Either way, you encourage development at all levels of the political landscape, without encouraging one man federations or a dozen member commonwealths but without a single sub-colony in any of those commonwealths.
Something like Aluminum Generation Bonus Tech XLII should be difficult to obtain no matter how developed the federation is, and Aluminum Generation Bonus Tech LX might very well be ultimately un-achievable. Perhaps things like colony land expansions should even depend on a federation tech reaching a certain level.
Federations with small, expensive bonus techs are a great resource sink opportunity that should not be missed. (Maybe make centers for artificial learning consume tons of raw resources while you're at it)
It is also an unparalleled opportunity to add great replay-ability to the game.
However, do not forget to make creating a new federation *expensive*. Something like a hall of congress is simply not enough. A single person can pull that off without batting an eye. On the other hand, perhaps a building that needs to be built jointly on multiple colonies, with a price maybe 10* the hall of congress for each of, say 3 independent commonwealths, would be a great filter for ensuring that everyone and their cousin doesn't have their own federation. (this from the first guy ever to succeeded in making people want to stay in his commonwealth after their colony reached "maturity"). Remember, commonwealth independence was meant as a stepping stone to achieving "maturity" for your colony. A federation is a true community of fully developed commonwealths.
But the alternative is, of course, to make the initial founding of a federation fairly cheap, maybe even a hall of congress is sufficient, but then significant bonuses need to have great effort put into them before being actualized.
I'm having same problem with research disappearing and two cities that had structures using the new research default to old save when i click on those cities, instead of loading the actual city. i added the research i another unaffected city and saved and backed out and saved again, but research still resets when i try to to load the two cities with the bugged research. i'm in a loop.
this is a fun bug went and started yet another region to see just how far this bug goes .
so using every short cut ( 1500 labs I got Artificial intelligence in a couple hours Built one .
my research then was coming in at 35,000 on the resource counter ..
when to the second city ( which just has storage wated for stats to update then went back to the first city and deleted EVERY lab and the one artificial intelligence building .
then went beck to the second city and wated . Not one building in ether city for producing research .
bammm 10 k research comes in lol .
anyway works with any resource once started the resource never stops No matter what you do .
I could go to my main delete every building Except storage and still be getting the same amount of resources I am now .
ps The city that had the research buildings Does not have research still coming in it is only when I goto the second city it comes in ( went back between citys a few times now its still going .
I could using just two citys build every thing one step at a time say research Deleted then say civc ( banks ) deleted then and get every resource comeing in from just one city and after words delete every building in it lol .
Out of allthe bugs I have found over the last 2 years this one has got to be hands down the funnest one
so using every short cut ( 1500 labs I got Artificial intelligence in a couple hours Built one .
my research then was coming in at 35,000 on the resource counter ..
when to the second city ( which just has storage wated for stats to update then went back to the first city and deleted EVERY lab and the one artificial intelligence building .
then went beck to the second city and wated . Not one building in ether city for producing research .
bammm 10 k research comes in lol .
anyway works with any resource once started the resource never stops No matter what you do .
I could go to my main delete every building Except storage and still be getting the same amount of resources I am now .
ps The city that had the research buildings Does not have research still coming in it is only when I goto the second city it comes in ( went back between citys a few times now its still going .
I could using just two citys build every thing one step at a time say research Deleted then say civc ( banks ) deleted then and get every resource comeing in from just one city and after words delete every building in it lol .
Out of allthe bugs I have found over the last 2 years this one has got to be hands down the funnest one
Hello commanders.
This post will integrate all of my previous ideas with refinement, plus some new ideas.
The ideas will be updated or added in the comments.
WARNING : EXTREMELY LONG POST
For the objects, the colour of the text represents the following factions.
Gameplay Suggestions
Units
Buildings
This post will integrate all of my previous ideas with refinement, plus some new ideas.
The ideas will be updated or added in the comments.
WARNING : EXTREMELY LONG POST
For the objects, the colour of the text represents the following factions.
- United Earth (UE)
- League of Independent States (LIS)
- Alpha Draconians (AD)
- Zolarg Empire (ZE)
- Neutral
Gameplay Suggestions
- Demolishing Buildings
In case you don't need some of your own buildings. - Cancel queued productions
In the game there's not yet any ways to cancel queue, which means inflexible financial management when you're running out of credits. - Area of effect damage
You know currently we don't have a way to counter the swarming troopers besides producing lots of troopers. We need something explosive... - Garrisoning
One of the classic features of C&C style RTS that will make urban warfare better! - Able to control buildings
If some building is able to make research or has special actions, this is needed. - Make training queues building specific like in My Colony
It is a bit difficult to manage units and unit productions if trained unit just pop up in a random barracks/factory. So I think this will make troop training process better. - Visible construction range
This will help placing buildings without tapping somewhere else you cannot place building. - Power meter
As the game's power mechanism is not yet complete, this is an necessary suggestion. - Researches
Some research elements can change the tide of the war. This will make more amazing battles. - Superweapons
Why not?
Units
- United Earth
- Commonwealth Infantry (T1)
United Earth's proud protectors of prosperity and order. These troopers are put under 3 years of various training before they come into services. With their full loyalty and strict discipline, they are one of your reliable soldiers on the battlefields.
It is just renaming the in-game infantry. - Commonwealth Rocket Infantry (T1)
Rocket Infantry Camp is one of the divisions of United Earth's military, where newbie troopers are being trained into anti-tank specialists at the battlefronts. Carrying BOAR launchers, they take out enemy vehicles and aircrafts. Best companions of infantries.
It is just renaming the in-game rocket infantry. - Engineer (T2)
Not all soldiers fight at the battlefronts. These nerdy engineers who complete their school at military universities are one of the examples. Anything about machines and computers are not a problem for these engineers, they are even able to modify alien machines.
This thing is already in the game, but why not give them some descriptions as well.
Can repair civilian building when garrisoned into. - Jetpack Infantry (T2)
Jetpack infantries are adopted by United Earth military, due to their high mobility and aerial advantage over most units on the ground. Besides as an effective scout on battlefields with rough terrain, they can also make effective assaults on infantries.
This thing is already in the game, but why not give them some descriptions as well.
In addition, I want to give it a stealth detection ability. - Space Marines (T3)
Elite of the elites. Space Marines Corps represents the United Earth's iron fist power, established since 2061. Entering the Space Marines Corps is definitely one of the dreams of United Earth soldiers - given the best training, able to use the high tech gadgets, paid with highest wages, and of course, chance to become hero like Sarge! Most of them are cladded with power armours, though some commandos do not to wear them.
Tier-3 shock troopers that uses plasma guns. - Marines Commando (T3)
Experienced, outstanding marines will be promoted to commandos, which they will be put into military labs to receive another 3 years of training to master various difficult skills and have some bioengineering modifications on their body. Once they have completed the course, they are SUPERSOLDIERS.
UE commando can terminate infantries quickly with their heavy machine gun, tough as a tank, and can instantly blow up enemy buildings and vehicles using dynamites upon close contact. - UE Harvester (T1)
Supply lines that are too far away from the home world are hard to maintain. In this case, local resource extraction is the mean to make supplies cheaply. That's why these mining machines get some use on the battlefields.
(•ω•) - ‘Hound URV-25’ Recon Rover (T1)
These unmanmed vehicles are not a very new stuff to military even in the year of 2051. They can be remotely controlled, which they have greatly decreased unnecessary casualties during scouting tasks. Low cost and small size is also the reason it becomes popular. Now we can even install a machine gun on it, allowing it participating in combat tasks.
I just simply give the rover a code name. BTW @bastecklein do you plan to give it stealth detectors? :) - ‘Ocelot’ Light Tank (T1)
The ‘Ocelot’ series light tank has been inside UE arsenal for more than 10 years, as one of the standardized light tank due to their balanced combat ability and a reasonable manufacturing cost.
Code name given. - ‘Tigerclaw’ battle Tank (T2)
‘Tigerclaw’ battle tank is the bigger cousin of ‘Ocelot’ light tanks. While shares the similar chassis design, this tank is mounted with a dual 83mm gun turret, which provided the tank with better firing efficiency and firepower. There are rumours about in the first deployment of these tanks, one tank can destroy 5 enemy tanks of similar classes by average before being destroyed.
Rename the medium tank in the game and give it a code name. - ‘Jaguar’ Heavy Assault Tank (T3)
Like its code name tells, ‘Jaguar’ heavy assault tank can quickly destroy enemies with its devastating firepower. Its 134mm plasma gun can penetrate any armour, while it has a portable regenerative shield for extra protection. They are one of the backbones in most tank formations.
Heavy tank of the - ‘Thunderstorm’ Missile Tank (T2)
‘Thunderstorm’ is the new generation of self-propelled missile launchers in UE arsenal. This mobile missile battery has two modes. Artillery mode allows it to destroy enemy from a long range. Defender mode allows it to respond to threats from the air by launching volleys of missiles.
Depends on your needs, you can switch between two modes quickly. - Striker UAV (T2)
A full development of UAV (military drones) in recent years has successfully replaced manned aircrafts, which UAV comes in with a smaller size, lighter weight, and more capabilities in ground support missions. Striker UAVs are one of the variants developed, which carries a explosive missile for hit-and-run attacks.
Light attack aircraft. Can target both land and air. - Attacker UAV (T2)
Attacker UAV specialises heavy bombardment tasks, extra plated with sturdy armour for protection. Every liberty delivery includes 3 bombs for your foes!
Bomber craft. - Gunner UAV (T3)
Gunner UAV is a hovering heavy gunship. This heavy aircraft releases pulses of plasma shots that blasts enemies into ashes, while its heavily plated armour hull can withstand lots of punishments from anti-air weapons.
Heavy aircraft that flies and fires slowly, but with a large ammunition capacity that allows continuously bombarding the enemies using the plasma gun. The plasma gun is also anti-air. - ‘Angler’ Patrol Boat
Even though not much improvements has made on these old-fashioned speedboats, they are still effective defensive recon boats in UE arsenal. It is cheap, it is nimble, and its machine gun can respond light ship attacks.
Here also gives a code name to the in-game patrol boats. - ‘Grizzly’ Amphibious Transport (T1)
Amphibious transports has its most significant importance in beachhead landings during operations in oceanic planets.
As well, give the in-game amphibious transport a code name. - ‘Aegis’ Escort Ship (T2)
The seas can be as dangerous as on the land, ships may get attacked by aircrafts and submarines. ‘Aegis’ Escort Ships are hence built to protect the shores and the seas with flak guns and torpedo launchers.
In addition, detects submarines. The big drawback of Aegis Escort Ship is it cannot attack land units. - ‘Tidebreaker’ Missile Cruiser (T3)
Traditional battleships with large caliber guns are becoming obsolete in UE arsenal and are replaced by these more lightweight but stronger missile cruisers - the new generation backbone of the navy. Besides wielding higher accuracy than cannon artilleries, it can change firing modes for different situations, either the long range mode for hitting the enemies from a safe distance, or medium range mode for heavy firepower but at a reduced distance.
Backbone warship.
- Commonwealth Infantry (T1)
- League of Independent States
- Militia (T1)
These militias composes the majority of LIS infantry divisions, comes from various colonies of LIS. Though they lack professional training like soldiers of , their devotion to free the colonies from United Earth (and other autocratic sovereigns) is irreplaceable. Their motto: ‘The blood of the martyrs will water the seedlings of freedom’.
LIS basic infantry that uses old-fashioned rifles to fight. Cheap to train, but relatively weak on battlefields. - Grenadier (T1)
Grenadiers are basically militias who utilises explosives, which their grenades are effective destroying combat vehicles and buildings.
Anti-vehicle infantry. - Hacker (T2)
Not all systems can be hacked and taken over remotely, in this situation you'll need field operations. That's what these hackers are hired for, they infiltrate a building, hack into its systems, and put it under LIS's control.
LIS equivalent of engineer, but it cannot repair buildings. - Saboteur (T2)
Disruption warfare is one of the tactics of LIS, aimed to bring down normal operations of the enemy. The saboteurs do the dirty job, they sneak into the enemy's base under the help of optical stealth generators, they can steal credits from enemy silos and refineries, they can turn down generators, facilities and even weapon systems.
Infiltrator. Stealthed all the time. Consumed when entering enemy building. - Laser Trooper (T2)
Laser is one of the affordable yet powerful choice of weapons. Under years of development, LIS is capable creating devices that launches a hypercharged beam of laser capable to cut through thick alloy composite armour, even in a long range. Leading to the birth of Laser Trooper Division, it further proven LIS has independent military capability to protect themselves, and set more colonies free from United Earth.
Shock troopers. Has a decent reload speed. Excels taking down aircrafts and tanks. - Blue Cross (T3)
Blue Cross are the elite marksman of LIS military. They hide in shadows where bare eyes cannot see. They can take down armoured Space Marines effortlessly. Even drivers inside the vehicles can be killed only using one shot.
LIS commando unit. Stealthed if stationary. Also detects stealth. If the target is a vehicle, it may turn the vehicle into a neutral, captureable status, which a UE engineer, a LIS hacker, a Zolarg missionary or a Draconian hyjacker can capture the husk to convert it to own faction. - ‘Marauder’ Attack Jeep (T1)
Attack jeeps are modified from old jeep designs, they have missile pods installed on the top. The high horsepower engines remains their high mobility. When they encounter the enemy, they'll unleash a volley of rockets, devastating enemy light vehicles and aircrafts. LIS usually utilizing it for a guerilla warfare.
Anti-vehicle anti-air light vehicle. - LIS Harvester (T1)
Though they are assembled using second handed components and husks from black markets and chop shops, they still work in the same way as it should be, which its standard can compete that of United Earth's version.
Equivalent of UE harvesters. - Scorch Tank (T2)
Even though in this era, flamethrowers are still very effective destroying fortified defenses. With the improved composition of fuel used by these Scorch Tanks, almost anything can be reduced to ashes. Burn baby burn!
Anti-infantry anti-building tank. Clears out enemy garrisons in buildings. - ‘Hunter’ Cruiser Tank (T2)
Like the code name tells, it hunts for preys. These tanks utilizes strong firepower and high mobility in most terrains to destroy enemy tanks quickly at their weak spots. Though its armour is not very reliable at all.
Battle tank of LIS. - ‘Lancer’ Beam Tank (T3)
Beam cannons on these experimental beam tanks are not ordinary as you expects, its beam can vaporise anything within seconds. The beam tank not only having a strong firepower, it can switch between modes - At mobile mode it is a strong battle tank. At deployed mode, it has doubled firepower and increased firing range.
Heavy assault vehicle of LIS. - ‘Rat’ Light Self-propelled Howitzer (T2)
Cheap-to-go artillery vehicle used by LIS for siege and fire support tasks. Though it is an artillery, it can mobilize quickly for quick response.
LIS artillery. - ‘Sparrow’ Patrol Copter (T1)
These patrol aircrafts are the eyes of LIS military in the air, they effectively searching for enemies, even those hidden in somewhere not noticed by others will not be able to escape from their sensors.
Recon aircraft. It is armed with an anti-infantry machine gun. Detects stealth. (This aircraft does not occupy aircraft landing pads.) - ‘Red Hawk’ Fighter Jet (T2)
Conventional aircraft for surface support operations and enemy aircraft interception. The coaxial machine gun and the missile pods would help them manage most enemies in the battlefields.
All-purpose fighter jet. - ‘Piranha' Waterbike (T1)
‘Piranha’ waterbikes swifts like wind, specialised raiding enemy ships using rockets. A squad of these waterbikes can be unstoppable.
Hit-and-run light ambush vessel. - ‘Salmon’ Transport Submarine (T1)
These small submarines are specialized for crossing the seas secretly, carrying an assault team inside.
Troops may embark on or evacuate from the submarine when the submarine is surfaced. When submerged, only anti-stealth units and torpedo weapons can detect them. Detects submarines. - ‘Swordfish’ Corvette (T2)
These simple corvettes composes most of the naval forces of LIS. A pair of powerful ship gun will blast enemies into the skies.
LIS warship. - ‘Stingray’ Nuclear Submarine (T3)
As the backbone of LIS navy, these submarines has high combat capabilities. While sneaking in the seas, they sink the enemies without being noticed. When they surface, they launch volleys of missiles that bombards the enemies miles away.
Backbone warship of LIS. Stealthed when submerged. When surfaced, the missiles can also attack air units. Detects submarines.
- Militia (T1)
- Alpha Draconians
- Extractor Drone (T1)
Whenever you are seeing mineral fields are disappearing in an weird way, there might be stealthed Alpha Draconian mining drones digging them. Stealth device protects extractor drone in most cases.
Alpha Draconian harvester unit. It is rather an ‘infantry’ more than a vehicle. Detects stealth. - Sentry Drone (T1)
Besides on battlefields, sentry drones can be also seen in prison camps and slave camps, or in riots. The minigun equipped on them shreds the flesh of any living things.
Basic ‘infantry’ of Alpha Draconians. - Ambusher Drone (T1)
Harnessing the powerful ion beams and being stealthed when standing by, no vehicle can stand for more than few seconds when swarmed by them.
Anti-vehicle 'infantry’ of Alpha Draconians. Stealthed when idle. - Hijacker Drone (T2)
Hijacking devices on this drone are able to take over a facility within seconds, especially useful in battlefields. It also has minimal armaments for self protection against patrols.
Equivalent of engineers and hackers. - Executioner Droid (T3)
Executioner Droids are superior combat droids that their combat capabilities can be compared to a commando, only one can be assigned to one Alpha Draconian warlord. They are also the only droids given with a personnel teleporting device, which helps them bypass the defense line safely and launch sudden attack on the enemy's weakest spot, or evade from most dangerous situations.
The droid can teleport itself at any explored location of the map. Armed with a beam gun that continuously damages enemy. - Modular Combat Hovercraft (T1)
A hovering small bunker that obtains armaments from drones that it consumes. Uses anti-infantry minigun when no drones inside.
Each MCH can only receive one drones for armament upgrade. Recieving a Sentry will obtain a double minigun turret. Recieving an Ambusher will change the main weapon into a stronger beam gun. Recieving a Extractor will give it a stationary stealth generator. Recieving a Hijacker will obtain an EMP emitter that unmobilizes the target enemy. Drones who have entered will not return, due to components being assimilated. Amphibious. - Piercer Hovertank (T2)
Piercer hovertank uses a fully flexible autocannon as a weapon with two firing modes. Tank cannon mode attacks land units, while flak mode attacks air units.
Anti-vehicle or anti-air battle tank. Amphibious. - Monitor Hovertank (T3)
A new class of artillery researched by Alpha Draconian engineers, which it is installed onto a modified, stable hovertank chassis.
- Devastator Hovertank (T2)
Alpha Draconians has make use of their advantage of owning major ether reservoirs, leads to this infantry devastating weapon under use, at the cost of breaking 133 galactic military regulations.
Anti-infantry vehicle. Clears out garrisons in buildings. - Dominator Hovermech (T3)
Dominator Hovermech, the steel behemoth of the battlefield. Its beam-emitting eyes can stare anything to death.
Heavy warmech. - Judge Gunship (T1)
A nimble, light jet propelled gunship carrying proton launchers.
Gunship aircraft. - Eliminator Saucer (T3)
One of the ultimate destruction weapon of Alpha Draconians. The saucer unleashes a super powerful destruction beam when flies above enemies. Nothing will survive under its strong fire.
Bomber aircraft with extremely low mobility.
- Extractor Drone (T1)
- Zolarg Empire
- Swarmers (T1)
Unity is the power - that's the motto of the entire Insectoid race. That is especially reflected on these swarmers, make up of various insectoid workers.
Melee squad. Quick and cheap to train, extremely dangerous in a group, though they generally has a weak toughness - Rangerbug (T1)
Insectoid militias that uses a primitive hand cannon to fight against enemies, which they are common local defense forces in Zolarg Empire.
Ranged anti-vehicle infantry of Zolarg Empire. Can be switched to stationary mode (flak mode) that changes their attacking target from land to air. - Martyr (T2)
These martyrs are suicide bombers, faithed and determined fighters of the Zolarg Empire. Fires of explosion will purify everything!
Suicide bomber infantry. A large group can breach heavy fortifications if given appropriate support. - Missionary (T1)
These religious missionaries will make way for Zolarg Empire - Influence buildings through devine powers... Somehow works.
Equivalent of engineer, hacker and hijacker. Can heal infantries inside the same garrisoned buildings. - Apostle (T2)
Apostles are usually the leaders of Zolarg militias, who ‘delivers the divine message from the Emperor’, fortifying the morale of the fellow brothers. Besides boosting morale, it also provides adequate firepower, from their heavy machine gun.
Heavy infantry. It rides a beetle. - Awakened (T3)
The insectoid warriors that have awakened their power controlling energy flow surrounding their body. They can release energy blasts from their hands, or unleash deadly melee attacks.
Shock troopers of Zolarg Empire. Detects stealth. - Redeemer (T3)
The redeemers are insectoid warriors with mastered supernatural powers. Besides able to attack like awakened, it also has a ability to brainwash a small group of enemy, permanently turning them to own side.
Zolarg commando. Detects stealth. - Attack Rollercraft
(Notes: Insectoids call wheeled vehicles ‘rollercrafts’.)
These highly mobile attack rollers are manned with a driver and a grenadier, which explosives mixed with sticky ant paste are tossed to enemies at close range for most destructive effect.
Anti-infantry vehicle. Can temporarily unmobilizes enemies blasted by explosives. - Landship (T1)
Zolarg Landships are primitive tanks, wielding high toughness from thick armour (and a decently strong main cannon). It is also a effective infantry transport on land.
Anti-vehicle tank. Can carry up to 8 infantries. - Siege Landship (T2)
A heavier version of landship. It is not just tougher, its cannon can fire more than one type of ammunition - Cannonballs focuses on countering tanks and destroying fortifications from a long distance, while napalm will set fire that scorches the infantries.
Note that it does not do anything carrying infantries. Napalm can clear out garrisons in buildings. - Boarding Party (T1)
Boarding parties of Zolarg Empire are not just terrible in the space but also equally terrible on the seas. Their ship will quickly ram onto yours and the boarding party will soon tear your ship into useless scraps.
Navy melee ship. It is also a troop transport, can carry up to 8 infantries. - Ironclad (T2)
A rather modernized warship of Zolarg Empire. Slow, but has devastating ship cannons.
Ranged melee ship. - Bumblebee Squad (T2)
A flying group of winged Insectoids, with a duty to throw bombs onto enemy army, or sometimes aircrafts.
The only Insectoid airforce unit.
- Swarmers (T1)
Buildings
- UAV Control Tower (UE aircraft factory) (4 aircraft capacity)
- Experimental Tech Centre (Tier-3 tech building)
- Flak Pillbox (UE anti-air defense)
- Torpedo Platform (UE heavy naval defense)
- Plasma Cannon (UE heavy defense)
- Propaganda Centre (UE combat support/research building)
- Space Uplink (UE superweapon)
- LIS Command Lander (LIS command centre)
- Encampment (LIS barracks)
- LIS Ore Refinery
- Burner Generator (LIS power generator)
- Garage (LIS vehicle factory)
- Seaport (LIS naval yard)
- Black Market (LIS Tier-2 tech)
- Data Bank (LIS Tier-3 tech)
- Bunker (LIS basic land defense, garrisonable)
- Gunner turret (LIS basic anti-infantry anti-air defense)
- Hacker Camp (LIS combat support/research building)
- Airfield (LIS aircraft factory) (4 aircraft slots)
- Laser Tower (LIS heavy defense)
- Sea Sentry (LIS naval defense gun platform)
- Missile Silo (LIS superweapon)
- Depot (LIS silo)
- Microreactor (AD power generator)
- Central Command Hub (AD command centre)
- Drone Pad (AD barracks)
- Raw Material Teleporter (Refinery)
- Launcher Node (AD basic defense)
- Offshore Launcher Node (AD naval defense)
- Stargate (AD vehicle & aircraft factory)
- High Frequency Node (AD Tier-2 tech)
- Conquest Center (AD Tier-3 tech)
- Secret Operation Centre (AD combat support/research building)
- Stealth Field Generator (AD special defense)
- Ether Storm Generator (AD superweapon)
- Home Mound (ZE command centre)
- Forge (ZE refinery)
- Outpost Mound (ZE barracks & basic anti-infantry defense)
- Rangerbug Burrow (ZE anti-air defense)
- Stockpile (ZE silo)
- Landship Workshop (ZE vehicle factory)
- Drydocks (ZE naval yard)
- Command Post (ZE Tier-2 tech)
- Shrine of Destiny (ZE Tier-3 tech)
- War Academy (ZE combat support/research building)
- Temple of Doom (ZE superweapon)
Sobeirannovaocc said:However, we don't know exactly how the fact that you have landed on a desert planet and you're on your own will be explained (the lore) (company gathering resources, exodus to better worlds, or various other reasons... ?), and we can formulate more precise research systems when we know this (how could the Earth provide new techs with what we send, if it is in complete chaos?)
Ooh, I guess I'll have to put a side note...
My suggested timeline of My Colony Universe is not canon, it is NOT OFFICIAL! Given MC2 is probably about history before United Earth, I guess it is not the best time to draw conclusions on history.
But yeah... Need to think more about consistency with the lores.
My thought is, at early times, your research relys on Earth research institutions. It is basically faster.
But generally your research will be rebased on your colony with sufficient resources, so your research is still available when Earth collapsed, but at slower progress as you will no longer recieve support from Earth that you're on your own in terms of supplies, intel support and specialists.
Extra thing.
About how the technologies can be delivered from Earth to your colony... I guess could be accessible through packing blueprints into data packs and sent to your colony through interstellar telecommunications.
So I got bored and decided to research the advanced simulation theory for the insectoid race and whatever tech comes after that. I know they don't benefit from researching it, but I figured why not kill some of my coins and research something the race cannot reasonably gain the currency to unlock? I accidentally hit the back button on the mouse before I could save my progress, and when I reloaded the game, my coins were removed but the research being unlocked didn't save, making me re-purchase the unlock. I think implementing an autosave after purchasing the research would fix this issue, but I'm down about $34 in research progress that is completely unnecessary, so a patch and having the save file unlock the research once more would be highly appreciated.
In the capitol there could be a section called satellites where you could make different satellites based on how much tech you had and how many resources you have. There could be the basic satellite which you unlock just after independence that would generate research and money. Then there would be the small space station and large space station that would require colonists, food and water to make more research and money but also have an option to explore another planet as an extension of your main colony for some obscene amount of money and resources. It would require the technology "space stations" for 1,000,000 research as well as "provinces" for the missions. Then there would be the orbital battle station which would be ridiculously expensive and require 1,000 colonists as well as food and water. It would generate lots of research as well as being able to send out more missions.Also it would have the option to mass execute your colonists at the cost of a lot of happiness in the other people. It would require the tech "Orbital lasers" and "Defensive shields" Which would be 100,000,000 research each.
These structures would only hypothetically exist and not be rendered in-game. Under the satellites section there would be an option to create a satellite, manage the missions and use the satellites special features, as well as view your list of satellites. It could be a lot like the embassy section in the capitol except with no charter codes or physical buildings.
I think the basic satellite would look something like the Hubble space telescope
The small space station would look like the international space station
The large space station would look like the one from 2001: a space oddesy
The orbital battle station would look like a combination between the death star from "star wars" and the world engine from "man of steel."
Thanks for reading, I know it was a lot but i really hope that this is added to really enhance gameplay
These structures would only hypothetically exist and not be rendered in-game. Under the satellites section there would be an option to create a satellite, manage the missions and use the satellites special features, as well as view your list of satellites. It could be a lot like the embassy section in the capitol except with no charter codes or physical buildings.
I think the basic satellite would look something like the Hubble space telescope
The small space station would look like the international space station
The large space station would look like the one from 2001: a space oddesy
The orbital battle station would look like a combination between the death star from "star wars" and the world engine from "man of steel."
Thanks for reading, I know it was a lot but i really hope that this is added to really enhance gameplay
please note that I haven't done much research into this, so don't take these numbers seriously. The main idea that I'm getting across is that diamond, obsidian and triantanium would be instrumental in the construction and research of these structures. Structures that use the black hole manipulation tech will be far more capable than the most advanced human structures and would occupy much less space. They would also require far more power and water than any other structure in the game.
Unholy he3 generator - generates an unholy amount of he3 from unholy amounts of regolith using a constant supply of water and uranium. The ultimate space saver for lunar colonies.
space:2x2
power: 10,000
reg 200,000
he3 500,000
ore1,000,000
gold 400,000
steel 500,000
alu 10,000
dia 100,000
chips 50,000
tri 20,000
ura 50,000
obs: 25,000
arts: 2,500
tech required: black hole manipulation
Alien he3 storage - using black hole manipulation technology and strong materials, massive amounts of he3 can be stored in the same amount of space as a large he3 tank.
space 2x2
upgraded from large he3 tank
power: 500
build costs: bast can figure this one out
tech required: black hole manipulation.
Alien Hypercube - The alien hypercube uses super durable materials like diamond, triantanium and obsidian, and space compression technology to compress millions of cubic feet into a 2x2 area using a controlled singularity or black hole. The hypercube would have ten times more jobs, colonist and tourist space than the fantasy land arcology and provides enough food production and medical care to support all of it's inhabitants, the only challenge is power. Each cube would require 250k power. Also, each cube would require 500 water and 100 he3 each second, so the need for he3 would skyrocket as people start building these.
space: 2x2
power needs: 250,000
consumes: 500 water and 100 he3 per second.
build costs:
ore: 20,000,000
steel:10,000,000
water: 50,000,000
gold:5,000,000
Alu:1,000,000
Ura:1,500,000
Tri:1,000,000
Obs:150,000
chips:2,500,000
alien arts:50,000
ancient instructions:100,000
Research required: Black hole manipulation
Miniature theme park - this building provides an unholy amount of entertainment for a vastly populated and overcrowded colony. Uses a controlled black hole or singularity to house roller coasters, water rides, shops, and even a lake.
entertains: 100,000
tourists: 100,000
jobs: 100,000
admission fee: $50
space: 3x3
power:100,000
build costs, bast can figure this one out.
Research required: Black hole manipulation
New research - Black hole manipulation - learn how to compress massive amounts of space and stuff into a tiny area.
Lete me know what you think. I'll add more to this thread as I develop the idea. It's 2am though, and I need my sleep for now.
Unholy he3 generator - generates an unholy amount of he3 from unholy amounts of regolith using a constant supply of water and uranium. The ultimate space saver for lunar colonies.
space:2x2
power: 10,000
reg 200,000
he3 500,000
ore1,000,000
gold 400,000
steel 500,000
alu 10,000
dia 100,000
chips 50,000
tri 20,000
ura 50,000
obs: 25,000
arts: 2,500
tech required: black hole manipulation
Alien he3 storage - using black hole manipulation technology and strong materials, massive amounts of he3 can be stored in the same amount of space as a large he3 tank.
space 2x2
upgraded from large he3 tank
power: 500
build costs: bast can figure this one out
tech required: black hole manipulation.
Alien Hypercube - The alien hypercube uses super durable materials like diamond, triantanium and obsidian, and space compression technology to compress millions of cubic feet into a 2x2 area using a controlled singularity or black hole. The hypercube would have ten times more jobs, colonist and tourist space than the fantasy land arcology and provides enough food production and medical care to support all of it's inhabitants, the only challenge is power. Each cube would require 250k power. Also, each cube would require 500 water and 100 he3 each second, so the need for he3 would skyrocket as people start building these.
space: 2x2
power needs: 250,000
consumes: 500 water and 100 he3 per second.
build costs:
ore: 20,000,000
steel:10,000,000
water: 50,000,000
gold:5,000,000
Alu:1,000,000
Ura:1,500,000
Tri:1,000,000
Obs:150,000
chips:2,500,000
alien arts:50,000
ancient instructions:100,000
Research required: Black hole manipulation
Miniature theme park - this building provides an unholy amount of entertainment for a vastly populated and overcrowded colony. Uses a controlled black hole or singularity to house roller coasters, water rides, shops, and even a lake.
entertains: 100,000
tourists: 100,000
jobs: 100,000
admission fee: $50
space: 3x3
power:100,000
build costs, bast can figure this one out.
Research required: Black hole manipulation
New research - Black hole manipulation - learn how to compress massive amounts of space and stuff into a tiny area.
Lete me know what you think. I'll add more to this thread as I develop the idea. It's 2am though, and I need my sleep for now.
I have an idea for a research converter for late game when research is useless.
This building will employ ~100 people in a 2x2 space, and will consume 1k research/min.
It will produce every single resource in the game, aside from starships, research, and antuara. It will produce those resources at a rate of 15/min. It will consume 2k power and will need 20 money/min to keep running.
This building will employ ~100 people in a 2x2 space, and will consume 1k research/min.
It will produce every single resource in the game, aside from starships, research, and antuara. It will produce those resources at a rate of 15/min. It will consume 2k power and will need 20 money/min to keep running.
I have a zolarg prime colony, and on several occasions on my research buildings it says infinity/minutes research. After seeing this why do I not have infinite research? (I could use that right about now....) And why can it say infinite in the first place? I was really happy that my research problems were gone for a bit but my research didn’t change...
None of the cost vers resource income has ever been very good ,
Heck even now the research gen brings in 70 UR (( 4 tiles space ))wile the alien UR plant brings in 72 UR at 20 tiles space . As for the cupcake factory one can run at most two of the research centers and eat instructions so fast so two aI buildings needed .
The converter is the only way to make al - UR - alien arts and relics that can keep up with demand .
Honestly bast did make the game into a buy your way trough early game is 5 times faster to just import al AND ur and Chips and even alien arts .
It really goes against game play the end tek should not be a money using research converter .
end tek = alien for most things ( for plastic and steel and gold its works )
But for UR its bad .
end game cup cake factory is and has always been useless Only solution before the converter was a sub bug world .
But that did solve the al and alien arts issues as the end game research center takes care of al and arts .
Conclusion is the alien UR plant could be 5 times as good to match the converter rates .
and the cup cake factory could be well 5 times as good but The converter would still out do it .
That would just mean you could run them and alest gain relics fast enough to build more research centers .
But to match the converter the cup cake factory would need a boost of 10 to 15 times better .
I really dont get Bast programming style one one hand a well designed base building game on the other income that is ether very small or very large with little balance in ether direction .
The game would have been up better if buildings could be upgraded ( lv 1 steel plant first one lv 2 steel plant 2nd lv 3 more income so less buildings needed all the way up to alien which could be say a lv 10 building .
Do this with all buildings that produce any resources EXCEPT money .
Then NIX the converter
Bast maybe a new my colony REMIX take what you learned from this game and make a upgraded version
My colony Universe - My colony Galaxy's
Heck watch every one rush to buy it lol
Heck even now the research gen brings in 70 UR (( 4 tiles space ))wile the alien UR plant brings in 72 UR at 20 tiles space . As for the cupcake factory one can run at most two of the research centers and eat instructions so fast so two aI buildings needed .
The converter is the only way to make al - UR - alien arts and relics that can keep up with demand .
Honestly bast did make the game into a buy your way trough early game is 5 times faster to just import al AND ur and Chips and even alien arts .
It really goes against game play the end tek should not be a money using research converter .
end tek = alien for most things ( for plastic and steel and gold its works )
But for UR its bad .
end game cup cake factory is and has always been useless Only solution before the converter was a sub bug world .
But that did solve the al and alien arts issues as the end game research center takes care of al and arts .
Conclusion is the alien UR plant could be 5 times as good to match the converter rates .
and the cup cake factory could be well 5 times as good but The converter would still out do it .
That would just mean you could run them and alest gain relics fast enough to build more research centers .
But to match the converter the cup cake factory would need a boost of 10 to 15 times better .
I really dont get Bast programming style one one hand a well designed base building game on the other income that is ether very small or very large with little balance in ether direction .
The game would have been up better if buildings could be upgraded ( lv 1 steel plant first one lv 2 steel plant 2nd lv 3 more income so less buildings needed all the way up to alien which could be say a lv 10 building .
Do this with all buildings that produce any resources EXCEPT money .
Then NIX the converter
Bast maybe a new my colony REMIX take what you learned from this game and make a upgraded version
My colony Universe - My colony Galaxy's
Heck watch every one rush to buy it lol
Dear My Colony devs,
I think the ability to share civics, research, and buildings would be a great feature. It would be more realistic(accept for the buildings sharing), give a use of research and civics for those who have so much and don't have anything to do with it, and would make the game more fun. The building sharing could be limited in someway, like it is where you need the builder that would build it to build the shared building. For the civics and research sharing, maybe both parties need the transmission hub, which would give it a great use. The building sharing could use a special building, which you have to research. I would love to see this in the next update.
Thank you,
ChooChoo
I think the ability to share civics, research, and buildings would be a great feature. It would be more realistic(accept for the buildings sharing), give a use of research and civics for those who have so much and don't have anything to do with it, and would make the game more fun. The building sharing could be limited in someway, like it is where you need the builder that would build it to build the shared building. For the civics and research sharing, maybe both parties need the transmission hub, which would give it a great use. The building sharing could use a special building, which you have to research. I would love to see this in the next update.
Thank you,
ChooChoo
The advanced small research lab is better than the Giorgio institute in my opinion. The Giorgio produces 3 times as much research (per time unit) but takes up 4 times the space. Plus, as already stated, it needs alu to build.
As for the advanced medical research center, it has much better output than the small research lab, but needs quite some alu too. Plus, it requires 100 workers, whereas 4 adv. sm. r. labs require 24.
As for the advanced medical research center, it has much better output than the small research lab, but needs quite some alu too. Plus, it requires 100 workers, whereas 4 adv. sm. r. labs require 24.
yes.. no more anuthing that consume research.. last night i have starmyed 1 hour in each research consume city.. before left to sleep for the last city.. now.. im making too many research buildings to see.. how much is the max value before my research reset.. before.. it reset at 44mil..now 62 mil
yeah, spamming this small research labs is good in the beginning. once you can unlock "artificial intelligence", you should unlock the research that costs 85k research. it gives you a seriously better research building.
deathisepic said:i'm out of thing to research and now have no use for research. like diamond mines, crystal mines, and more alien technology . the mines are need for the united earth planets. on my colony.
You need to remember that developing a game takes time if you ran out remember he will bring out more in a while, be patient, Backlstein does a hard job making the game for your enjoyment, Can we give the man a break for once? You will get more research when he makes it. In the meantime have a taco.
@ Nunez499, that's a good point. However, my points above have dragged me from my happy little existence on Offline Mode into the current problems with the API and GBT.
I cannot progress with my games. I am stuck in a place that does not activate my happy gamer brain. No amount of personal satisfaction will fix the balancing issues I am experiencing.
If there was an easy way to not have all my deposits blocked by sugar/trees growing like weeds, thus leading to a situation where I have run out of resources that are still available on the map, and can't harvest without getting rid of what is filling my warehouses. AND I can't build more warehouses, because it uses up scarce resources. The inelegant solution is to bulldozer it, but the bulldozer tool only can do one square at a time.
On my Insect World, my research has shown me that there is no way to progress in research without accumulating 200 alien artifacts. Acquiring those 200 artifacts will require either a) 250,000 civics and declaring independence so I can research mysticism, or b) making enough from selling excess supplies, such as sugar, on the GBT to buy 200 artifacts.
I understand that some of y'all have been playing for a while. I understand that only recently the GBT was un-regulated. I'm just trying to bring some attention to the problems that the newer players are experiencing. MyColony just hit a new milestone for number of new downloads. Yay! However, those new players are going to run into these issues, and they probably don't have a huge commonwealth or coalition behind them. They aren't going to put in the amount of research that I have. They are going to find that the forums don't have a search function, and uninstall when they get frustrated.
--Lurker
I cannot progress with my games. I am stuck in a place that does not activate my happy gamer brain. No amount of personal satisfaction will fix the balancing issues I am experiencing.
If there was an easy way to not have all my deposits blocked by sugar/trees growing like weeds, thus leading to a situation where I have run out of resources that are still available on the map, and can't harvest without getting rid of what is filling my warehouses. AND I can't build more warehouses, because it uses up scarce resources. The inelegant solution is to bulldozer it, but the bulldozer tool only can do one square at a time.
On my Insect World, my research has shown me that there is no way to progress in research without accumulating 200 alien artifacts. Acquiring those 200 artifacts will require either a) 250,000 civics and declaring independence so I can research mysticism, or b) making enough from selling excess supplies, such as sugar, on the GBT to buy 200 artifacts.
I understand that some of y'all have been playing for a while. I understand that only recently the GBT was un-regulated. I'm just trying to bring some attention to the problems that the newer players are experiencing. MyColony just hit a new milestone for number of new downloads. Yay! However, those new players are going to run into these issues, and they probably don't have a huge commonwealth or coalition behind them. They aren't going to put in the amount of research that I have. They are going to find that the forums don't have a search function, and uninstall when they get frustrated.
--Lurker
I started having this problem on March 3, 2018. Before this, all was fine, but on the 3rd I noticed that my Small Research buildings were not being supplied with workers. I started new colonies, even re-installed the app, but it's not working. I currently have 13 unemployed yet my Research building only has 1 worker and it's been 2 days since I created the Research building.
My stats are:
MyColony v.0.58.0
Win10
This creates major issues since without any research you cannot move the colony forward.
My stats are:
MyColony v.0.58.0
Win10
This creates major issues since without any research you cannot move the colony forward.
gewisse said:I started having this problem on March 3, 2018. Before this, all was fine, but on the 3rd I noticed that my Small Research buildings were not being supplied with workers. I started new colonies, even re-installed the app, but it's not working. I currently have 13 unemployed yet my Research building only has 1 worker and it's been 2 days since I created the Research building.
My stats are:
MyColony v.0.58.0
Win10
This creates major issues since without any research you cannot move the colony forward.
I am not sure as I am past this point, but it sounds like an education issue. Build education buildings so they can be smart enough for researching, and have some unemployed workers so they actually use the education buildings. Hope that helps.