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Hello, friends! Today, I will be sharing an story about an new civilization in the My Colony Universe, the Trespassers! These are the same race as the UE/LIS (Human), and have the same consumption resource (food and water) and narcotics (ant paste). I will present it now. I hope you liked the story!
WARNING: Long page
This story will be long, so if you are using an low-end phone or an device with low memory, I suggest that you avoid reading this thread/post, immediately. Thank you!
Trespasser National Data (from LIS hackers):
Alright, that it it for now! I will also be creating an separate suggestion for this civilization for MC2. I hope you like this story, and you can leave an comment below to share your experiences with the story or to expand on the story's ideas, and please answer on the poll above to see if you liked the story or not! I will see you all again later! Thank you for helping Ape Apps continue development on the My Colony Universe (and also on other apps and games)!
Architecture1134 said:
NOTE: This story does not engage or commit to politically, economically, personally, or religiously offensive content. If you are under 13, please refrain from reading this post, immediately, due to COPPA.
WARNING: Long page
This story will be long, so if you are using an low-end phone or an device with low memory, I suggest that you avoid reading this thread/post, immediately. Thank you!
Storyteller said:
The trespassers are brutal, fierce human warriors that split from both the United Earth and the League of Independent States during an terrorist engagement on both sides of the factions' borders. They had formed on both sides of the borders. Both the United Earth and the League of Independent States condemn this action by the trespassers. The Zolarg Empire formally announces to support both the United Earth and the League of Independent States. The Alpha Draconians state that they will continue terrorist attacks on all 3 human factions. The trespassers, like the other 2 human factions, have advanced technology and are rich and self-governing. Today, they are controlling an land bridge, named Darius Trasus. The border between both sides (UE/LIS) are closed. They have proclaimed two allied, independent states called Cistrasusia and Transtrasusia, both named after the Trasusian Lagoon and have captured territory from the League of Independent States and the United Earth respectively. These states have terrorist conflicts on their borders and thus are deemed unsafe. The cities and settlements within 12.5 miles are in danger, notably the city of New Manila (formerly known as New Quezon) in the United Earth, which has about 57 thousand inhabitants (city limits, 65k urban, 78k metro), and is about 5 miles from the border. The trespassers have also committed piracy operations on the shores of both the United Earth and the League of Independent States, especially in the Trasusian Lagoon. They are deadly and are pronounced terrorist within said distance from the border area with the trespasser nations. The nations inside the territory are pacifist and safe (unless invaded) and the outside is considered controlled by terrorists. These trespassers are known for the following:
- Stealing resources and/or taking from deposits and/or buildings
- Kidnapping/Hostage taking
- Terrorist attacks on other human settlements
- Anarcho-fascist government
- Supporting local opposition movements throughout UE/LIS territory
- Terranean Independence and Freedom Movement (TIFM)
- Shalam Yihod (Jewish anarcho-capitalist group)
- German Brotherhood
- All-Independent States Movement for Society (AISMS)
- Freedom Party for Humanity
- Wildcat Anarchists
The trespassers are widely known by military experts about their usage of spying/recon devices and drones. They use these materiel for raiding and stealing resources and taking people hostage, although the border areas with the other human factions are mostly remote and inhospitable.
Trespasser National Data (from LIS hackers):
Capital: Multiple
Shakihah (Cistrasusia, de facto, largest city)
Halaya (Transtrasusia, de jure, 2nd largest city)
Population: 9.2M
Land Area: 5.1k square miles
Population Density: 1.8k per square mile
Biomes:
- Desert: 72.8%
- Grasslands/Oasis: 19.8%
- Extreme Desert: 5.1%
- Lava Desert: 2%
- Other: 0.3%
Divisions:
- Regions: 7
- States: 65
- Municipalities: 516
- Cities/Towns: 1,028
- Districts (Cities with at least 50k people only): 5,171
Alright, that it it for now! I will also be creating an separate suggestion for this civilization for MC2. I hope you like this story, and you can leave an comment below to share your experiences with the story or to expand on the story's ideas, and please answer on the poll above to see if you liked the story or not! I will see you all again later! Thank you for helping Ape Apps continue development on the My Colony Universe (and also on other apps and games)!
I haven't developed any "lore" yet exactly, but I do consider My Colony to fit in to the "universe" of a few of my other games, and that gives it some slight backstory. I have also thought of the timeline of these games and where everything fits in.
The games are Deimos, End of the Earth, Sarge, My Colony, the upcoming Death 3d, the upcoming High Noon, and the upcoming Colony Wars. If somebody wanted to play them in a chronological order, it would roughly be like this:
The basic universe centers around a future (don't know the exact year, but it is later than 2050) where all of the countries of earth have been absorbed into the United Earth, which is joint ruled between the United Earth General Assembly and the President of United Earth. There is a military wing of the United Earth called the United Earth Space Marines, among whom Sarge and his squad are heralded as legends by the citizens of earth.
Sometime before the events of Deimos, a breakaway faction calling themselves the League of Independent States decided to declare independence from United Earth. The U.E. does not yet formally recognize their independence, and they are currently in a sort of cold war, which will be going hot starting in Death 3d (to be released before christmas) and in the game Colony Wars I am currently planning, which will be a real time strategy game based on a modified My Colony engine that I hope to release next year. The basic story in Colony Wars is that U.E. and LIS go to war, and then shortly after the Zolarg invade.
Also next year will be releasing High Noon RPG which will be the final chapter in the 'Deimos' story line and takes place in both the "present" (the 'future' present) and in the 1880's, and will also shed further light on the 'Ancient Aliens' who left artifacts in My Colony.
As for the Zolarg, they gained independence from a currently unknown race many years ago, and were freed by an insectoid named Zolarg, which is what their civilization is named after, who was named Emperor after freeing his fellow insects. They will soon be launching an invasion of United Earth and the LIS in the Colony Wars game.
So that is where the story basically stands right now. It is not very fleshed out, just enough for the purpose of the games.
The games are Deimos, End of the Earth, Sarge, My Colony, the upcoming Death 3d, the upcoming High Noon, and the upcoming Colony Wars. If somebody wanted to play them in a chronological order, it would roughly be like this:
- High Noon (half)
- Deimos
- Sarge
- End of the Earth
- High Noon (half)
- My Colony
- Death 3d
- Colony Wars
The basic universe centers around a future (don't know the exact year, but it is later than 2050) where all of the countries of earth have been absorbed into the United Earth, which is joint ruled between the United Earth General Assembly and the President of United Earth. There is a military wing of the United Earth called the United Earth Space Marines, among whom Sarge and his squad are heralded as legends by the citizens of earth.
Sometime before the events of Deimos, a breakaway faction calling themselves the League of Independent States decided to declare independence from United Earth. The U.E. does not yet formally recognize their independence, and they are currently in a sort of cold war, which will be going hot starting in Death 3d (to be released before christmas) and in the game Colony Wars I am currently planning, which will be a real time strategy game based on a modified My Colony engine that I hope to release next year. The basic story in Colony Wars is that U.E. and LIS go to war, and then shortly after the Zolarg invade.
Also next year will be releasing High Noon RPG which will be the final chapter in the 'Deimos' story line and takes place in both the "present" (the 'future' present) and in the 1880's, and will also shed further light on the 'Ancient Aliens' who left artifacts in My Colony.
As for the Zolarg, they gained independence from a currently unknown race many years ago, and were freed by an insectoid named Zolarg, which is what their civilization is named after, who was named Emperor after freeing his fellow insects. They will soon be launching an invasion of United Earth and the LIS in the Colony Wars game.
So that is where the story basically stands right now. It is not very fleshed out, just enough for the purpose of the games.
bastecklein said:I haven't developed any "lore" yet exactly, but I do consider My Colony to fit in to the "universe" of a few of my other games, and that gives it some slight backstory. I have also thought of the timeline of these games and where everything fits in.
The games are Deimos, End of the Earth, Sarge, My Colony, the upcoming Death 3d, the upcoming High Noon, and the upcoming Colony Wars. If somebody wanted to play them in a chronological order, it would roughly be like this:
The positioning of My Colony is not hard set, because it doesn't necessarily have a story line and can really fit in anywhere, but I put it before Death 3d because the Zolarg and the LIS are both known to United Earth by the time of Death 3d.
- High Noon (half)
- Deimos
- Sarge
- End of the Earth
- High Noon (half)
- My Colony
- Death 3d
- Colony Wars
The basic universe centers around a future (don't know the exact year, but it is later than 2050) where all of the countries of earth have been absorbed into the United Earth, which is joint ruled between the United Earth General Assembly and the President of United Earth. There is a military wing of the United Earth called the United Earth Space Marines, among whom Sarge and his squad are heralded as legends by the citizens of earth.
Sometime before the events of Deimos, a breakaway faction calling themselves the League of Independent States decided to declare independence from United Earth. The U.E. does not yet formally recognize their independence, and they are currently in a sort of cold war, which will be going hot starting in Death 3d (to be released before christmas) and in the game Colony Wars I am currently planning, which will be a real time strategy game based on a modified My Colony engine that I hope to release next year. The basic story in Colony Wars is that U.E. and LIS go to war, and then shortly after the Zolarg invade.
Also next year will be releasing High Noon RPG which will be the final chapter in the 'Deimos' story line and takes place in both the "present" (the 'future' present) and in the 1880's, and will also shed further light on the 'Ancient Aliens' who left artifacts in My Colony.
As for the Zolarg, they gained independence from a currently unknown race many years ago, and were freed by an insectoid named Zolarg, which is what their civilization is named after, who was named Emperor after freeing his fellow insects. They will soon be launching an invasion of United Earth and the LIS in the Colony Wars game.
So that is where the story basically stands right now. It is not very fleshed out, just enough for the purpose of the games.
Woah woah woah woah woah woah WOAH! btw new game colony wars WOAH, will it become a thing?
This topic isn't meant to be a complaint, it's just my ideas of what could be done to improve on the existing planets' designs. I realize that bast isn't working very much on new content and I support that, since what he is doing now is better for the game than making new content. I just figured that I would cover all of the planets for my planet-hub topic. That way people can get my opinion of all the planets.
earthlike Planet specific ideas:
earthlike planet summary: I think that this planet is fine as it is. It's supposed to be a training planet that gives the user the perfect conditions to build a colony, so I think it should be left alone. There are some ideas that I have regarding all planets that also apply to this planet, but I don't have any ideas regarding this specific planet. I do believe that every race should have this planet type so the player can learn to play this race under the best conditions, with the exception of zolarg because they already have a world with the best conditions to grow, their just a harder species to manage overall. reptilians and LIS get the abandoned world, which is earthlike but doesn't have any ore.
Waterworld specific ideas:
Waterworld summary: This planet is really fun to play because you have to be carful how you design your colony layout. I wouldn't chancge anything about this planet and I'm not going to suggest anything because all of the ideas that I have bast is already going to implement soon. There are other ideas that pertain to all planets that apply here, but no specific ideas come to mind when thinking about this planet.
red planet specific ideas:
Red Planet Summary: I really like the simplicity of the map, and I like the laid-back feel that you get when playing it. I also like how quickly it allows you to grow your colony. There is not much more that I would like to see added to this planet aside from the general ideas that I have below that don't apply to any planet. This planet is very well-designed.
red badlands decorations: I think that the red planet map should generate decorations that resemble badlands structures, or weird rock structures that form because wind wears it down into awkward shapes. This should make the map aesthetically pleasing.
generated lake-bed rivers: per the dry lakebed tile idea below, i think that rivers of those tiles should be generated on red planet maps. This allows the red planet to become just like an earthlike planet once terraformed, with rivers that produce infinite amounts of water. It gives the map a more dynamic feel.
Dust storms: These planetwide storms can last for months and would make it more difficult to see your colony. Solar panels would stop working, but you could implement a windmil to take advantage of the storms and it would produce more during these storms than normally. You already have added the ability to block out light by subtracting alpha from an overlaying object to simulate night time. You could create another overlay object for storms and give it a reddish-tan hue. Then just add moving particle affects and wind sounds and your done. These should disappear once the planet is terraformed. There shouldn't be a damage factor to these storms as the dust is too fine to really wear anything down.
Dynamic Terraformation: I think that this planet type specifically could benefit from dynamic terraforming and should be the first to receive such a feature if added since it's one of the most played maps.
Lunar specific ideas:
Lunar Summary: Lunar world is my favorite map because you can jumpstart your colony before you even get your first immigrant. I like the fact that it's terraformable and the regolith challenge is fun as well. There are a few features that could be added to make this world more immersive though.
Jagged rock decos: Since a lunar planet has no atmosphere, it has no wind on it's surface to smooth and erode rocks, so you should see some really jagged rock formations. I think this would add some aesthetics.
craters: I think that large circular patches of darker terrain tiles should exist on the map. These terrain tiles would act the same as lakebed tiles in that they will become water tiles as atmosphere increases. Craters should be random sizes and distances between. I would even have them generate partially off of the map and across region maps to give a very appealing region view. This may might that craters could envelop most or all of some maps, and some maps might get no crater tiles at all, but that's the beauty of it. the player should also have the option to fill in a crater tile or water tile using regolith where they would otherwise use ore on other planets. The player should be able to turn regular tiles into crater tiles as well with the cost of money.
meteor showers: these showers would pummel structures below periodically. Any that land on empty tiles could generate regolith nodes and could have the chance to generate mini-craters that would fill with water upon terraforming, this is why I think we should have the ability to turn crater tiles to regular tiles, and vise versa. The damage from these meteors shouldn't be catastrophic, but it should cause some damage depending on the structure. These meteors should stop once atmosphere is above 1 mil.
Atmosphere leach: Since most planets like the moon aren't big enough to keep an atmosphere forever(there are exceptions), there should be a significant drain on atmosphere that must be compensated for. It could also be a benefit if a colony's atmosphere is too high though. A drain of 5k per minute would be a challenge at first, and you would have to beat that mark in order for condensors to operate.
Forest Planet ideas:
Forest Summary: I don't have much to say about this world, it's pretty straightforward albiet annoying at the start. Not really a big benefit to this world aside from the fact that you don't have to mess with the atmosphere at first until you get bigger. I'd honestly play abandoned before forest any day. Here are some ideas I have in mind though:
Rivers: this should be an addition. Any forest world requires lots of water in order for trees to grow.
mega trees: i think that mega-trees should generate on the map at first and begin to spread. Players could try to preserve these so that they'll have a huge supply later on. Once they they're gone, they're gone.
Asteroid planet ideas:
Asteroid summary:
I like the asteroid world. It's just like lunar, but harder since you don't have alu nodes. I used to play this world back before we had ways to get infinite diamonds. Might take a crack at it again to see how far I get. I have a few ideas regarding this world.
craters: the same concept as the lunar planet.
meteor showers: the same concept as lunar planet
Extreme atmosphere leech: asteroids are definately not large enough to keep an atmosphere for long. Because of this, they are drained by 50k per minute. 100 minutes is all it takes for an earthlike atmosphere level to drop to 0. Major benefit later in the game though when atmosphere is increased rapidly by pollution.
Awkward rotation: An asteroid has a very randomized shape in real life. it can be elongated, flat, and even spherical. Because of this, days and nights on this planet last for random times. Short nights lower colonist energy. Short days reduce happiness. long nights can increase colonist energy and long days can raise happiness. This amount increased or decreased would only apply if the length of a night or day goes past the minimum or maximum limits. if a limit is exceeded, the same amount of energy or hapiness is taken away or given, no matter how far past the limit a day or night is.
Abandoned World Ideas:
Abandoned Summary: I really like the abandoned world map, but my idea for a twilight themed abandoned world would add a mystic and ancient feel to the map. I'd like to see a much darker themed map than the light and cheery theme that it has now.
Rivers: aside form the twilight idea I would love to see rivers on this map.
Ice planet ideas:
Ice summary: I like the ice planet because it's a challenge to get through the crystalline bottleneck. I do have some ideas though:
glacial/ crystal decos: a slew of icy/crystalline decorations would look good for this planet.
unstable melting: When you heat up an ice planet, there's no telling where the oceans and rivers will form and where the actual land will be. Ice melts very unpredictably, so there should be no indication as to whether each tile is a lakebed or regular tile, but they should both still be there and have the same texture. It should be set up to where rivers will form as if randomly and instantly. This would be part of the real-life challenges of terraforming an ice planet, so would make sense here. Sometimes your colony gets destroyed just like in lava world, sometimes you get lucky.
Underwater crystal farm: This new building would need to straddle water and land and would be four-way rotatable so it can be placed in any orientation as long as the front 4 tiles are on water and the back 2 squares are on land. It is a 3x2 structure, and it consumes moderate amounts of water, crystalline, and alcohol to constantly produce large amounts of crystalline. The concept behind it is that some crystals grow faster in a water solution with the nutrients it needs to grow. Water also allows the crystals to grow much larger because gravity is much weaker in water as we all know. The fact that the structure would have to straddle land and water means that the planet will need to terraformed before a player can place on of these and get rid of their green crystals.
desert world:
desert summary: I don't have much to say about this map, haven't played reptilians that much. I do think that it could use some aesthetics though, just one flat plane of land is nothing to get all excited about. But here are some of the ideas that I have:
Yellow badlands decos: weird yellow rock forms, crackly ground, rough patches, and some shrubbery and cacti. These should randomly dot the landscape and would really up the aesthetics on this map.
Tar(oil) pits: instead of water flowing through the map, tar pits would give it a more desert feel, as you find these pits naturally in deserts. just like rivers on the earthlike planet yield infinite water, these pits should yield infinite oil. The major downfall with this benefit is that you need workers to collect the oil, and that can be pretty tedious and may slow down performance.
raise the atmosphere: Since deserts are supposed to be hot, we should raise the atmosphere to above earthlike. This also corrosponds to my thermal idea below. In addition to this, I would recommend adding a fully terraformed stage where atmosphere is reduce to between 5 mil and 15 mil. I'm not saying that deserts don't exist when atmosphere is at perfect levels because the saharrah wouldn't exist if that were true. It's just that since bast still hasn't added any thermal or moisture level factors to terraforming, I thought that lowering the atmosphere was good enough to simulate raising the moisture level and lowering thermal levels to make the planet cooler and wetter.
dry-lakebed tiles: I think that the dry lakebed tile idea would particularly help this planet as once it is terraformed from dessert to earthlike, you'll have rivers flowing through the landscape.
Sandstorms: Not to be confused with dust storms, the storms are much shorter, yet can be devastating to colonists and buildings. These storms should cause colonist sickness, slow down movement, and accelerate the decay of structures by a certain amount for the duration of the storm. Depending on the direction of the storm, walls placed on the map will block the storm from getting into your cities. It's best to surround your cities with walls so that you get as little exposure to the storms as possible, just an extra challenge. These storms should cease once atmosphere is reduced to earthlike and life is brought back to the planet.
Lava planet ideas:
lava summary: I liked this planet at one point, but I think it's rather pointless to play being that it doesn't have an end-goal and you're colony is never safe no matter how far down the atmosphere goes. My list of lava ideas on my planet hub topic should cover all of the ideas that I have for this planet, and they all still stand.
Fissure vents: These gigantic cracks in the planet spew forth ash and toxic gas into the atmosphere. Because of this, atmosphere is increased by 2 thousand atmosphere a minute, even if the atmosphere is reduced to between 5 and 15 mil, atmosphere will still pile up, requiring you to build more buildings that use up atmosphere to balance it out. The only thing that would need to be added is a passive loop that continuously counts down 60 seconds and then adds 2k to the atmosphere number value. Good luck terraforming this planet.
ideas for all existing planets:
Dry Lakebed Tiles: I've suggested this a few times, but basically dry lakebed tiles should replace water tiles in low and high atmosphere planets. These tiles can be built on, but watch out, because when atmosphere goes over 250k or falls under 30 million, these tiles will turn to water and any buildings on them will be destroyed. There should be an apparent difference in color shade or texture between regular tiles and the dry lakebed tiles. remaning Ice deposits should also turn into water deposits at the same atmosphere level.
Dynamic terraforming: I've mentioned this a couple of times too. It's simple, if atmosphere goes too low, the terraformed planet becomes barren, just as if it were a red or lunar planet; if atmosphere goes too high, then the planet becomes hotter, becoming first a dessert and then eventually a lava planet, with all the eruptions and lava spreading we know and love. . I also think that atmosphere requirements for all atmosphere stages for region games should be multiplied by the number of tiles on a region. This gives the player a longer playthrough and also encourages them to develop cities on every tile. I think that downside is worth it and it would be a fun challenge to work towards. I think that aside from the tiles changing texture, trees should generate across the map on empty space once atmosphere either rises past 5 mil or falls past 15 mil. I also think they should disappear while outside of those ranges.
Thermal factor: I feel like there should be some sort of challenge regarding keeping your colonists at a good temperature. Perhaps you could add a meter in statistics that indicates thermal level of the entire colony. Too hot or cold and your colonists will become sick and loose energy and hapiness. An earthlike planet, or any planet that's been terraformed to between 5 mil and 15 mil, will not affect the meter at least, but too much atmosphere and the meter will start to go up and too little atmosphere will start to subtract heat from the meter. You should be able to build coolers or heaters to supplement the loss or gain of temperature. Currently most planets start out at no atmosphere, which means that they will start out cold. Lava is the only planet that would add the the thermal meter at this time but I think that the desert type planet should have high atmosphere so it can add to the meter.
Regions acting as mc campaigns: Now, some people would disagree with me on this, but I think it's totally fair to call region mode and sort of "campaign mode." This is because with regions, you get a longer playthrough and it takes longer for you to develop the space given to you. I also think it's fair that region mode requires premium, as most well-developed apps offer a free trial(single map mode) and full version with campaign mode(region mode). Some of yall might disagree. but here are the main ideas that I have in mind:
- design random mandatory goals to have a chance to pop up for each tile a map occupies that grant the player money, research. civics, happiness, or other resources, kind of like quests. But these would be more like story-line quests. a medium map would contain four of these quests. These should take a decent amount of time to complete and should make the game progress slower.
- design smaller optional side-quests that pop up randomly occasionally and grant smaller bonuses.
- each tech should require a certain number of complete story-line quests before being unlocked, even if you have enough research. There would be only one quest per tile so this would encourage players to develop all the tiles to complete all of the available story quests.
-Make individual map progression depend on the completion of story quests. For instance, you can add a population cap that unlocks after the quest is complete, and for medium maps with four quests, you could increase the cap in increments to allow the player to develop further after each quest, but not indefinitely until all quests are complete.
Overall I think that these ideas for campaign mode should add a very interesting element to regions mode and would make it more worthwhile and entertaining to play and a player might be entertained for a very long time before becoming bored.
But anyway, those are my ideas. I wanted to go over each planet so that everything was covered in my planethub topic. I'll paste this link so yall can access it easily. Let me know what you think and which ideas you like/dislike.
earthlike Planet specific ideas:
earthlike planet summary: I think that this planet is fine as it is. It's supposed to be a training planet that gives the user the perfect conditions to build a colony, so I think it should be left alone. There are some ideas that I have regarding all planets that also apply to this planet, but I don't have any ideas regarding this specific planet. I do believe that every race should have this planet type so the player can learn to play this race under the best conditions, with the exception of zolarg because they already have a world with the best conditions to grow, their just a harder species to manage overall. reptilians and LIS get the abandoned world, which is earthlike but doesn't have any ore.
Waterworld specific ideas:
Waterworld summary: This planet is really fun to play because you have to be carful how you design your colony layout. I wouldn't chancge anything about this planet and I'm not going to suggest anything because all of the ideas that I have bast is already going to implement soon. There are other ideas that pertain to all planets that apply here, but no specific ideas come to mind when thinking about this planet.
red planet specific ideas:
Red Planet Summary: I really like the simplicity of the map, and I like the laid-back feel that you get when playing it. I also like how quickly it allows you to grow your colony. There is not much more that I would like to see added to this planet aside from the general ideas that I have below that don't apply to any planet. This planet is very well-designed.
red badlands decorations: I think that the red planet map should generate decorations that resemble badlands structures, or weird rock structures that form because wind wears it down into awkward shapes. This should make the map aesthetically pleasing.
generated lake-bed rivers: per the dry lakebed tile idea below, i think that rivers of those tiles should be generated on red planet maps. This allows the red planet to become just like an earthlike planet once terraformed, with rivers that produce infinite amounts of water. It gives the map a more dynamic feel.
Dust storms: These planetwide storms can last for months and would make it more difficult to see your colony. Solar panels would stop working, but you could implement a windmil to take advantage of the storms and it would produce more during these storms than normally. You already have added the ability to block out light by subtracting alpha from an overlaying object to simulate night time. You could create another overlay object for storms and give it a reddish-tan hue. Then just add moving particle affects and wind sounds and your done. These should disappear once the planet is terraformed. There shouldn't be a damage factor to these storms as the dust is too fine to really wear anything down.
Dynamic Terraformation: I think that this planet type specifically could benefit from dynamic terraforming and should be the first to receive such a feature if added since it's one of the most played maps.
Lunar specific ideas:
Lunar Summary: Lunar world is my favorite map because you can jumpstart your colony before you even get your first immigrant. I like the fact that it's terraformable and the regolith challenge is fun as well. There are a few features that could be added to make this world more immersive though.
Jagged rock decos: Since a lunar planet has no atmosphere, it has no wind on it's surface to smooth and erode rocks, so you should see some really jagged rock formations. I think this would add some aesthetics.
craters: I think that large circular patches of darker terrain tiles should exist on the map. These terrain tiles would act the same as lakebed tiles in that they will become water tiles as atmosphere increases. Craters should be random sizes and distances between. I would even have them generate partially off of the map and across region maps to give a very appealing region view. This may might that craters could envelop most or all of some maps, and some maps might get no crater tiles at all, but that's the beauty of it. the player should also have the option to fill in a crater tile or water tile using regolith where they would otherwise use ore on other planets. The player should be able to turn regular tiles into crater tiles as well with the cost of money.
meteor showers: these showers would pummel structures below periodically. Any that land on empty tiles could generate regolith nodes and could have the chance to generate mini-craters that would fill with water upon terraforming, this is why I think we should have the ability to turn crater tiles to regular tiles, and vise versa. The damage from these meteors shouldn't be catastrophic, but it should cause some damage depending on the structure. These meteors should stop once atmosphere is above 1 mil.
Atmosphere leach: Since most planets like the moon aren't big enough to keep an atmosphere forever(there are exceptions), there should be a significant drain on atmosphere that must be compensated for. It could also be a benefit if a colony's atmosphere is too high though. A drain of 5k per minute would be a challenge at first, and you would have to beat that mark in order for condensors to operate.
Forest Planet ideas:
Forest Summary: I don't have much to say about this world, it's pretty straightforward albiet annoying at the start. Not really a big benefit to this world aside from the fact that you don't have to mess with the atmosphere at first until you get bigger. I'd honestly play abandoned before forest any day. Here are some ideas I have in mind though:
Rivers: this should be an addition. Any forest world requires lots of water in order for trees to grow.
mega trees: i think that mega-trees should generate on the map at first and begin to spread. Players could try to preserve these so that they'll have a huge supply later on. Once they they're gone, they're gone.
Asteroid planet ideas:
Asteroid summary:
I like the asteroid world. It's just like lunar, but harder since you don't have alu nodes. I used to play this world back before we had ways to get infinite diamonds. Might take a crack at it again to see how far I get. I have a few ideas regarding this world.
craters: the same concept as the lunar planet.
meteor showers: the same concept as lunar planet
Extreme atmosphere leech: asteroids are definately not large enough to keep an atmosphere for long. Because of this, they are drained by 50k per minute. 100 minutes is all it takes for an earthlike atmosphere level to drop to 0. Major benefit later in the game though when atmosphere is increased rapidly by pollution.
Awkward rotation: An asteroid has a very randomized shape in real life. it can be elongated, flat, and even spherical. Because of this, days and nights on this planet last for random times. Short nights lower colonist energy. Short days reduce happiness. long nights can increase colonist energy and long days can raise happiness. This amount increased or decreased would only apply if the length of a night or day goes past the minimum or maximum limits. if a limit is exceeded, the same amount of energy or hapiness is taken away or given, no matter how far past the limit a day or night is.
Abandoned World Ideas:
Abandoned Summary: I really like the abandoned world map, but my idea for a twilight themed abandoned world would add a mystic and ancient feel to the map. I'd like to see a much darker themed map than the light and cheery theme that it has now.
Rivers: aside form the twilight idea I would love to see rivers on this map.
Ice planet ideas:
Ice summary: I like the ice planet because it's a challenge to get through the crystalline bottleneck. I do have some ideas though:
glacial/ crystal decos: a slew of icy/crystalline decorations would look good for this planet.
unstable melting: When you heat up an ice planet, there's no telling where the oceans and rivers will form and where the actual land will be. Ice melts very unpredictably, so there should be no indication as to whether each tile is a lakebed or regular tile, but they should both still be there and have the same texture. It should be set up to where rivers will form as if randomly and instantly. This would be part of the real-life challenges of terraforming an ice planet, so would make sense here. Sometimes your colony gets destroyed just like in lava world, sometimes you get lucky.
Underwater crystal farm: This new building would need to straddle water and land and would be four-way rotatable so it can be placed in any orientation as long as the front 4 tiles are on water and the back 2 squares are on land. It is a 3x2 structure, and it consumes moderate amounts of water, crystalline, and alcohol to constantly produce large amounts of crystalline. The concept behind it is that some crystals grow faster in a water solution with the nutrients it needs to grow. Water also allows the crystals to grow much larger because gravity is much weaker in water as we all know. The fact that the structure would have to straddle land and water means that the planet will need to terraformed before a player can place on of these and get rid of their green crystals.
desert world:
desert summary: I don't have much to say about this map, haven't played reptilians that much. I do think that it could use some aesthetics though, just one flat plane of land is nothing to get all excited about. But here are some of the ideas that I have:
Yellow badlands decos: weird yellow rock forms, crackly ground, rough patches, and some shrubbery and cacti. These should randomly dot the landscape and would really up the aesthetics on this map.
Tar(oil) pits: instead of water flowing through the map, tar pits would give it a more desert feel, as you find these pits naturally in deserts. just like rivers on the earthlike planet yield infinite water, these pits should yield infinite oil. The major downfall with this benefit is that you need workers to collect the oil, and that can be pretty tedious and may slow down performance.
raise the atmosphere: Since deserts are supposed to be hot, we should raise the atmosphere to above earthlike. This also corrosponds to my thermal idea below. In addition to this, I would recommend adding a fully terraformed stage where atmosphere is reduce to between 5 mil and 15 mil. I'm not saying that deserts don't exist when atmosphere is at perfect levels because the saharrah wouldn't exist if that were true. It's just that since bast still hasn't added any thermal or moisture level factors to terraforming, I thought that lowering the atmosphere was good enough to simulate raising the moisture level and lowering thermal levels to make the planet cooler and wetter.
dry-lakebed tiles: I think that the dry lakebed tile idea would particularly help this planet as once it is terraformed from dessert to earthlike, you'll have rivers flowing through the landscape.
Sandstorms: Not to be confused with dust storms, the storms are much shorter, yet can be devastating to colonists and buildings. These storms should cause colonist sickness, slow down movement, and accelerate the decay of structures by a certain amount for the duration of the storm. Depending on the direction of the storm, walls placed on the map will block the storm from getting into your cities. It's best to surround your cities with walls so that you get as little exposure to the storms as possible, just an extra challenge. These storms should cease once atmosphere is reduced to earthlike and life is brought back to the planet.
Lava planet ideas:
lava summary: I liked this planet at one point, but I think it's rather pointless to play being that it doesn't have an end-goal and you're colony is never safe no matter how far down the atmosphere goes. My list of lava ideas on my planet hub topic should cover all of the ideas that I have for this planet, and they all still stand.
Fissure vents: These gigantic cracks in the planet spew forth ash and toxic gas into the atmosphere. Because of this, atmosphere is increased by 2 thousand atmosphere a minute, even if the atmosphere is reduced to between 5 and 15 mil, atmosphere will still pile up, requiring you to build more buildings that use up atmosphere to balance it out. The only thing that would need to be added is a passive loop that continuously counts down 60 seconds and then adds 2k to the atmosphere number value. Good luck terraforming this planet.
ideas for all existing planets:
Dry Lakebed Tiles: I've suggested this a few times, but basically dry lakebed tiles should replace water tiles in low and high atmosphere planets. These tiles can be built on, but watch out, because when atmosphere goes over 250k or falls under 30 million, these tiles will turn to water and any buildings on them will be destroyed. There should be an apparent difference in color shade or texture between regular tiles and the dry lakebed tiles. remaning Ice deposits should also turn into water deposits at the same atmosphere level.
Dynamic terraforming: I've mentioned this a couple of times too. It's simple, if atmosphere goes too low, the terraformed planet becomes barren, just as if it were a red or lunar planet; if atmosphere goes too high, then the planet becomes hotter, becoming first a dessert and then eventually a lava planet, with all the eruptions and lava spreading we know and love. . I also think that atmosphere requirements for all atmosphere stages for region games should be multiplied by the number of tiles on a region. This gives the player a longer playthrough and also encourages them to develop cities on every tile. I think that downside is worth it and it would be a fun challenge to work towards. I think that aside from the tiles changing texture, trees should generate across the map on empty space once atmosphere either rises past 5 mil or falls past 15 mil. I also think they should disappear while outside of those ranges.
Thermal factor: I feel like there should be some sort of challenge regarding keeping your colonists at a good temperature. Perhaps you could add a meter in statistics that indicates thermal level of the entire colony. Too hot or cold and your colonists will become sick and loose energy and hapiness. An earthlike planet, or any planet that's been terraformed to between 5 mil and 15 mil, will not affect the meter at least, but too much atmosphere and the meter will start to go up and too little atmosphere will start to subtract heat from the meter. You should be able to build coolers or heaters to supplement the loss or gain of temperature. Currently most planets start out at no atmosphere, which means that they will start out cold. Lava is the only planet that would add the the thermal meter at this time but I think that the desert type planet should have high atmosphere so it can add to the meter.
Regions acting as mc campaigns: Now, some people would disagree with me on this, but I think it's totally fair to call region mode and sort of "campaign mode." This is because with regions, you get a longer playthrough and it takes longer for you to develop the space given to you. I also think it's fair that region mode requires premium, as most well-developed apps offer a free trial(single map mode) and full version with campaign mode(region mode). Some of yall might disagree. but here are the main ideas that I have in mind:
- design random mandatory goals to have a chance to pop up for each tile a map occupies that grant the player money, research. civics, happiness, or other resources, kind of like quests. But these would be more like story-line quests. a medium map would contain four of these quests. These should take a decent amount of time to complete and should make the game progress slower.
- design smaller optional side-quests that pop up randomly occasionally and grant smaller bonuses.
- each tech should require a certain number of complete story-line quests before being unlocked, even if you have enough research. There would be only one quest per tile so this would encourage players to develop all the tiles to complete all of the available story quests.
-Make individual map progression depend on the completion of story quests. For instance, you can add a population cap that unlocks after the quest is complete, and for medium maps with four quests, you could increase the cap in increments to allow the player to develop further after each quest, but not indefinitely until all quests are complete.
Overall I think that these ideas for campaign mode should add a very interesting element to regions mode and would make it more worthwhile and entertaining to play and a player might be entertained for a very long time before becoming bored.
But anyway, those are my ideas. I wanted to go over each planet so that everything was covered in my planethub topic. I'll paste this link so yall can access it easily. Let me know what you think and which ideas you like/dislike.
The fact is that the game seems to be getting pretty close to a pre-alpha phase, and I want to make some things clearer in my mind.
How much will the lore(mainly written by @GeneralWadaling - amazing writer btw) be involved inside the gameplay? I know that many people play the game because it's fun, not for the story aspect(at least not for the story of Mc1, which is woeful at best), mainly due to the lack of an overarching and easily accusable story. I think that for the game to be amazing, we'll need either a hard lean into the story,(i.e.... making most of the game about the early development of UE around mars, which could rob the game of the ability to be easily modded) or about gameplay(essentially mainly losing the canon and making new mechanics as it goes.)
I think there could be a very good middlegroud though. It'll be hard to balance, but if proportioned properly, Mc2 could be better than Mc1, and I don't say that lightly.
How much will the lore(mainly written by @GeneralWadaling - amazing writer btw) be involved inside the gameplay? I know that many people play the game because it's fun, not for the story aspect(at least not for the story of Mc1, which is woeful at best), mainly due to the lack of an overarching and easily accusable story. I think that for the game to be amazing, we'll need either a hard lean into the story,(i.e.... making most of the game about the early development of UE around mars, which could rob the game of the ability to be easily modded) or about gameplay(essentially mainly losing the canon and making new mechanics as it goes.)
I think there could be a very good middlegroud though. It'll be hard to balance, but if proportioned properly, Mc2 could be better than Mc1, and I don't say that lightly.
I'm from Australia. Scotch is quite affordable, once you scale for the expensiveness of everything.
However, most games aren't affordable. They are a lot of money for, usually, a enforced waste of time followed by a massive letdown.
There was a puzzle game on the PS4. It supposedly was about surviving on mars. It advertised an interesting story told without words. Like many games these days the first few levels seemed interesting. However, by the mid-point the logic of the mechanics had broken down in relation to the setting of the story. I hoped the story would be worth it. After completing all the secrets, I was treated to what I considered a massive "troll" where a bunch of nonsense was depicted on the screen in lieu of "art".
Being someone who thinks Shakespeare and the Berlin Philharmoniker is a reasonable way to spend one's afternoon, but also grew up playing video games, I was sincerely unimpressed. If the PS4 offered a way to remove a game purchase permanently like with Steam, I would get rid of said puzzle game simply to reflect my disdain for being lied to.
I don't mind when a game is silly and is honest about it. Like anyone else, the absurdity of life isn't lost on me. The Forest Rover is a perfectly sensible notion, in the context of a futuristic space colony where you build a motel for space tourists. A found that quite a laugh. But I dislike it when I'm told that I'm buying one thing and I end up receiving another.
However, most games aren't affordable. They are a lot of money for, usually, a enforced waste of time followed by a massive letdown.
There was a puzzle game on the PS4. It supposedly was about surviving on mars. It advertised an interesting story told without words. Like many games these days the first few levels seemed interesting. However, by the mid-point the logic of the mechanics had broken down in relation to the setting of the story. I hoped the story would be worth it. After completing all the secrets, I was treated to what I considered a massive "troll" where a bunch of nonsense was depicted on the screen in lieu of "art".
Being someone who thinks Shakespeare and the Berlin Philharmoniker is a reasonable way to spend one's afternoon, but also grew up playing video games, I was sincerely unimpressed. If the PS4 offered a way to remove a game purchase permanently like with Steam, I would get rid of said puzzle game simply to reflect my disdain for being lied to.
I don't mind when a game is silly and is honest about it. Like anyone else, the absurdity of life isn't lost on me. The Forest Rover is a perfectly sensible notion, in the context of a futuristic space colony where you build a motel for space tourists. A found that quite a laugh. But I dislike it when I'm told that I'm buying one thing and I end up receiving another.
Hello guys.
Chronologically MC2 takes place before the establishment of United Earth in My Colony universe, according to the background settings set by @bastecklein.
Things might be less complicated than in the era taking place in My Colony (classic).
Roughly thinking, I guess we can have story campaigns in MC2.
And because it might be before the Earth Unification War, there are still independent nations. This means... A space race might occur. There might be different nations or alliances having their own special technologies.
If you are asking for more detailed items, here they are.
Factions
Stories
WARNING!
The following information are not canon information of the game lores. You're advised not to take the plot and information below seriously.
The following information are not canon information of the game lores. You're advised not to take the plot and information below seriously.
Chronologically MC2 takes place before the establishment of United Earth in My Colony universe, according to the background settings set by @bastecklein.
Things might be less complicated than in the era taking place in My Colony (classic).
Roughly thinking, I guess we can have story campaigns in MC2.
And because it might be before the Earth Unification War, there are still independent nations. This means... A space race might occur. There might be different nations or alliances having their own special technologies.
If you are asking for more detailed items, here they are.
Factions
- <FutureTech Alliance>
The alliance of of the Western advances, directed by United States and the European Union. Owning the majority of world's capital and state-of-the-art talents, the Alliance pioneered the space colonization era. - <Red Satellites Treaty Union>
RSTU, better known as ‘Red Union’ , the Union was formed under the influence of old Eastern powers Russia and China in order to rival the FutureTech Alliance. Their unmatched mass-production capabilities and highly developed cyber technologies are their strong foundations of space race. - <Brotherhood of Polaris>
The third-world nations had been kept being neglected by the rest of the world. Instead of waiting being saved from unfairness and despair, they decided to fight for themselves. The Brotherhood had the connection to a mythical, religious organization, which the organization assisted them by fostering unification and supplying them resources needed for confronting the powerful rivals of space race, to ultimately discover the promised land they desired. Their strong faith brings them courage and endurance to overcome any difficulties. - <Project SEED>
While other alliances seeks for power and wealth in the space race, only few people still put the importance on continuation of species - Which, the space race further catalysing the irreversible catastrophe of ecosystems. What Project SEED seeks for is a place to save remaining species on Earth from, meaningless competitions that will only bring calamity to everything.
Stories
- New City of Prosperity
The race between FutureTech Alliance and RSTU. At the late stage both factions found themselves stepping into the ecosystem calamity they had created on Earth, eventually cutting all assistances to the colonies, and abandoning all of them in the loniness... Which the colonies must survive from. - The Exodus
The story of the Brotherhood finding their promised lands. The beginning was smoother than expected, however internal conflicts of the Brotherhood were incubating in the shadows, the colony must made the best choice in this crisis. - The Ark of Life
The attempt of Project SEED creating a new Eden for species on Earth. The terraforming gave them tough times, failures from other SEED colonies had aroused suspicion of colleagues, however all these would lead to the discovery to save Earth from the ecosystem calamity.
HELLO COMMANDERS!
I just had an amazing discussion with @Luker124 about what will happen in Colony Wars.
Here, I'm presenting the ideas about the story of Colony Wars, involving all 4 civilizations.
Pre-War
In the vast Milky Way Galaxy, lies 3 great civilizations - The Humans, the Insectoids, and the Reptilians.
Humans are the new rising galactic power - The establishment of United Earth government changed everything. The rebirth of humanity from the disastrous failure, with all the humans together. Making achievements beyond what Roman Empire had, the extensive colonization has brought new unimagined opportunities and prosperity.
However, the corruption does not disappear as the dawn of a new era shines on the humans - the desire of the powerful politicians are endless. Further tightened security policy on member colonies, unreasonably heavy taxations, and even legitimating exploitation of labour, all these are just for benefiting those with power, at the cost of those powerless, and breaking their promise of a free and fair society (though the promise had always been a lie since the beginning).
Ruled by a corrupt government, with no will to reform, more and more people of this new commonwealth, especially from the lower classes and colonies, were not happy with this situation. With some of them having strong anti-commonwealth sentiment and advocating overthrowing the General Assembly through revolting against.
The General Assembly, of course, were always prepared to suppress resistance in their colonies using their proud Space Marines, and always actively search and destroy any hidden insurgents in their vast commonwealth. Despite their efforts, the opposition was not silenced, it was growing stronger and stronger, under the support of an organisation they had not discovered yet - LIS.
Meanwhile, with their neglecting attitude on galactic politics, they were not aware that another new threat from afar had already been approaching them.
League of Independent States, abbreviated as LIS, had been working in the shadows for decades, waiting and preparing for a best chance starting a decisive independence war, to free people from tyranny under the United Earth General Assembly.
There was not yet any concrete information about where and when this organisation was founded. Only one thing is surely correct about them - Where people suffer, where they are, and they're here to resist tyranny.
Despite United Earth government already expecting there would be ‘insurgents’, however, their influence were far beyond than they expected, especially in colonies with strong opinions opposing policies of United Earth - LIS influence grew through means of secret propagandas, cooperation with black markets, and even providing planning support to anti-commonwealth activities.
Unlike United Earth, they were aware of the importance of galactic diplomacy, they understood they were not able to fight Space Marines without sufficient external support, even having thousands and millions of militias ready to fight. They had one potent choice, known from the black market intel - Zolarg Empire, which LIS recently established contact with them.
The Insectoid Empire of Zolarg, or simply Zolarg Empire, was also a recent rising power. Once enslaved by Alpha Draconians, they revolted against slavery a century ago and retrieved their civilization from the hands of Reptilians, under the leadership of their wise and brave leader - Emperor Zolarg.
Emperor Zolarg is eager to develop their civilization to a new level, for restoring the dignity of their race, and stop the history of being conquered by anybody else. Through their agricultural knowledge from their ancestors, industrial knowledge stolen from Alpha Draconians, and their own newly pioneered bioengineering, their hard power had been thousand times stronger than the beginning. In the same time, the social and cultural development of the Empire had reached new heights, with ancient religious traditions and technological advancements coexisting in harmony (except the use of… ‘soulless’ robots still under debate), and a successful communal society for large populations.
The new page of Insectoid history was indeed glorious, but not easy. Even they successfully set foot to become a supernova of galactic power, it did not mean Alpha Draconians won't take their revenge someday, sooner or later, and also most of their brothers still not freed from slavery. Their primary mission was still further strengthening their national power, and if possible, finding an ally, in order to fight against the almost all-powerful Alpha Draconians.
The Reptilian Empire of Alpha Draconians, or more referred to as Alpha Draconians, is an old warlike civilization with a strong national pride, that existed longer than other civilizations in the Milky Way Galaxy before The Ancients (that disappeared for unknown reasons). One of their possible origins was they were migrant Reptilians from another galaxy, as told in their historical documents.
Alpha Draconians had vast territories in the Galaxy obtained from conquests and annexation, but their name was not well known in the galaxy - Due to their secret style of ruling. Only some powerful political figures, and those under direct rule, know about their existence. Their spies and covert agents widespread across the Galaxy, watching over people, controlling propagandas, delivering absolute orders to their puppet governments, and assassinating any opposition or disobeyed, everything were under the will of the Inner Circle of Lords, and the supreme leader Overlord.
Not just having a strong secret influence, most of their national power are unmatched. Having the most superior technologies, sophisticated industrial machines, most educated elites and a ruthless robot army (that is especially feared by the Zolarg Empire). What are these national powers being built on? The effort of others - slaves, tributes and stealing.
The old empire might still look well, but with more and more problems rising within. Since the Insectoid Uprising and establishment of the Zolarg Empire, they are losing more cities and slaves, shaking their economy and national pride to their foundations. With economy performance dropping year by year, and the core Reptilian society began questioning the ‘invincibility’ of the empire, the Overlord had been facing heavy pressure. Meanwhile, another political crisis was emerging between the Inner Circle and the Overlord - the competition for the throne of absolute power.
Overlord, eager to strengthen his power, planned to begin another conquest, to search for manpower and resources, and, of course, attempt to prove Alpha Draconians was still invincible. And their eyes were set on a civilization - Humans. At the blink of a civil war, and having a corrupt government, a perfect target for Alpha Draconians to secretly intervene, disrupt, and ultimately, conquer them with the might of war machines once they were exhausted fighting.
The Beginning of the War - Terra Nova Incident
Coincidentally, both LIS and Alpha Draconians were looking for a good chance to start a war, but for different aims, different ways, and they had no connections.
The tension between human colony Terra Nova and the United Earth General Assembly had created an opportunity for them.
Terra Nova was a colony under United Earth, yet with the presence of LIS. People of Terra Nova, from workers to their governor, agreed that the United Earth government was too corrupted to rule them, decided to take action in a non violent way, becoming the first colony ever to refuse paying tax to the General Assembly.
Alpha Draconians understood what LIS was trying to do - try to provoke United Earth to take the strongest military actions ever against their people, to be a reasonable excuse to start the war. To ‘accomodate’ the needs of LIS and make progress on Overlord's plan, Alpha Draconian covert agents in the General Assembly began their covert operations, paving path to the military actions step by step, through persuading works, blackmailing and misinformation campaigns. An embargo was first being passed in 4 days, and then a blockade was passed a week later. And after 3 months of ‘debate’ and ‘arguments’, and the ‘Friday Coup’ (controlled by Alpha Draconian agent) happened within the period that caused the cleanse campaign on the opposition party, a decisive pass was made on the decision taking violent military actions against Terra Nova, ‘without’ any objections, leading to the Terra Nova Incident.
The dispatch of Space Marines 35th Regiment (SM35) had angered hundreds of colonies, and people of Terra Nova as well. Things had progressed as LIS wished, they began rallying up resistance fighters in the hideouts in Terra Nova, preparing for their final phase to begin the first phase of war - a surprise attack.
Without much resistance, SM35 occupied Terra Nova under the lead of Colonel Harold Franklin. Soon Space Marines recognised they were in a weird situation - Terra Nova did not strongly resist at all as they arrived. However, it was too late. Just a few minutes after they had noticed that, LIS militias led by a militia officer Admiral Beuford P. Tots ambushed all major forces of SM35 at every street and alleys of the city, causing heavy loss of well-equipped marines. At the same time, LIS revealed themselves in the public for the first time, declaring war on United Earth - marked the beginning of the Human Civil War.
Very soon United Earth's forces retreated from Terra Nova, leaving the colony under LIS control. LIS declared independence of this colony a day after, renamed it Independent State. This city was the command centre of LIS throughout the war, which will be the capital city of LIS after the war.
Early Human Civil War
The United Earth Security Council was in a big chaos after the Terra Nova Incident - unexpectedly attacked by an enemy and almost lost the entire SM35, and little the Security Council knew about LIS. Even though garrisons and national guards were immediately told to prepare and mobilize to respond any possible LIS attacks, however, still not able to stop LIS - either fighting at broken morale or without enough time for full preparations - Since they had no idea where LIS forces would start their attack, and these rebels were well prepared already.
LIS, taking this advantage, launched a series of scattered yet successful attacks in neighbouring systems. Just within the first two weeks of the war, United Earth lost 15 colonies, 45 main trade routes or supplies, and countless soldiers either captured or killed.
However, LIS did not have the upper hand for long - especially after the original Security Council Chairman, Bofors Kaiserton, was replaced by an experienced Marshal called Bradley R. Johnson. The Security Council was soon reorganized by Bradley to stabilise the mess, launched propaganda campaigns to restore the morale of United Earth forces, and began studying the tactics of LIS forces, which the studies could had begun at the first day of war, but got delayed to 5 days later (day 6), due to Bofors unable to stabilise the chaos.
Around 3 weeks later, under the coordination of the Security Council, LIS began losing their ambush advantage, due to their patterns being tracked by Security Council and United Earth forces began being able to predominate the battlegrounds before LIS did so, forcing LIS forces to fight against United Earth forces directly. The Battle of Ferris Mountains on day 37 was a major defeat for LIS, which the local United Earth garrison of Ferris Mountains, instead of being ambushed, baited LIS forces to their doom. The next day (day 38), LIS changed their general combat tactics from sneak-and-attack based to direct confrontation based. Since that battle the loss of United Earth was stabilized at a lower rate. The civil war reached the second stage, the period when major battles were fought.
Mid Human Civil War
Despite losing early advantages, with the introduction of newer weapons and black market technologies LIS forces were still able to maintain their offensive pose in the war for a while, still surprising United Earth forces, in various battles pushing their front straight towards the Solar System.
The most well known new weapon LIS introduced during the war was the Apollo-3500 Beam Emitter, which were equipped by their heavy infantries and installed on specially designed combat vehicles, the weapon itself is able to melt most armour into slags by emitting high energy beams. They caused large troubles to traditional armoured combat vehicles, especially proven in the Battle of Harbinger Greenlands (which led to United Earth giving up the Ares-4 System) that the 196 th Armour Regiment of United Earth experienced a brutal defeat under devastating laser fire of 44F Laser Battalion and 44G Laser Battalion of LIS.
Another major battle featuring LIS new weaponry was the Siege of New Paris that lasted for 15 days. The introduction of Javelin-E ‘Incognito’ Missiles in the last day (though a bit too late) decisively ended the battle, these missiles were designed not interceptable by AEGIS Theater Missile Defense System used by United Earth and successfully breached the fortifications of New Paris Citadel in an almost effortless way.
Meanwhile, 49 more colonies revolted against United Earth rule under LIS support, providing minor battlefronts for LIS to push forward further into United Earth territory.
Amount of LIS territory occupied reached a peak on day 59, which over one-fifth of United Earth territory was taken over.
The offensive pose of LIS lasted until United Earth, though later, also began introducing (a limited number of) experimental weapons into the battles, and the return of Space Marines Corps with upgraded equipment, reorganization and replenished manpower. From that time on, the tide of war had changed favouring United Earth, they began pushing LIS back.
Just 2 days after New Paris was occupied by LIS, this city was back in the hands of United Earth, under the strong firepower of Space Marines 12th Regiment, and LIS forces here were still too tired to fight. After the Second Battle of New Paris on day 73, LIS lost a large proportion of major forces and the overall offensive formation breached. In later times, LIS major forces were defeated one by one, setting LIS forces back quickly.
With that moment the situation largely disfavored them, LIS decided to take a risky move - Reveal and use their secret weapon stationed in New Bavaria, either to devastate United Earth capital city that would put United Earth into mess again, or at least buy some time to find a foreign ally.
The risky move was well known as the ‘Interstellar Missile Crisis’ event. On day 88, LIS broadcasted a message through hijacking the communication hub in Coloniae Leon, threatening they had a secret mass destruction weapon that could never be intercepted once launched, and its range could cover all United Earth territories - Interstellar Warp-Speed Missile (IWSM) with Disaster Warheads derived from Instant Terraforming Bomb Project data found in occupied government labs. And, the first missile, to be launched within 24 hours, would fly straight to the capital city of United Earth - planet Earth.
United Earth offensive operations were halted due to the short chaos caused by the seemed inevitable threat. The United Earth Security Council soon ordered the search for their missile base as the countdown had begun. 7 hours later they located the missile base, and 9 hours later Space Marines 2th Division arrived in New Bavaria. The battle in New Bavaria lasted for 7 hours, at the last hour the missile base was captured, with most of the IWSMs destroyed at the site immediately.
LIS did not waste the time by sacrificing their secret weapons. During the Crisis, LIS secretly contacted the Zolarg Empire and shortly reached an alliance agreement with them - for their common pursuit of freedom and liberating people from suffering, and they needed each other. The entry of the Zolarg Empire would bring the war to the third stage, the time when things had been becoming more complicated than just a civil war between Humans.
What about Alpha Draconians? The Overlord was pleased by the situation so far, the plan had been successful. While humans were busy killing each other, the Overlord ordered mobilizing their robot armies into the back of United Earth territory through means of secret portals prepared by covert agents. While Alpha Draconians were making preparations for the takeover plan, one thing the Overlord was not expected to, and not knowing would happen - the Zolarg Empire, their nemesis, would interfere with the war very soon. On the other hand, the political enemies from the Inner Circle, were scheming a plan to pull Overlord off his throne.
More Than Just a Civil War
Just when people of United Earth thought the war would be over soon with the defeat of LIS. 8 days after the Interstellar Missile Crisis (day 96), the Zolarg Empire declared war on United Earth, in the name of helping their allies - LIS, and officially began mobilizing their troops to the borders of United Earth.
War from another civilization put the United Earth under mass panic. Not just because the war that was supposed to end soon would become even longer, such a scale of invasion from another civilization of a different race was something humanity never had experienced.
Zolarg forces flanked United Earth from the other side, putting United Earth in an unfavorable situation - A war of two fronts. The back of the United Earth was left underdefended (not undefended) due to major forces being put into LIS fronts, leaving the borders only garrisoned with only a small number of troops. Even though the Security Council ordered splitting the troops to the borders in order to stop the Zolarg offensive, the border defenses were breached faster than imagined, garrisons were unable to hold the line before reinforcements had arrived. When the reinforcements reached the Zolarg fronts, a couple of cities and colonies had already been occupied by the new enemy.
At first United Earth forces on the Zolarg fronts attempted to make quick offensives against Zolarg forces in order to re-concentrate on LIS again. However, after a few offensives they found Zolarg forces were difficult to remove - Everytime an Insectoid base was ‘removed’, a new base was rebuilt quickly and pumping out loads of new troops as nothing had happened. Later they found out it was due to the Insectoids established complicated yet useful subterranean tunnel networks that allowed rapid reinforcement on the planets, with entrances hard to be detected using traditional sensors. United Earth troops on Zolarg fronts quickly changed their tactics to mainly defensive with very minimal offensive progress, until their sappers were equipped with new tunnel sensors they began able to retake some territories.
Meanwhile on the LIS fronts. Thanks to the Zolarg Empire entry into war, LIS now faced much less pressure from United Earth forces. Now they were able to at least sustain their defensive lines. After their IWPM were modified to smaller missiles and cheaper designs and put under use, they were able to make small offensive progress for a few days, still threatening some of the strategic locations of United Earth. However, the LIS fronts fell into a stalemate for the rest of time.
The unexpected news of the Zolarg Empire's intervention in the Human Civil War delivered to Alpha Draconians. Overlord was not informed about that until 6 days after the entry of the Zolarg Empire into the war - his political enemies from the Inner Circle controlled information flow in Overlord’s chamber through bribing the Imperial Informats (internal messengers of Overlord’s Chamber). The Overlord, knowing schemed by his political enemies, was angered, but also worried about his plans to secure his position in the throne. The Zolarg fronts in United Earth was exactly the location where the secret mobilization concentrated at. At this rate, his great plan would fail easily if the troops were discovered by either humans or insectoids, and it was just a matter of time, sooner or later.
With his ominous worries, the Overlord assigned extra supervisors into the Ministry of Expedition in order to secure his control on the conquest of the human race. However the Inner Circle had an upper hand - the Ministry had already been hijacked by their covert agents. The newly assigned supervisors of Overlord were soon silenced and puppeted by the Inner Circle.
The Lords of Inner Circle now had control of the Overlord’s expeditionary forces in United Earth - With just a slight attention created by the expeditionary forces to let Zolarg forces to notice, it was enough to ruin the plans of the Overlord, to further destroy his reputation, and ultimately pulling him off the throne.
The Incident that Changed the War - Barracuda Blues Events
On day 165 of the war, an event took place on colony Barracuda Blues, a colony lying behind the Zolarg fronts, inside the territories of United Earth. This incident had changed the entire war - from confrontations between mainly United Earth and LIS, to a war that 3 civilizations together defending against Alpha Draconian invasion.
Just within a night, the base on Barracuda Blues disappeared, with remains of weared-off tank armour and charred grounds indicating there was combat. The only thing left was reports about unknown alien contact of hostile inorganic objects and strong energy sources detected by base on neighbouring planets. The United Earth Security Council received the reports 8 hours after the incident had taken place. A global investigation on Barracuda Blues was ordered 2 hours later.
4 days after the investigation had launched, inspectors reported an unimaginable discovery - a hidden facility, camouflaged by cutting-edge field generators of unknown origin, full of unidentified machines in dormant status, and a colossal device suspected to be a long range stargate portal that was the origin of energy detected.
Informed about such discovery, the United Earth Security Council (cautiously) saw that as an opportunity to obtain superior military technologies that could help break the stalemate of the war. Scientist teams and more military staff were sent to the site for further secret investigation.
Despite the news being a secret, the information about such ‘discovery’ had reached the ears of LIS, their hackers intercepted the intel. The intel was shared to forces of the Zolarg Empire, in order to figure out what it was.
Zolarg forces seemed to know something - Just a couple of hours later LIS received replies from the Zolarg Empire, about warnings of a common threat from the other side of the Milky Way Galaxy had infiltrated into human civilization - Alpha Draconians. The Zolarg Empire had also sent a similar message to United Earth, and demanded evacuating the investigation site and destroying it as soon as possible.
The United Earth Security Council, at first, did not take the warning seriously, suspecting it was just a deception from both LIS and Zolarg Empire, trying to prevent United Earth from obtaining technologies that could help them win the war. Later events proved them wrong - 2 days later, the site was under attack - not by LIS, not by Zolarg Empire, but those unidentified machines they were supposed investigating. The machines were suddenly animated, hovered into the air, and revealed what they were - war machines, with the emblem of Alpha Draconians. Almost all staff at the site were killed in the matter of minutes, only a group of soldiers managed to escape, and reported their terrible story (with solid evidence recorded) to the Security Council.
Heard of such an event taking place, and reconsidering warnings from the Zolarg Empire, the Security Council decided to have the big issue discussed in the General Assembly, hopefully they could recognise the dangerous situation they were in.
Meanwhile, LIS and Zolarg Empire had also begun their search for Alpha Draconian existence within their occupation zones, and counter-ops against Alpha Draconian influence.
Under a common threat that could not be repelled with the power of a nation, three participant nations of this civil war held a close-door summit on day 178 in an United Earth city Neo Floridas under maximum security measures. On the next day, all leaders of the military came to an agreement - a ceasefire treaty that put a pause on the civil war, and a temporary alliance pact - known as ‘Delta Alliance’ by humans - that would last until the Alpha Draconians were repelled.
Exposures of Alpha Draconian expeditionary forces and the formation of a temporary alliance were quickly reported to Overlord by the covert agents within the United Earth General Assembly. Shocked to know his plan had gone wrong, the Overlord, immediately contacted his supervisors in the Ministry of Expedition. Without any response, the Overlord understood what had happened - His plan had been hijacked by the Inner Circle.
Indeed, the exposure of expeditionary forces in Barracuda Blues was the order of the Inner Circle, through the Ministry of Expedition which was under their control.
The Inner Circle also received reports of their successful sabotage on the Overlord’s plan. With now they knew the Overlord was in trouble, they began spreading the scandals of the Overlord ‘might even be unable to conquer a lesser civilization’, to cut down Overlord’s support from core Reptilian society. Now, with the information of this invasion leaked to both humans and Insectoids, and further pressured by the scandals, the Overlord had only one choice left for the invasion plan - launch the attacks immediately.
Alpha Draconian Invasion
On day 186, the day known as the ‘Invasion Day’, the remaining dormant expeditionary forces of Alpha Draconians inside human territory were activated under the orders of the Overlord himself, launched the Invasion of Humans, beginning from Barracuda Blues where their forces and one of their main portals were exposed.
The Allies were prepared, they had located and destroyed a few hidden Alpha Draconian facilities, and shared any intelligence known about Alpha Draconians. Yet were not on the upper hand. The cutting-edge war machines of Alpha Draconians was not something humans were able to deal with easily, the superior armour strength and stealth capabilities of Alpha Draconian forces had caused some significant loss of Allied forces.
On the other hand, Overlord tried to keep Zolarg Empire forces outside the war theater of human territory as first priority, preventing the Zolarg Empire from assisting humans with their intelligence and troops. Alpha Draconians inserted blockade fleets in neutral zones between the Zolarg Empire and United Earth, as well began rallying troops at Zolarg borders. The Zolarg Empire not just had difficulty helping humans defending against the invasion as their forces in United Earth were encircled, intensified conflicts and battles at Alpha Draconian borders were something they had to put more focus onto.
The invasion broke out from the inside spread like wildfire in human territory as the Zolarg Empire was not able to provide assistance. Just within a week, Alpha Draconian presence was reported in all human territories (in terms of before the civil war broke out). 58% of original human territories were occupied by Alpha Draconians within a week, mainly the areas around the Zolarg fronts.
Humans had no chances of counter strike at this moment, as the Overlord predicted. However, the Overlord had underestimated humanity. Instead of keeping an eye, he ‘confidently’ set the expeditionary to spontaneous mode, promising the core Reptilian society that humans would be brought under Alpha Draconians in no time (in order to retain his supporters).
The Counter Strike
Alpha Draconian domination on the battlefield lasted until United Earth deployed their new superweapon.
United Earth lacked new weapons of instant destruction needed to change the tide of war since the total decommission of the nuclear arsenal right after the establishment of the United Earth General Assembly. Considering reactivating the nuclear arsenal project would cause large discontent from both the General Assembly and the public due to the long term consequence of detonating nuclear weapons, the Security Council, long ago reviewed older military research projects to seek for a powerful weapon with minimal impacts upon use. And when the invasion broke out, they already had a weapon project at almost completion that came into handy - Particle Cannon. The research of this surgical-space-strike (accurate strike instead of mass destruction) weapon was greatly accelerated by the data from Alpha Draconian facility on Barracuda Blues. 14 days after the Invasion Day (day 200), the first Space Strike group had completed construction at United Earth’s capital shipyard on Earth orbit, assigned into and escorted by the only 3 main starship fleets.
Upon the new weapons were ready, Marshal Bradley of the United Earth Security Council authorized the largest military campaign in the war - Operation Zeus, which began from day 205, aimed to retake territories beyond the Zolarg fronts occupied by Alpha Draconians. Mobilizing over 54 land forces divisions, 6 Space Marines divisions, 31 space fighter wings and 2 starship fleets.
The first use of Particle Cannon was used in Battle of Leo-34, showing the impressive firepower to the entire humanity. The Alpha Draconian stronghold on the planet was reduced to scraps in the matter of a few Particle Cannon bombardments of the 3th Starship Fleet.
The particle cannon also shone on other major battles, including the largest starship battle Battle of Kelvin Rings that the superweapon put the end to Alpha Draconian ‘Eradicator’ class battleship (though that was not their strongest warship in service), and Siege of Venet-35 that the weapon critically broke the siege of Alpha Draconian forces on the colony.
Operation Zeus had achieved a massive success within two months. The Operation recovered 21% of original territories, and some post-war statistics estimated that the Operation had also destroyed almost half of the Alpha Draconian expeditionary forces.
LIS had also achieved victories after their deployment of Type-X EMP warheads that effectively paralyses robot-based Alpha Draconian forces and facilities upon detonation. Just within half of a month after the deployment, LIS was able to uproot all Alpha Draconian facilities and portals within their occupation zones and freed up a large amount of troops for offensive operations beyond their territories (to ‘liberate’ more colonies, of course). At the same time, LIS had also completed an counterintelligence research Project Beacon that analyses the activities and signals of Alpha Draconian covert agents and communications (using information provided by Zolarg and harnessing their expert knowledge of cybertechnology), greatly preventing further Alpha Draconian sabotages on Allied forces, and made the hidden movements of Alpha Draconians predictable from that time on.
The human counterattack progress stopped at regions around Barracuda Blues. At this moment Barracuda Blues was one of the last strategic locations for these intruders - where their last functional long range portal was located, the only available reinforcement station for them. However, also the most fortified position of Alpha Draconian intruders - not only the main portal was protected by the state-of-the-art fortress setup, other strongholds around Barracuda Blues formed a complete exterior defense system that was able to stop any starships approaching this critical site.
The counterattack of humans was reported back to the Ministry of Expedition for multiple times, however nobody read the report - The fierce political competition inside the Ministry between Overlord loyalist and Inner Circle had disrupted literally everything, ignited a few days after the blockade on the Zolarg Empire. Military officers and staff were being assassinated or replaced by the two parties very frequently, they had no time and effort to care about any operations of the expeditionary forces but tried to protect themselves or seek extra interest in this internal political rivalry.
As the regular functioning of the Ministry of Expedition came to a halt, the blockade fleet between Zolarg Empire and United Earth was soon out of control, without any coordination the blockade was breached by Zolarg fleets, like the blockade fleet was just a dull asteroid belt. Regaining the supply line to their occupation zones, the Zolarg Empire began sending their fleet and elite force Imperial Templars to the battlefronts in human territory against Alpha Draconians.
Overlord regained information and control of his expedition plan after Overlord loyalists successfully retaken control of the Ministry of Expedition as a series of bloody political events took place. Knowing his miscalculation on humans and he had missed a lot of events during the Ministry was handicapped, the Overlord ordered a regroup of all remaining expeditionary forces at Barracuda Blues, as well as authorising the expeditionary force access to advanced reserves of Alpha Draconian war machines, the Apocalypse Order, to terminate human resistance before it was too late to remedy the situation. An invasion fleet was also ordered to dispatch for securing the invasion plans, either backing the reinforcement up, or in case the last portal falls the fleet could still devastate the remaining human forces and do the occupation.
The Battle of Barracuda Blues - Twilight of the Intruders
All human major forces from both the United Earth and LIS, and later a small number of Zolarg forces from occupation zones, gathered near minor strongholds around Barracuda Blues. Deployments began on day 274, preparing for the last battle to stop Alpha Draconian invasion - which Allied forces had thrown literally everything they had into it, almost all of their major forces and types of weapons.
Alpha Draonians had gathered a majority of the first group of Apocalypse Order from Alpha Draconia arrived at Barracuda Blues, standing by at the site.
The Battle of Barracuda Blues broke out on day 277. The 2nd Vanguard Group led by United Earth Space Marines 1st Division secured a minor portal stronghold on Baston-36, under the support of the United Earth 3th Starship Fleet and Particle Cannons. Hackers from LIS performed a follow-up hacking of the portal control immediately, opening up a route to Barracuda Blues for major forces after 4.5 hours.
Commando platoon headed by the legendary United Earth elite Sarge led the charge into the Barracuda Blues through the portal, securing an area on the east wing of the main portal stronghold. The remaining forces of 2nd Vanguard Group established a forward base for providing support, with Main Battle Command led by Marshal Bradley of United Earth responsible for the main offensive operations following behind.
Other battle groups were told to tie up other minor strongholds to prevent their reinforcements to Barracuda Blues, and if possible, take over the portals in the minor strongholds.
The first attempts of siege, on the same day, had been unsuccessful. The defense of the main fortress complex was far more defended than imagined. The point laser defense system rendered conventional artillery fire useless, the firepower of the newly arrived Apocalypse Order outrunned offensives of the Allied forces, even the Allied forces were supported by 5th Battle Group later which successfully broke into the south wing through the portal of another stronghold. At the end of the day, the offensive operations had been temporarily halted under the order of Marshal Bradley to prevent further losses.
On day 288 Allied forces detected a larger group of Apocalypse Order reinforced Alpha Draconian forces in the fortress. Few hours later, Alpha Draconians began taking offensives targeting the Allied Main Command Group. Facing even stronger enemies than before, main forces of the Main Command Group were tied at their forward base and fell into a badly passive status, until 5th Battle Group received EMP missiles from LIS and sent help to break the enemy offensives.
On day 289, the 3rd Battle Group composed mainly of Zolarg forces entered the battle at the southern forward base, launching subterranean infiltration attacks into the west part of the fortress. Although the infiltration forces experienced heavy casualties as they broke into, however, provided an important internal structure intel of the main stronghold - there was an antenna structure acting as an command node of stronghold defense, which when sabotaged, it could weaken the coordination of, or even paralysing, the stronghold defenses. However, the infiltration forces also reported there was a massive energy flow towards the centre part of the facility, where the main portal was located, presumably sending in core forces, or worse, a destruction device known as ‘Annihilator’ by Zolarg forces which capable of releasing an energy blast that could destroy any non-Alpha Draconian machines and living being within 50 lightyears radius. The enemy reinforcement was predicted to arrive in three or four days.
The reports from the infiltration forces had put the Main Command into an anxious mood, since this meant not much time was left for them - longer the battle goes, worse the situation becomes. The Main Command Group decided to take another offensive the next day, after the United Earth 1st Starship Fleet sent Particle Cannons to provide heavy bombardments.
Still, Alpha Draconians were prepared, they had set up energy barriers to neutralize Particle Cannon fire. With even the superweapon of United Earth proven ineffective on this base, the Main Command Group offensive once again ended up with extra losses.
On the other hand, the portal stronghold connecting the Allied forward base on the south wing was under attack by Alpha Draconian forces from another minor stronghold, the 5th Battle Group and the 3th Battle group had their most convenient supply lines cut and now had to rely supplies from either the 1st Starship Fleet or the Main Command.
During the hardest times having almost no means to break the fortifications of this stronghold, the hackers and engineers controlling the portal in Baston-36 brought a good news in the late night of day 232, they managed to hack into the heavily encrypted internal portal system and obtained a segment of access code that allowed them to teleport at most a commando squad into the stronghold (due to limitations of incomplete access codes), which this chance could be used to sabotage the command node, allow the major forces destroying the fortification when it was disrupted. However, the code was estimated to be expired in approximately 7 hours.
In the same night, but a bit earlier, a small group of Zolarg Imperial Templars joined the Main Command Group, providing limited but valuable replenishment of Allied forces.
With an irreplaceable opportunity to break into this almost invincible fortress, the Main Command immediately reorganized the existing forces, preparing for an all-out attack in the next day - It was either the Alpha Draconians or humanity being defeated, this would be the last assault to terminate their ambitions, once and for all.
4 hours later, a squad with the best commandos from United Earth, LIS and Zolarg was organized for the most dangerous mission, they were teleported to the west block of the stronghold, and later assisted by another Zolarg subterranean assault force from the 3th Battle Group. Meanwhile, all the other Allied forces on Barracuda Blues, advancing towards the stronghold.
The major forces expected the defenses to be disarmed as they reached the enemy defense lines. Yet the infiltration forces had trouble making their way to the command node, encircled by the stronghold guards as the Allied forces entered the alert zones around the stronghold. The main forces could only hold their position, forced to fight with the enemy elite forces, until the commandos finished their task.
After approximately an hour of brutal battles inside and outside the stronghold, the commando squad, finally made their way to the command node, and installed a disruption device onto it.
The defenses of the stronghold were immediately turned down under the effect of the disruption device, including turrets, energy barriers and point laser defense system. The stronghold, now vulnerable to any human and Insectoid weaponry, soon the main defense was destroyed under intensive artillery barrage bombardments. Alpha Draconian forces were also affected by the disruption effects, their combat efficiency was greatly lowered - the coordination errors broke their formation, these steel machines of destruction began ramming into each other. At this moment, Alpha Draconians had lost their overwhelming advantage in this battle, every force defending the fortress were soon eliminated by the Allied forces, leaving the central portal defendless. Allied forces very quickly flooded into the stronghold, reaching their ultimate target of the battle - the main portal, which was seen charging up for receiving new reinforcements - that could make short work on the last human forces if unstopped.
The decisive battle defining the date of humans, ended with a Particle Cannon strike onto the portal, tearing the portal into pieces of scraps. The dawn on Barracuda Blues after the particle beam dissipated, marked the victory of the Allies.
Remaining Alpha Draconian threats in human territory were eliminated within two days after the victory in Battle of Barracuda Blues under the efforts of human forces. For the first time, the entire humanity successfully repelled an massive alien invasion.
The invasion had not ended yet, Alpha Draconian invasion fleet was still advancing towards human territory. It was until Zolarg fleets attacked Alpha Draconian starbases that forced Overlord to draw the entire fleet back for defense and postpone the invasion… infinitely.
Battle of Kaisergrounds - Conclusion Battle to the Human Civil War
The invasion was over, ending with the defeat of Alpha Draconians.
But not everything was over. The Delta Alliance Pact had expired, now United Earth and LIS had to put their focus back onto their civil war… only after they had taken a necessary break from a month of fierce battles.
The Zolarg Empire had most of their forces tired of the battles in human territory, and they needed more forces and officiers to manage their conflicts between them and Alpha Draconians. On day 312, about a month after the end of the invasion, they agreed to withdraw from the Human Civil War, returning all occupied territories to the United Earth and evacuate all their forces after taking some necessary responsibility (mostly repairing damages they had made), as requested by the United Earth General Assembly and agreed by LIS. The civil war was now and finally kept just between humans.
Things had been peaceful (if not considering some minor skirmishes on conflict site planets) until the war was continued with the last major battle broke out on day 351 - the Battle of Kaisergrouds, which both sides hoped to ‘conclude’ the war in this battle (as not much war supplies were left for large scale conflicts), on this strategic stronghold occupied by LIS - To LIS, a foothold for liberating the core economic regions of United Earth in the future. To United Earth, an important barrier to keep LIS away from the most resourceful colonies.
The extremely rare ion fog winters of Kaisergrounds disrupted communication devices and sensors, which however favoured United Earth offensive - their landing forces could sneak onto the planet without triggering the alarms of LIS forces.
It was not clear how the battle had fought due to the unavailability of communications and battlefield monitoring in ion fogs. However, two outcomes were confirmed for sure - First, it might have been a ‘fierce’ battle, in which United Earth recorded 78% losses of troops in the battle while LIS recorded 85% loss of their forces. Either killed or (less likely) lost in fogs. Second, it was the victory of United Earth, after 4 days of battle United Earth 12th Space Marines Regiment managed to take control of the entire planet and sent a shuttle for delivering a battle report.
Aftermath
10 days after the last battle (day 365), the military leaders of two sides met in the Roundtable Summit in the colony of New London.
The Armistice of Hoxton was signed, with the following details:
Eventually nobody achieved total victory in the Human Civil War, however, LIS actually ‘won’ the war. Colonies and cities occupied by LIS are no longer under the control of United Earth bureaucrats, they are freed from any forms of suppression and exploits, at least a better life can be started with ture fairness and autonomy guaranteed by the League.
Yet United Earth has also earned a ‘strategic’ victory, since they successfully defended most major regions, leaving LIS only able to have mostly barren planets of outer territories. The Armistice of Hoxton also allowed them to have limited control on the development of LIS.
The United Earth General Assembly was not satisfied with the outcome of the war - They understood that LIS had achieved their aim in the war. Now, the capabilities of the United Earth military were being questioned nationwide, even managed to repel the Alpha Draconian invasion - It shall be stopped to restore the reputation of the General Assembly. The General Assembly originally wanted to ‘retire’ Marshal Bradley to pacify the doubts of people, but changed their mind after reconsidering his achievements repelling an alien Invasion and read about his big military project to retake territories occupied by LIS, which the plan actually helped people put a larger confidence onto the military than before.
Speaking of the support, a tragedy for the Overlord of Alpha Draconians. The Overlord tried to cover up the failures of his expedition plans, however, the Inner Circle intercepted the intel. The scandal was soon delivered to all members of core Reptilian society, they now lost all confidence in the ‘weak’ Overlord that had completely ruined their national pride. Several days later, the Overlord was assassinated in a coup planned by the Inner Circle.
The seat of ultimate power was empty, but that is not a seat for many. A more intense, almost endless political rivalry took place between the Lords of Inner Circles beginning right after the death of Overlord, leading the entire empire into a state of political instability. Without a stable and powerful leader to rule the vast empire, the corruption in administration of Alpha Draconians is getting ten times more serious than before. Social order also began to collapse, leading to the disparity between the nobles and common civilians, and social unrests.
The instability of Alpha Draconians, and one more defeat for their seemed invincible military, gave confidence to the conspiracists hidden all over the empire. Some puppet regions began attempting to break away from Alpha Draconians. Though not all of them had been successful, more new powers have risen - Especially the New Galactic Empire, thirsted for galactic domination, is slowly overtaking the influence of Alpha Draconians in the shadows.
The Zolarg Empire finally found themselves a powerful ally to support each other against Alpha Draconian influence - Humans’ capability defending themselves against Alpha Draconian forces impressed not only the Insectoids of every hive, the Emperor is also glad to see this. A few months after the end of the Human Civil War, Zolarg Empire signed diplomatic memorandums with both LIS and United Earth, on the basis of cooperation during the invasion, to begin official peaceful interaction between Insectoids and Humans.
Zolarg forces returned from human territory also brought back some human technologies along with them. The inspiring foreign knowledge have stimulated further development of the Zolarg Empire in terms of economy, science, society and military, and indirectly led to an innovative invention of Insectoids - Mind Network.
While the human cities and colonies were rebuilding, humans also obtained interesting information from the remains of Alpha Draconian machines in Barracuda Blues. These cutting-edge machines have some linkage with the ancient aliens, which the scientists and archaeologists figured out these engines are derived from the ancient alien knowledge recorded on the artifacts scattered all around the galaxy. This discovery will bring drastic changes to human history, a new era of future technologies is predictable in the future not so far away.
Understanding they are not alone in the Galaxy, United Earth begin recognizing the importance of galactic diplomacy, in order to protect themselves (from Alpha Draconians that might return someday in a larger war), as well as seeking for new opportunities. they begin establishing contacts between alien civilizations as they colonize new planets, not just the major civilization like the Zolarg Empire, but also more minor ones.
The Milky Way Galaxy had changed a lot - although there had been wars, costing thousands of lives. Does the war worth anything in the end? Nobody will have an ultimate conclusion, what we know is, war, is always changing our history.
THAT IS ALL!
We also hope @bastecklein can leave some comments on the story idea so far.
I just had an amazing discussion with @Luker124 about what will happen in Colony Wars.
Here, I'm presenting the ideas about the story of Colony Wars, involving all 4 civilizations.
Pre-War
In the vast Milky Way Galaxy, lies 3 great civilizations - The Humans, the Insectoids, and the Reptilians.
Humans are the new rising galactic power - The establishment of United Earth government changed everything. The rebirth of humanity from the disastrous failure, with all the humans together. Making achievements beyond what Roman Empire had, the extensive colonization has brought new unimagined opportunities and prosperity.
However, the corruption does not disappear as the dawn of a new era shines on the humans - the desire of the powerful politicians are endless. Further tightened security policy on member colonies, unreasonably heavy taxations, and even legitimating exploitation of labour, all these are just for benefiting those with power, at the cost of those powerless, and breaking their promise of a free and fair society (though the promise had always been a lie since the beginning).
Ruled by a corrupt government, with no will to reform, more and more people of this new commonwealth, especially from the lower classes and colonies, were not happy with this situation. With some of them having strong anti-commonwealth sentiment and advocating overthrowing the General Assembly through revolting against.
The General Assembly, of course, were always prepared to suppress resistance in their colonies using their proud Space Marines, and always actively search and destroy any hidden insurgents in their vast commonwealth. Despite their efforts, the opposition was not silenced, it was growing stronger and stronger, under the support of an organisation they had not discovered yet - LIS.
Meanwhile, with their neglecting attitude on galactic politics, they were not aware that another new threat from afar had already been approaching them.
League of Independent States, abbreviated as LIS, had been working in the shadows for decades, waiting and preparing for a best chance starting a decisive independence war, to free people from tyranny under the United Earth General Assembly.
There was not yet any concrete information about where and when this organisation was founded. Only one thing is surely correct about them - Where people suffer, where they are, and they're here to resist tyranny.
Despite United Earth government already expecting there would be ‘insurgents’, however, their influence were far beyond than they expected, especially in colonies with strong opinions opposing policies of United Earth - LIS influence grew through means of secret propagandas, cooperation with black markets, and even providing planning support to anti-commonwealth activities.
Unlike United Earth, they were aware of the importance of galactic diplomacy, they understood they were not able to fight Space Marines without sufficient external support, even having thousands and millions of militias ready to fight. They had one potent choice, known from the black market intel - Zolarg Empire, which LIS recently established contact with them.
The Insectoid Empire of Zolarg, or simply Zolarg Empire, was also a recent rising power. Once enslaved by Alpha Draconians, they revolted against slavery a century ago and retrieved their civilization from the hands of Reptilians, under the leadership of their wise and brave leader - Emperor Zolarg.
Emperor Zolarg is eager to develop their civilization to a new level, for restoring the dignity of their race, and stop the history of being conquered by anybody else. Through their agricultural knowledge from their ancestors, industrial knowledge stolen from Alpha Draconians, and their own newly pioneered bioengineering, their hard power had been thousand times stronger than the beginning. In the same time, the social and cultural development of the Empire had reached new heights, with ancient religious traditions and technological advancements coexisting in harmony (except the use of… ‘soulless’ robots still under debate), and a successful communal society for large populations.
The new page of Insectoid history was indeed glorious, but not easy. Even they successfully set foot to become a supernova of galactic power, it did not mean Alpha Draconians won't take their revenge someday, sooner or later, and also most of their brothers still not freed from slavery. Their primary mission was still further strengthening their national power, and if possible, finding an ally, in order to fight against the almost all-powerful Alpha Draconians.
The Reptilian Empire of Alpha Draconians, or more referred to as Alpha Draconians, is an old warlike civilization with a strong national pride, that existed longer than other civilizations in the Milky Way Galaxy before The Ancients (that disappeared for unknown reasons). One of their possible origins was they were migrant Reptilians from another galaxy, as told in their historical documents.
Alpha Draconians had vast territories in the Galaxy obtained from conquests and annexation, but their name was not well known in the galaxy - Due to their secret style of ruling. Only some powerful political figures, and those under direct rule, know about their existence. Their spies and covert agents widespread across the Galaxy, watching over people, controlling propagandas, delivering absolute orders to their puppet governments, and assassinating any opposition or disobeyed, everything were under the will of the Inner Circle of Lords, and the supreme leader Overlord.
Not just having a strong secret influence, most of their national power are unmatched. Having the most superior technologies, sophisticated industrial machines, most educated elites and a ruthless robot army (that is especially feared by the Zolarg Empire). What are these national powers being built on? The effort of others - slaves, tributes and stealing.
The old empire might still look well, but with more and more problems rising within. Since the Insectoid Uprising and establishment of the Zolarg Empire, they are losing more cities and slaves, shaking their economy and national pride to their foundations. With economy performance dropping year by year, and the core Reptilian society began questioning the ‘invincibility’ of the empire, the Overlord had been facing heavy pressure. Meanwhile, another political crisis was emerging between the Inner Circle and the Overlord - the competition for the throne of absolute power.
Overlord, eager to strengthen his power, planned to begin another conquest, to search for manpower and resources, and, of course, attempt to prove Alpha Draconians was still invincible. And their eyes were set on a civilization - Humans. At the blink of a civil war, and having a corrupt government, a perfect target for Alpha Draconians to secretly intervene, disrupt, and ultimately, conquer them with the might of war machines once they were exhausted fighting.
The Beginning of the War - Terra Nova Incident
Coincidentally, both LIS and Alpha Draconians were looking for a good chance to start a war, but for different aims, different ways, and they had no connections.
The tension between human colony Terra Nova and the United Earth General Assembly had created an opportunity for them.
Terra Nova was a colony under United Earth, yet with the presence of LIS. People of Terra Nova, from workers to their governor, agreed that the United Earth government was too corrupted to rule them, decided to take action in a non violent way, becoming the first colony ever to refuse paying tax to the General Assembly.
Alpha Draconians understood what LIS was trying to do - try to provoke United Earth to take the strongest military actions ever against their people, to be a reasonable excuse to start the war. To ‘accomodate’ the needs of LIS and make progress on Overlord's plan, Alpha Draconian covert agents in the General Assembly began their covert operations, paving path to the military actions step by step, through persuading works, blackmailing and misinformation campaigns. An embargo was first being passed in 4 days, and then a blockade was passed a week later. And after 3 months of ‘debate’ and ‘arguments’, and the ‘Friday Coup’ (controlled by Alpha Draconian agent) happened within the period that caused the cleanse campaign on the opposition party, a decisive pass was made on the decision taking violent military actions against Terra Nova, ‘without’ any objections, leading to the Terra Nova Incident.
The dispatch of Space Marines 35th Regiment (SM35) had angered hundreds of colonies, and people of Terra Nova as well. Things had progressed as LIS wished, they began rallying up resistance fighters in the hideouts in Terra Nova, preparing for their final phase to begin the first phase of war - a surprise attack.
Without much resistance, SM35 occupied Terra Nova under the lead of Colonel Harold Franklin. Soon Space Marines recognised they were in a weird situation - Terra Nova did not strongly resist at all as they arrived. However, it was too late. Just a few minutes after they had noticed that, LIS militias led by a militia officer Admiral Beuford P. Tots ambushed all major forces of SM35 at every street and alleys of the city, causing heavy loss of well-equipped marines. At the same time, LIS revealed themselves in the public for the first time, declaring war on United Earth - marked the beginning of the Human Civil War.
Very soon United Earth's forces retreated from Terra Nova, leaving the colony under LIS control. LIS declared independence of this colony a day after, renamed it Independent State. This city was the command centre of LIS throughout the war, which will be the capital city of LIS after the war.
Early Human Civil War
The United Earth Security Council was in a big chaos after the Terra Nova Incident - unexpectedly attacked by an enemy and almost lost the entire SM35, and little the Security Council knew about LIS. Even though garrisons and national guards were immediately told to prepare and mobilize to respond any possible LIS attacks, however, still not able to stop LIS - either fighting at broken morale or without enough time for full preparations - Since they had no idea where LIS forces would start their attack, and these rebels were well prepared already.
LIS, taking this advantage, launched a series of scattered yet successful attacks in neighbouring systems. Just within the first two weeks of the war, United Earth lost 15 colonies, 45 main trade routes or supplies, and countless soldiers either captured or killed.
However, LIS did not have the upper hand for long - especially after the original Security Council Chairman, Bofors Kaiserton, was replaced by an experienced Marshal called Bradley R. Johnson. The Security Council was soon reorganized by Bradley to stabilise the mess, launched propaganda campaigns to restore the morale of United Earth forces, and began studying the tactics of LIS forces, which the studies could had begun at the first day of war, but got delayed to 5 days later (day 6), due to Bofors unable to stabilise the chaos.
Around 3 weeks later, under the coordination of the Security Council, LIS began losing their ambush advantage, due to their patterns being tracked by Security Council and United Earth forces began being able to predominate the battlegrounds before LIS did so, forcing LIS forces to fight against United Earth forces directly. The Battle of Ferris Mountains on day 37 was a major defeat for LIS, which the local United Earth garrison of Ferris Mountains, instead of being ambushed, baited LIS forces to their doom. The next day (day 38), LIS changed their general combat tactics from sneak-and-attack based to direct confrontation based. Since that battle the loss of United Earth was stabilized at a lower rate. The civil war reached the second stage, the period when major battles were fought.
Mid Human Civil War
Despite losing early advantages, with the introduction of newer weapons and black market technologies LIS forces were still able to maintain their offensive pose in the war for a while, still surprising United Earth forces, in various battles pushing their front straight towards the Solar System.
The most well known new weapon LIS introduced during the war was the Apollo-3500 Beam Emitter, which were equipped by their heavy infantries and installed on specially designed combat vehicles, the weapon itself is able to melt most armour into slags by emitting high energy beams. They caused large troubles to traditional armoured combat vehicles, especially proven in the Battle of Harbinger Greenlands (which led to United Earth giving up the Ares-4 System) that the 196 th Armour Regiment of United Earth experienced a brutal defeat under devastating laser fire of 44F Laser Battalion and 44G Laser Battalion of LIS.
Another major battle featuring LIS new weaponry was the Siege of New Paris that lasted for 15 days. The introduction of Javelin-E ‘Incognito’ Missiles in the last day (though a bit too late) decisively ended the battle, these missiles were designed not interceptable by AEGIS Theater Missile Defense System used by United Earth and successfully breached the fortifications of New Paris Citadel in an almost effortless way.
Meanwhile, 49 more colonies revolted against United Earth rule under LIS support, providing minor battlefronts for LIS to push forward further into United Earth territory.
Amount of LIS territory occupied reached a peak on day 59, which over one-fifth of United Earth territory was taken over.
The offensive pose of LIS lasted until United Earth, though later, also began introducing (a limited number of) experimental weapons into the battles, and the return of Space Marines Corps with upgraded equipment, reorganization and replenished manpower. From that time on, the tide of war had changed favouring United Earth, they began pushing LIS back.
Just 2 days after New Paris was occupied by LIS, this city was back in the hands of United Earth, under the strong firepower of Space Marines 12th Regiment, and LIS forces here were still too tired to fight. After the Second Battle of New Paris on day 73, LIS lost a large proportion of major forces and the overall offensive formation breached. In later times, LIS major forces were defeated one by one, setting LIS forces back quickly.
With that moment the situation largely disfavored them, LIS decided to take a risky move - Reveal and use their secret weapon stationed in New Bavaria, either to devastate United Earth capital city that would put United Earth into mess again, or at least buy some time to find a foreign ally.
The risky move was well known as the ‘Interstellar Missile Crisis’ event. On day 88, LIS broadcasted a message through hijacking the communication hub in Coloniae Leon, threatening they had a secret mass destruction weapon that could never be intercepted once launched, and its range could cover all United Earth territories - Interstellar Warp-Speed Missile (IWSM) with Disaster Warheads derived from Instant Terraforming Bomb Project data found in occupied government labs. And, the first missile, to be launched within 24 hours, would fly straight to the capital city of United Earth - planet Earth.
United Earth offensive operations were halted due to the short chaos caused by the seemed inevitable threat. The United Earth Security Council soon ordered the search for their missile base as the countdown had begun. 7 hours later they located the missile base, and 9 hours later Space Marines 2th Division arrived in New Bavaria. The battle in New Bavaria lasted for 7 hours, at the last hour the missile base was captured, with most of the IWSMs destroyed at the site immediately.
LIS did not waste the time by sacrificing their secret weapons. During the Crisis, LIS secretly contacted the Zolarg Empire and shortly reached an alliance agreement with them - for their common pursuit of freedom and liberating people from suffering, and they needed each other. The entry of the Zolarg Empire would bring the war to the third stage, the time when things had been becoming more complicated than just a civil war between Humans.
What about Alpha Draconians? The Overlord was pleased by the situation so far, the plan had been successful. While humans were busy killing each other, the Overlord ordered mobilizing their robot armies into the back of United Earth territory through means of secret portals prepared by covert agents. While Alpha Draconians were making preparations for the takeover plan, one thing the Overlord was not expected to, and not knowing would happen - the Zolarg Empire, their nemesis, would interfere with the war very soon. On the other hand, the political enemies from the Inner Circle, were scheming a plan to pull Overlord off his throne.
More Than Just a Civil War
Just when people of United Earth thought the war would be over soon with the defeat of LIS. 8 days after the Interstellar Missile Crisis (day 96), the Zolarg Empire declared war on United Earth, in the name of helping their allies - LIS, and officially began mobilizing their troops to the borders of United Earth.
War from another civilization put the United Earth under mass panic. Not just because the war that was supposed to end soon would become even longer, such a scale of invasion from another civilization of a different race was something humanity never had experienced.
Zolarg forces flanked United Earth from the other side, putting United Earth in an unfavorable situation - A war of two fronts. The back of the United Earth was left underdefended (not undefended) due to major forces being put into LIS fronts, leaving the borders only garrisoned with only a small number of troops. Even though the Security Council ordered splitting the troops to the borders in order to stop the Zolarg offensive, the border defenses were breached faster than imagined, garrisons were unable to hold the line before reinforcements had arrived. When the reinforcements reached the Zolarg fronts, a couple of cities and colonies had already been occupied by the new enemy.
At first United Earth forces on the Zolarg fronts attempted to make quick offensives against Zolarg forces in order to re-concentrate on LIS again. However, after a few offensives they found Zolarg forces were difficult to remove - Everytime an Insectoid base was ‘removed’, a new base was rebuilt quickly and pumping out loads of new troops as nothing had happened. Later they found out it was due to the Insectoids established complicated yet useful subterranean tunnel networks that allowed rapid reinforcement on the planets, with entrances hard to be detected using traditional sensors. United Earth troops on Zolarg fronts quickly changed their tactics to mainly defensive with very minimal offensive progress, until their sappers were equipped with new tunnel sensors they began able to retake some territories.
Meanwhile on the LIS fronts. Thanks to the Zolarg Empire entry into war, LIS now faced much less pressure from United Earth forces. Now they were able to at least sustain their defensive lines. After their IWPM were modified to smaller missiles and cheaper designs and put under use, they were able to make small offensive progress for a few days, still threatening some of the strategic locations of United Earth. However, the LIS fronts fell into a stalemate for the rest of time.
The unexpected news of the Zolarg Empire's intervention in the Human Civil War delivered to Alpha Draconians. Overlord was not informed about that until 6 days after the entry of the Zolarg Empire into the war - his political enemies from the Inner Circle controlled information flow in Overlord’s chamber through bribing the Imperial Informats (internal messengers of Overlord’s Chamber). The Overlord, knowing schemed by his political enemies, was angered, but also worried about his plans to secure his position in the throne. The Zolarg fronts in United Earth was exactly the location where the secret mobilization concentrated at. At this rate, his great plan would fail easily if the troops were discovered by either humans or insectoids, and it was just a matter of time, sooner or later.
With his ominous worries, the Overlord assigned extra supervisors into the Ministry of Expedition in order to secure his control on the conquest of the human race. However the Inner Circle had an upper hand - the Ministry had already been hijacked by their covert agents. The newly assigned supervisors of Overlord were soon silenced and puppeted by the Inner Circle.
The Lords of Inner Circle now had control of the Overlord’s expeditionary forces in United Earth - With just a slight attention created by the expeditionary forces to let Zolarg forces to notice, it was enough to ruin the plans of the Overlord, to further destroy his reputation, and ultimately pulling him off the throne.
The Incident that Changed the War - Barracuda Blues Events
On day 165 of the war, an event took place on colony Barracuda Blues, a colony lying behind the Zolarg fronts, inside the territories of United Earth. This incident had changed the entire war - from confrontations between mainly United Earth and LIS, to a war that 3 civilizations together defending against Alpha Draconian invasion.
Just within a night, the base on Barracuda Blues disappeared, with remains of weared-off tank armour and charred grounds indicating there was combat. The only thing left was reports about unknown alien contact of hostile inorganic objects and strong energy sources detected by base on neighbouring planets. The United Earth Security Council received the reports 8 hours after the incident had taken place. A global investigation on Barracuda Blues was ordered 2 hours later.
4 days after the investigation had launched, inspectors reported an unimaginable discovery - a hidden facility, camouflaged by cutting-edge field generators of unknown origin, full of unidentified machines in dormant status, and a colossal device suspected to be a long range stargate portal that was the origin of energy detected.
Informed about such discovery, the United Earth Security Council (cautiously) saw that as an opportunity to obtain superior military technologies that could help break the stalemate of the war. Scientist teams and more military staff were sent to the site for further secret investigation.
Despite the news being a secret, the information about such ‘discovery’ had reached the ears of LIS, their hackers intercepted the intel. The intel was shared to forces of the Zolarg Empire, in order to figure out what it was.
Zolarg forces seemed to know something - Just a couple of hours later LIS received replies from the Zolarg Empire, about warnings of a common threat from the other side of the Milky Way Galaxy had infiltrated into human civilization - Alpha Draconians. The Zolarg Empire had also sent a similar message to United Earth, and demanded evacuating the investigation site and destroying it as soon as possible.
The United Earth Security Council, at first, did not take the warning seriously, suspecting it was just a deception from both LIS and Zolarg Empire, trying to prevent United Earth from obtaining technologies that could help them win the war. Later events proved them wrong - 2 days later, the site was under attack - not by LIS, not by Zolarg Empire, but those unidentified machines they were supposed investigating. The machines were suddenly animated, hovered into the air, and revealed what they were - war machines, with the emblem of Alpha Draconians. Almost all staff at the site were killed in the matter of minutes, only a group of soldiers managed to escape, and reported their terrible story (with solid evidence recorded) to the Security Council.
Heard of such an event taking place, and reconsidering warnings from the Zolarg Empire, the Security Council decided to have the big issue discussed in the General Assembly, hopefully they could recognise the dangerous situation they were in.
Meanwhile, LIS and Zolarg Empire had also begun their search for Alpha Draconian existence within their occupation zones, and counter-ops against Alpha Draconian influence.
Under a common threat that could not be repelled with the power of a nation, three participant nations of this civil war held a close-door summit on day 178 in an United Earth city Neo Floridas under maximum security measures. On the next day, all leaders of the military came to an agreement - a ceasefire treaty that put a pause on the civil war, and a temporary alliance pact - known as ‘Delta Alliance’ by humans - that would last until the Alpha Draconians were repelled.
Exposures of Alpha Draconian expeditionary forces and the formation of a temporary alliance were quickly reported to Overlord by the covert agents within the United Earth General Assembly. Shocked to know his plan had gone wrong, the Overlord, immediately contacted his supervisors in the Ministry of Expedition. Without any response, the Overlord understood what had happened - His plan had been hijacked by the Inner Circle.
Indeed, the exposure of expeditionary forces in Barracuda Blues was the order of the Inner Circle, through the Ministry of Expedition which was under their control.
The Inner Circle also received reports of their successful sabotage on the Overlord’s plan. With now they knew the Overlord was in trouble, they began spreading the scandals of the Overlord ‘might even be unable to conquer a lesser civilization’, to cut down Overlord’s support from core Reptilian society. Now, with the information of this invasion leaked to both humans and Insectoids, and further pressured by the scandals, the Overlord had only one choice left for the invasion plan - launch the attacks immediately.
Alpha Draconian Invasion
On day 186, the day known as the ‘Invasion Day’, the remaining dormant expeditionary forces of Alpha Draconians inside human territory were activated under the orders of the Overlord himself, launched the Invasion of Humans, beginning from Barracuda Blues where their forces and one of their main portals were exposed.
The Allies were prepared, they had located and destroyed a few hidden Alpha Draconian facilities, and shared any intelligence known about Alpha Draconians. Yet were not on the upper hand. The cutting-edge war machines of Alpha Draconians was not something humans were able to deal with easily, the superior armour strength and stealth capabilities of Alpha Draconian forces had caused some significant loss of Allied forces.
On the other hand, Overlord tried to keep Zolarg Empire forces outside the war theater of human territory as first priority, preventing the Zolarg Empire from assisting humans with their intelligence and troops. Alpha Draconians inserted blockade fleets in neutral zones between the Zolarg Empire and United Earth, as well began rallying troops at Zolarg borders. The Zolarg Empire not just had difficulty helping humans defending against the invasion as their forces in United Earth were encircled, intensified conflicts and battles at Alpha Draconian borders were something they had to put more focus onto.
The invasion broke out from the inside spread like wildfire in human territory as the Zolarg Empire was not able to provide assistance. Just within a week, Alpha Draconian presence was reported in all human territories (in terms of before the civil war broke out). 58% of original human territories were occupied by Alpha Draconians within a week, mainly the areas around the Zolarg fronts.
Humans had no chances of counter strike at this moment, as the Overlord predicted. However, the Overlord had underestimated humanity. Instead of keeping an eye, he ‘confidently’ set the expeditionary to spontaneous mode, promising the core Reptilian society that humans would be brought under Alpha Draconians in no time (in order to retain his supporters).
The Counter Strike
Alpha Draconian domination on the battlefield lasted until United Earth deployed their new superweapon.
United Earth lacked new weapons of instant destruction needed to change the tide of war since the total decommission of the nuclear arsenal right after the establishment of the United Earth General Assembly. Considering reactivating the nuclear arsenal project would cause large discontent from both the General Assembly and the public due to the long term consequence of detonating nuclear weapons, the Security Council, long ago reviewed older military research projects to seek for a powerful weapon with minimal impacts upon use. And when the invasion broke out, they already had a weapon project at almost completion that came into handy - Particle Cannon. The research of this surgical-space-strike (accurate strike instead of mass destruction) weapon was greatly accelerated by the data from Alpha Draconian facility on Barracuda Blues. 14 days after the Invasion Day (day 200), the first Space Strike group had completed construction at United Earth’s capital shipyard on Earth orbit, assigned into and escorted by the only 3 main starship fleets.
Upon the new weapons were ready, Marshal Bradley of the United Earth Security Council authorized the largest military campaign in the war - Operation Zeus, which began from day 205, aimed to retake territories beyond the Zolarg fronts occupied by Alpha Draconians. Mobilizing over 54 land forces divisions, 6 Space Marines divisions, 31 space fighter wings and 2 starship fleets.
The first use of Particle Cannon was used in Battle of Leo-34, showing the impressive firepower to the entire humanity. The Alpha Draconian stronghold on the planet was reduced to scraps in the matter of a few Particle Cannon bombardments of the 3th Starship Fleet.
The particle cannon also shone on other major battles, including the largest starship battle Battle of Kelvin Rings that the superweapon put the end to Alpha Draconian ‘Eradicator’ class battleship (though that was not their strongest warship in service), and Siege of Venet-35 that the weapon critically broke the siege of Alpha Draconian forces on the colony.
Operation Zeus had achieved a massive success within two months. The Operation recovered 21% of original territories, and some post-war statistics estimated that the Operation had also destroyed almost half of the Alpha Draconian expeditionary forces.
LIS had also achieved victories after their deployment of Type-X EMP warheads that effectively paralyses robot-based Alpha Draconian forces and facilities upon detonation. Just within half of a month after the deployment, LIS was able to uproot all Alpha Draconian facilities and portals within their occupation zones and freed up a large amount of troops for offensive operations beyond their territories (to ‘liberate’ more colonies, of course). At the same time, LIS had also completed an counterintelligence research Project Beacon that analyses the activities and signals of Alpha Draconian covert agents and communications (using information provided by Zolarg and harnessing their expert knowledge of cybertechnology), greatly preventing further Alpha Draconian sabotages on Allied forces, and made the hidden movements of Alpha Draconians predictable from that time on.
The human counterattack progress stopped at regions around Barracuda Blues. At this moment Barracuda Blues was one of the last strategic locations for these intruders - where their last functional long range portal was located, the only available reinforcement station for them. However, also the most fortified position of Alpha Draconian intruders - not only the main portal was protected by the state-of-the-art fortress setup, other strongholds around Barracuda Blues formed a complete exterior defense system that was able to stop any starships approaching this critical site.
The counterattack of humans was reported back to the Ministry of Expedition for multiple times, however nobody read the report - The fierce political competition inside the Ministry between Overlord loyalist and Inner Circle had disrupted literally everything, ignited a few days after the blockade on the Zolarg Empire. Military officers and staff were being assassinated or replaced by the two parties very frequently, they had no time and effort to care about any operations of the expeditionary forces but tried to protect themselves or seek extra interest in this internal political rivalry.
As the regular functioning of the Ministry of Expedition came to a halt, the blockade fleet between Zolarg Empire and United Earth was soon out of control, without any coordination the blockade was breached by Zolarg fleets, like the blockade fleet was just a dull asteroid belt. Regaining the supply line to their occupation zones, the Zolarg Empire began sending their fleet and elite force Imperial Templars to the battlefronts in human territory against Alpha Draconians.
Overlord regained information and control of his expedition plan after Overlord loyalists successfully retaken control of the Ministry of Expedition as a series of bloody political events took place. Knowing his miscalculation on humans and he had missed a lot of events during the Ministry was handicapped, the Overlord ordered a regroup of all remaining expeditionary forces at Barracuda Blues, as well as authorising the expeditionary force access to advanced reserves of Alpha Draconian war machines, the Apocalypse Order, to terminate human resistance before it was too late to remedy the situation. An invasion fleet was also ordered to dispatch for securing the invasion plans, either backing the reinforcement up, or in case the last portal falls the fleet could still devastate the remaining human forces and do the occupation.
The Battle of Barracuda Blues - Twilight of the Intruders
All human major forces from both the United Earth and LIS, and later a small number of Zolarg forces from occupation zones, gathered near minor strongholds around Barracuda Blues. Deployments began on day 274, preparing for the last battle to stop Alpha Draconian invasion - which Allied forces had thrown literally everything they had into it, almost all of their major forces and types of weapons.
Alpha Draonians had gathered a majority of the first group of Apocalypse Order from Alpha Draconia arrived at Barracuda Blues, standing by at the site.
The Battle of Barracuda Blues broke out on day 277. The 2nd Vanguard Group led by United Earth Space Marines 1st Division secured a minor portal stronghold on Baston-36, under the support of the United Earth 3th Starship Fleet and Particle Cannons. Hackers from LIS performed a follow-up hacking of the portal control immediately, opening up a route to Barracuda Blues for major forces after 4.5 hours.
Commando platoon headed by the legendary United Earth elite Sarge led the charge into the Barracuda Blues through the portal, securing an area on the east wing of the main portal stronghold. The remaining forces of 2nd Vanguard Group established a forward base for providing support, with Main Battle Command led by Marshal Bradley of United Earth responsible for the main offensive operations following behind.
Other battle groups were told to tie up other minor strongholds to prevent their reinforcements to Barracuda Blues, and if possible, take over the portals in the minor strongholds.
The first attempts of siege, on the same day, had been unsuccessful. The defense of the main fortress complex was far more defended than imagined. The point laser defense system rendered conventional artillery fire useless, the firepower of the newly arrived Apocalypse Order outrunned offensives of the Allied forces, even the Allied forces were supported by 5th Battle Group later which successfully broke into the south wing through the portal of another stronghold. At the end of the day, the offensive operations had been temporarily halted under the order of Marshal Bradley to prevent further losses.
On day 288 Allied forces detected a larger group of Apocalypse Order reinforced Alpha Draconian forces in the fortress. Few hours later, Alpha Draconians began taking offensives targeting the Allied Main Command Group. Facing even stronger enemies than before, main forces of the Main Command Group were tied at their forward base and fell into a badly passive status, until 5th Battle Group received EMP missiles from LIS and sent help to break the enemy offensives.
On day 289, the 3rd Battle Group composed mainly of Zolarg forces entered the battle at the southern forward base, launching subterranean infiltration attacks into the west part of the fortress. Although the infiltration forces experienced heavy casualties as they broke into, however, provided an important internal structure intel of the main stronghold - there was an antenna structure acting as an command node of stronghold defense, which when sabotaged, it could weaken the coordination of, or even paralysing, the stronghold defenses. However, the infiltration forces also reported there was a massive energy flow towards the centre part of the facility, where the main portal was located, presumably sending in core forces, or worse, a destruction device known as ‘Annihilator’ by Zolarg forces which capable of releasing an energy blast that could destroy any non-Alpha Draconian machines and living being within 50 lightyears radius. The enemy reinforcement was predicted to arrive in three or four days.
The reports from the infiltration forces had put the Main Command into an anxious mood, since this meant not much time was left for them - longer the battle goes, worse the situation becomes. The Main Command Group decided to take another offensive the next day, after the United Earth 1st Starship Fleet sent Particle Cannons to provide heavy bombardments.
Still, Alpha Draconians were prepared, they had set up energy barriers to neutralize Particle Cannon fire. With even the superweapon of United Earth proven ineffective on this base, the Main Command Group offensive once again ended up with extra losses.
On the other hand, the portal stronghold connecting the Allied forward base on the south wing was under attack by Alpha Draconian forces from another minor stronghold, the 5th Battle Group and the 3th Battle group had their most convenient supply lines cut and now had to rely supplies from either the 1st Starship Fleet or the Main Command.
During the hardest times having almost no means to break the fortifications of this stronghold, the hackers and engineers controlling the portal in Baston-36 brought a good news in the late night of day 232, they managed to hack into the heavily encrypted internal portal system and obtained a segment of access code that allowed them to teleport at most a commando squad into the stronghold (due to limitations of incomplete access codes), which this chance could be used to sabotage the command node, allow the major forces destroying the fortification when it was disrupted. However, the code was estimated to be expired in approximately 7 hours.
In the same night, but a bit earlier, a small group of Zolarg Imperial Templars joined the Main Command Group, providing limited but valuable replenishment of Allied forces.
With an irreplaceable opportunity to break into this almost invincible fortress, the Main Command immediately reorganized the existing forces, preparing for an all-out attack in the next day - It was either the Alpha Draconians or humanity being defeated, this would be the last assault to terminate their ambitions, once and for all.
4 hours later, a squad with the best commandos from United Earth, LIS and Zolarg was organized for the most dangerous mission, they were teleported to the west block of the stronghold, and later assisted by another Zolarg subterranean assault force from the 3th Battle Group. Meanwhile, all the other Allied forces on Barracuda Blues, advancing towards the stronghold.
The major forces expected the defenses to be disarmed as they reached the enemy defense lines. Yet the infiltration forces had trouble making their way to the command node, encircled by the stronghold guards as the Allied forces entered the alert zones around the stronghold. The main forces could only hold their position, forced to fight with the enemy elite forces, until the commandos finished their task.
After approximately an hour of brutal battles inside and outside the stronghold, the commando squad, finally made their way to the command node, and installed a disruption device onto it.
The defenses of the stronghold were immediately turned down under the effect of the disruption device, including turrets, energy barriers and point laser defense system. The stronghold, now vulnerable to any human and Insectoid weaponry, soon the main defense was destroyed under intensive artillery barrage bombardments. Alpha Draconian forces were also affected by the disruption effects, their combat efficiency was greatly lowered - the coordination errors broke their formation, these steel machines of destruction began ramming into each other. At this moment, Alpha Draconians had lost their overwhelming advantage in this battle, every force defending the fortress were soon eliminated by the Allied forces, leaving the central portal defendless. Allied forces very quickly flooded into the stronghold, reaching their ultimate target of the battle - the main portal, which was seen charging up for receiving new reinforcements - that could make short work on the last human forces if unstopped.
The decisive battle defining the date of humans, ended with a Particle Cannon strike onto the portal, tearing the portal into pieces of scraps. The dawn on Barracuda Blues after the particle beam dissipated, marked the victory of the Allies.
Remaining Alpha Draconian threats in human territory were eliminated within two days after the victory in Battle of Barracuda Blues under the efforts of human forces. For the first time, the entire humanity successfully repelled an massive alien invasion.
The invasion had not ended yet, Alpha Draconian invasion fleet was still advancing towards human territory. It was until Zolarg fleets attacked Alpha Draconian starbases that forced Overlord to draw the entire fleet back for defense and postpone the invasion… infinitely.
Battle of Kaisergrounds - Conclusion Battle to the Human Civil War
The invasion was over, ending with the defeat of Alpha Draconians.
But not everything was over. The Delta Alliance Pact had expired, now United Earth and LIS had to put their focus back onto their civil war… only after they had taken a necessary break from a month of fierce battles.
The Zolarg Empire had most of their forces tired of the battles in human territory, and they needed more forces and officiers to manage their conflicts between them and Alpha Draconians. On day 312, about a month after the end of the invasion, they agreed to withdraw from the Human Civil War, returning all occupied territories to the United Earth and evacuate all their forces after taking some necessary responsibility (mostly repairing damages they had made), as requested by the United Earth General Assembly and agreed by LIS. The civil war was now and finally kept just between humans.
Things had been peaceful (if not considering some minor skirmishes on conflict site planets) until the war was continued with the last major battle broke out on day 351 - the Battle of Kaisergrouds, which both sides hoped to ‘conclude’ the war in this battle (as not much war supplies were left for large scale conflicts), on this strategic stronghold occupied by LIS - To LIS, a foothold for liberating the core economic regions of United Earth in the future. To United Earth, an important barrier to keep LIS away from the most resourceful colonies.
The extremely rare ion fog winters of Kaisergrounds disrupted communication devices and sensors, which however favoured United Earth offensive - their landing forces could sneak onto the planet without triggering the alarms of LIS forces.
It was not clear how the battle had fought due to the unavailability of communications and battlefield monitoring in ion fogs. However, two outcomes were confirmed for sure - First, it might have been a ‘fierce’ battle, in which United Earth recorded 78% losses of troops in the battle while LIS recorded 85% loss of their forces. Either killed or (less likely) lost in fogs. Second, it was the victory of United Earth, after 4 days of battle United Earth 12th Space Marines Regiment managed to take control of the entire planet and sent a shuttle for delivering a battle report.
Aftermath
10 days after the last battle (day 365), the military leaders of two sides met in the Roundtable Summit in the colony of New London.
The Armistice of Hoxton was signed, with the following details:
- Armistice: Military actions must not be taken inside territories of the United Earth and LIS for the upcoming 100 years.
- Border Regulations: Border lines between United Earth and LIS, named Hoxton Line, are maintained. No space vessels should cross the line, both sides have the right to shoot down any vessels that crossed the line, unless the vessel has authorised access.
- Embargo: Trades and shipments to and from LIS are forbidden. United Earth will enforce a blockade fleet along the Hoxton Line.
- Colonization restriction: LIS must not carry out colonization near or along the Hoxton Line.
- Trade Route Protection: Any LIS vessels with armaments equal to or more than corvettes will be regarded as violating United Earth trade routes.
- Violation of any of these regulations will be regarded as breaking the treaty.
- Any forms of independence by LIS will not be recognized and accepted by the United Earth General Assembly.
Eventually nobody achieved total victory in the Human Civil War, however, LIS actually ‘won’ the war. Colonies and cities occupied by LIS are no longer under the control of United Earth bureaucrats, they are freed from any forms of suppression and exploits, at least a better life can be started with ture fairness and autonomy guaranteed by the League.
Yet United Earth has also earned a ‘strategic’ victory, since they successfully defended most major regions, leaving LIS only able to have mostly barren planets of outer territories. The Armistice of Hoxton also allowed them to have limited control on the development of LIS.
The United Earth General Assembly was not satisfied with the outcome of the war - They understood that LIS had achieved their aim in the war. Now, the capabilities of the United Earth military were being questioned nationwide, even managed to repel the Alpha Draconian invasion - It shall be stopped to restore the reputation of the General Assembly. The General Assembly originally wanted to ‘retire’ Marshal Bradley to pacify the doubts of people, but changed their mind after reconsidering his achievements repelling an alien Invasion and read about his big military project to retake territories occupied by LIS, which the plan actually helped people put a larger confidence onto the military than before.
Speaking of the support, a tragedy for the Overlord of Alpha Draconians. The Overlord tried to cover up the failures of his expedition plans, however, the Inner Circle intercepted the intel. The scandal was soon delivered to all members of core Reptilian society, they now lost all confidence in the ‘weak’ Overlord that had completely ruined their national pride. Several days later, the Overlord was assassinated in a coup planned by the Inner Circle.
The seat of ultimate power was empty, but that is not a seat for many. A more intense, almost endless political rivalry took place between the Lords of Inner Circles beginning right after the death of Overlord, leading the entire empire into a state of political instability. Without a stable and powerful leader to rule the vast empire, the corruption in administration of Alpha Draconians is getting ten times more serious than before. Social order also began to collapse, leading to the disparity between the nobles and common civilians, and social unrests.
The instability of Alpha Draconians, and one more defeat for their seemed invincible military, gave confidence to the conspiracists hidden all over the empire. Some puppet regions began attempting to break away from Alpha Draconians. Though not all of them had been successful, more new powers have risen - Especially the New Galactic Empire, thirsted for galactic domination, is slowly overtaking the influence of Alpha Draconians in the shadows.
The Zolarg Empire finally found themselves a powerful ally to support each other against Alpha Draconian influence - Humans’ capability defending themselves against Alpha Draconian forces impressed not only the Insectoids of every hive, the Emperor is also glad to see this. A few months after the end of the Human Civil War, Zolarg Empire signed diplomatic memorandums with both LIS and United Earth, on the basis of cooperation during the invasion, to begin official peaceful interaction between Insectoids and Humans.
Zolarg forces returned from human territory also brought back some human technologies along with them. The inspiring foreign knowledge have stimulated further development of the Zolarg Empire in terms of economy, science, society and military, and indirectly led to an innovative invention of Insectoids - Mind Network.
While the human cities and colonies were rebuilding, humans also obtained interesting information from the remains of Alpha Draconian machines in Barracuda Blues. These cutting-edge machines have some linkage with the ancient aliens, which the scientists and archaeologists figured out these engines are derived from the ancient alien knowledge recorded on the artifacts scattered all around the galaxy. This discovery will bring drastic changes to human history, a new era of future technologies is predictable in the future not so far away.
Understanding they are not alone in the Galaxy, United Earth begin recognizing the importance of galactic diplomacy, in order to protect themselves (from Alpha Draconians that might return someday in a larger war), as well as seeking for new opportunities. they begin establishing contacts between alien civilizations as they colonize new planets, not just the major civilization like the Zolarg Empire, but also more minor ones.
The Milky Way Galaxy had changed a lot - although there had been wars, costing thousands of lives. Does the war worth anything in the end? Nobody will have an ultimate conclusion, what we know is, war, is always changing our history.
THAT IS ALL!
We also hope @bastecklein can leave some comments on the story idea so far.
Also @GeneralWadaling - did you have ideas regarding the different factions posted somewhere? I see you have TS, PT, NGE, AK, but I do not remember what they stand for, and I apologize if you have already posted and told me before. I am going to have a little bit of back story/lore in this game, so was looking for some information on the various factions you have proposed.
Terra Nova is also going to be similar to Civ in that you will be choosing your faction before the game starts, and each is going to have a specific color and leader (instead of using random tokens), along with a back story.
I currently have United Earth, LIS, Corporate Industries, and Galactic Freight as factions. You then implied several above with your HQ models, so I was wondering if you had info on those.
Altogether, I want 16 factions in the game(!) to accommodate the 16 player map size, without having the same faction in the game twice. Each faction will have at least 1 unique unit or structure, plus some extra modifiers.
For story, I am really going somewhat off of your Fan Lore post, before the Human Civil War era, maybe similar in time to the Deimos events. Humanity finds this nice fertile planet Terra Nova, and everyone is making a mad rush to colonize. I think a lot of the factions will be corporations, really LIS isn't even totally a thing yet. But I am sort of relating it to today, where we now have all of the private entities racing to get into space. Here will be something similar.
Terra Nova is also going to be similar to Civ in that you will be choosing your faction before the game starts, and each is going to have a specific color and leader (instead of using random tokens), along with a back story.
I currently have United Earth, LIS, Corporate Industries, and Galactic Freight as factions. You then implied several above with your HQ models, so I was wondering if you had info on those.
Altogether, I want 16 factions in the game(!) to accommodate the 16 player map size, without having the same faction in the game twice. Each faction will have at least 1 unique unit or structure, plus some extra modifiers.
For story, I am really going somewhat off of your Fan Lore post, before the Human Civil War era, maybe similar in time to the Deimos events. Humanity finds this nice fertile planet Terra Nova, and everyone is making a mad rush to colonize. I think a lot of the factions will be corporations, really LIS isn't even totally a thing yet. But I am sort of relating it to today, where we now have all of the private entities racing to get into space. Here will be something similar.
If you've been wondering why there hasn't been a My Colony 2 update for the last several weeks, it's because I decided to finally complete another game in the My Colony Universe that I started back in 2018 - Death 3D!
Death 3D has now finally hit v1.0.0, and with it comes the completion of the premium episode (the Pegasus), along with new map editing tools, new scripting options, gamepad control improvements, bug fixes, and more.
Finish the fight with the two new Episode 2 campaign maps that finish out the Death 3D story. First is E2M7 - The Brig. Here, you will help a fellow prisoner escape from his cell, incite a prison riot, and cause general havoc among the Galactic Freight guards and staff!
Having cleared the rest of the ship, you will finally arrive at E2M8 - The Bridge, where you will finally come face to face with the captain of the Pegasus, none other than Wurm (from Deimos fame).
If you are familiar with the Deimos trilogy story, you will know that poor Wurm has had a tough life, and in E2M8, you will finally be putting him out of his misery, all in the name of freedom for the League of Independent States!
As for the current Death 3D game engine, it is currently also being employed for the game Dungeon Infinity, as well as another game I have been working on titled Wizards and Dungeons. I also plan to use it for one final title, which is going to be a real-time 3D adaptation of the Deimos trilogy, probably called Deimos 3D.
In the meantime though, I will be returning to work on My Colony 2, which I plan to release onto iOS this month, as well as a new turn based strategy game I am working on called Terra Nova, which will be available in beta form on my website later this month as well.
Until then, head over to Ape Web Apps or your favorite app store and check out Death 3D!
https://www.apewebapps.com/death-3d/
#death3d #deimos
Death 3D has now finally hit v1.0.0, and with it comes the completion of the premium episode (the Pegasus), along with new map editing tools, new scripting options, gamepad control improvements, bug fixes, and more.
Finish the fight with the two new Episode 2 campaign maps that finish out the Death 3D story. First is E2M7 - The Brig. Here, you will help a fellow prisoner escape from his cell, incite a prison riot, and cause general havoc among the Galactic Freight guards and staff!
Having cleared the rest of the ship, you will finally arrive at E2M8 - The Bridge, where you will finally come face to face with the captain of the Pegasus, none other than Wurm (from Deimos fame).
If you are familiar with the Deimos trilogy story, you will know that poor Wurm has had a tough life, and in E2M8, you will finally be putting him out of his misery, all in the name of freedom for the League of Independent States!
Lore Updated
To go along with the finalization of the canon events portrayed in the Death 3D storyline, I have updated the My Colony Universe Wiki articles on Wurm and The Pegasus. If you have any interest in the My Colony Universe lore and storyline, I highly suggest checking out the articles, but keep in mind, they contain several Death 3D storyline spoilers.What Comes Next?
I had initially envisioned Death 3D to have a third episode titled "Death on Earth," however the current game engine is not really adequate to carry out the story and gameplay that I have in mind. Therefore, at some future period, I will release a followup game called Death II - Death on Earth, with will be the flagship title for a new and far more capable First Person Shooter engine.As for the current Death 3D game engine, it is currently also being employed for the game Dungeon Infinity, as well as another game I have been working on titled Wizards and Dungeons. I also plan to use it for one final title, which is going to be a real-time 3D adaptation of the Deimos trilogy, probably called Deimos 3D.
In the meantime though, I will be returning to work on My Colony 2, which I plan to release onto iOS this month, as well as a new turn based strategy game I am working on called Terra Nova, which will be available in beta form on my website later this month as well.
Until then, head over to Ape Web Apps or your favorite app store and check out Death 3D!
https://www.apewebapps.com/death-3d/
#death3d #deimos
Hello! I am here to discuss a story I was thinking about. I will present my requested My Colony Plot in the cuurent game. This will be the beginning of the story. Have fun reading this!
This is only the beginning. At 5000 BUE (Before United Earth), Ancient Aliens founded Caranothia. Their ideology is Democratic, their government is Republic and their capital is Ödarķešten, the oldest city in the galaxy, with 1,238,523 people. The city was full of alien technology and knowledge. Their technological level at this era is the "Alien Age". Caranothia reached its size peak at 4392 BUE, with control of the local group. However, it declined at 3827 BUE, with the Sejinars invading, the 4th largest civilization in the universe. Caranothia finally fell to the Sejinar Empire at 1273 BUE. Not long after, at 1208 BUE, The Sejinar Empire reformed into the Kingdom of Sejinaria. At 1176 BUE, Sejinars became a type 3.5 on the Kardashev Scale. In 1046 BUE, A universe-wide revolution was created by an civilization that manipulates multiple universes. At the end of the war at 725 BUE, the rebellion was suppressed. Sejinaria was restored, however, it was short lived. At May 13 724 BUE , the Sejinarian Explosion happened, which entirely destroyed their homebase. The former Sejinarian Kingdom was annexed by a few civilizations. It's remaining territory was converted into the Karnomian Democratic Republic. In 695 BUE, Karnomia deteriorated, including it's economy. At 642 BUE, There was a revolt which started the Proto Draconians, the earlier version of the Alpha Draconians. At 276 BUE, The Alpha Draconians were created from the Proto Draconians. At 134 BUE, There was a sucessful rebellion which created the Zolarg Empire. It was repeatedly attacked by the Alpha Draconians. At 0 BUE/AUE, The United Earth was formed. They invaded both factions. At 47 AUE, the LIS started to revolt on Terra Nova I. During this time, LIS covertly contacted the Zolarg Empire at 74 AUE, because the LIS was losing so much. The Zolargs accepted their demand. At 106 AUE, The Alpha Draconians joined in the war. Thought as a third party, they declared war on all 3 factions. (see https://www.ape-apps.com/viewpage.php?p=38753). At the end of the war between United Earth and LIS at 277 AUE, There was another revolt at the United Earth, this time an different ideology instead of the LIS. They were named the "Wildcat Anarchists", and are enemies of both United Earth and LIS. The United Earth and LIS cooperated with each other, despite the embargo. They sucessfully eliminated the rebellion at 330 AUE.
That is the end! If you like the story, you can like this post! I hope @bastecklein will respond later. See you folks later!
This is only the beginning. At 5000 BUE (Before United Earth), Ancient Aliens founded Caranothia. Their ideology is Democratic, their government is Republic and their capital is Ödarķešten, the oldest city in the galaxy, with 1,238,523 people. The city was full of alien technology and knowledge. Their technological level at this era is the "Alien Age". Caranothia reached its size peak at 4392 BUE, with control of the local group. However, it declined at 3827 BUE, with the Sejinars invading, the 4th largest civilization in the universe. Caranothia finally fell to the Sejinar Empire at 1273 BUE. Not long after, at 1208 BUE, The Sejinar Empire reformed into the Kingdom of Sejinaria. At 1176 BUE, Sejinars became a type 3.5 on the Kardashev Scale. In 1046 BUE, A universe-wide revolution was created by an civilization that manipulates multiple universes. At the end of the war at 725 BUE, the rebellion was suppressed. Sejinaria was restored, however, it was short lived. At May 13 724 BUE , the Sejinarian Explosion happened, which entirely destroyed their homebase. The former Sejinarian Kingdom was annexed by a few civilizations. It's remaining territory was converted into the Karnomian Democratic Republic. In 695 BUE, Karnomia deteriorated, including it's economy. At 642 BUE, There was a revolt which started the Proto Draconians, the earlier version of the Alpha Draconians. At 276 BUE, The Alpha Draconians were created from the Proto Draconians. At 134 BUE, There was a sucessful rebellion which created the Zolarg Empire. It was repeatedly attacked by the Alpha Draconians. At 0 BUE/AUE, The United Earth was formed. They invaded both factions. At 47 AUE, the LIS started to revolt on Terra Nova I. During this time, LIS covertly contacted the Zolarg Empire at 74 AUE, because the LIS was losing so much. The Zolargs accepted their demand. At 106 AUE, The Alpha Draconians joined in the war. Thought as a third party, they declared war on all 3 factions. (see https://www.ape-apps.com/viewpage.php?p=38753). At the end of the war between United Earth and LIS at 277 AUE, There was another revolt at the United Earth, this time an different ideology instead of the LIS. They were named the "Wildcat Anarchists", and are enemies of both United Earth and LIS. The United Earth and LIS cooperated with each other, despite the embargo. They sucessfully eliminated the rebellion at 330 AUE.
That is the end! If you like the story, you can like this post! I hope @bastecklein will respond later. See you folks later!
If you guys want roleplay that's fine. Im into that. We can come up with a story, but it has to be better than the ppl just yelling "I will destroy the FFF"
So let's come up with a story for the FFF antagonist!
So let's come up with a story for the FFF antagonist!
BestColony11 said:Also Known As My Colony Story Mode.
Well, i was going to go with story but Campaign just has a special ring to it, at least to me. I guess if bast did impliment something like this, he would be the one to decide.
bastecklein said:Was wondering if anybody is interested in me writing out the Lore of the current My Colony universe on a website somewhere, and perhaps even opening it up for the community to make additions to it?
As some may be aware, My Colony already exists in a small fictional universe I created a few years ago which spans several games now, so some of the story can be gleaned from the games, but nothing is actually written out in an outside context. The games involved are:
All of the games center around the United Earth faction, while My Colony obviously has LIS and Zolarg, Death 3d also contains LIS and Zolarg, and Colony Wars will mainly be U.E. and LIS, although the Reptilians will play a small role.
- Deimos (2013)
- End of the Earth (2015)
- My Colony (2016)
- Sarge (2016)
- Death 3d (2017 or 2018)
- Colony Wars (2018)
The stories primarily take place after 2050 where the United Nations has taken over earth as a one world government controlled by the General Assembly and the U.E. President. The LIS was an early (pre U.E.) earth colony, and when Earth united they decided to bolt and declare independence, which the U.E. does not formally recognize. They are essentially in a cold war which is about to become a hot war, starting with the events of Death 3d and boiling over in Colony Wars.
As for the Zolarg, they are an old race of insectoids who were once subjugated to the authority of the evil Reptilians. Centuries ago, one brave insectoid named Zolarg rose an army and overthrew the Reptilians. Zolarg was then promoted to Emperor for life and they named their civilization after him. They don't have much in the way of tech, just a little bit of left over knowledge from their Reptilian captors.
The Reptilians are evil and they are reptiles. There is a lot planned for them, which you will learn soon. I don't want to give too much away.
The Ancients used to rule the entire galaxy but they are either extinct or they have transformed into some sort of higher power. They may be expanded upon later. I also pondered the idea of having the Ancients actually be humans who had gained great power long ago but then took themselves out through war, bombing themselves literally back into the stone age, from which we are now just emerging and re-learning about ourselves. But idk.
So anyway, this is in the suggestions section for several reasons. 1) is any of this interesting? 2) does anybody want to work on expanding it? 3) should i set up some sort of wiki type site for holding the backstory of all of these games and their characters? 4) What should the name of this universe be? In my head it is the Deimos universe since that is the first game. I also sometimes think of it as the 'United Earth' universe. But none really sound good.
Anyway, no poll here. Just thoughts and feedback!
I'm back again with an attempt on the story.
The earth was in a time of peril, all the nations where at war, or what was left.... The world had been engulfed in a long war, over 230 years have battles been fought for resources, 137 countries perished in the war. In the end, a leader arose from the war and united humanity. None knew where he came from, only that he was almost... divine. He founded the United Earth, All countries flew under one banner, and with this new unification came a new age, the new age of technology took the U.E to the stars, limitless was the universe before them. The first ship was sent to Mars just 2 years after the Emperor first appeared. Mars became the ground from which helium 3 was mined, after which thousands of planets fell to the banner of the U.E, Terraforming worlds to suit their needs the U.E became the dominant power in the universe, but with every great empire there is a fall...... Colonies all over the empire decided to split forming several governments, many colonies remained but the U.E feared that many others would want a separate government and freedom. The first to leave was the League of Independent States and under it many colonies joined or were formed. The L.I.S were a small group of freedom fighters that grew to power, but many consider their actions as the actions of terrorists. The age of technology still reigns today with the discovery of the ancients a species of aliens in which the Emperor held in personal regard. Many colonies left after their discovery choosing to live a life based on their culture. The fracture U.E is still a dominant power and its colonies are vast, that's when the Zolarg were found a hive-like species of insectoids similar to the human ants, which has raised many questions amongst humans. The race is a primitive technology of neolithic level. Although the U.E fleets are vast the Zolarg had numbers and they are engaged in a bloody war, but many other governments are in good relationships, even able to understand them. Surprisingly their government is extremely advanced for their technology. There are legends amongst the Zolarg that some humans have managed to glean, one is of their leader and their war against the mysterious Reptilians. All the humans know is that the war ended in the Zolarg victory and the advanced Reptilians being forced into hiding so that they do not become extinct. The Galactic Emperor died but the board of propaganda kept it a secret to the billions and so they elect a president in the name of the galactic emperor to rule the earth for a period of time. A secret is known by only his species but the Emperor was an ancient that survived the extermination, and had died of old age but has transended because of his vast knowledge, he still influences the Universe in small ways.
And thats my very very brief draft on the human lore
I have a story for it in my head. It’s just that the other two Deimos games weren’t so popular, so it’s not top priority. Personally I like the story behind the games and they are some of my favorites, so it will probably happen eventually.
It’s going to be Deimos 3 - High Noon. The team goes back to the old west to save Sarge and, of course, foil a plot to destroy the universe as we know it.
It’s going to be Deimos 3 - High Noon. The team goes back to the old west to save Sarge and, of course, foil a plot to destroy the universe as we know it.
For the last few weeks I have been working on a brand new project, which is why things have been slower than normal on the My Colony front. Now that I have a lot of the base engine work done, I will have more time to get My Colony updated, but today I wanted to share a sneak preview of a new game I have started that will be coming out sometime this year.
This game is being built from a modified/improved version of the Death 3d engine, but with additions such as NPC/character interactions and dialog and a "continuous world" model with no level breaks or loading screens. I have also created a procedural dungeon generator for the game to help me create more content, and I might make some "making of" type videos as I progress in the project.
I am designing this game somewhat as an RPG. There is a main storyline, but also side quests you can do, and the game is going to be filled with a ton of story and lore. This is my first game where I actually wrote down the backstory before hand so that I can have a somewhat cohesive world history and character development.
I am also going to be recording a ton of dialog for the game. I have already recorded around 100 clips and I'm still at the beginning stages of the game. And if anybody in the community is interested in lending their voice to the game, you can let me know. I'd love to have more voice actors than just myself and my wife!
The game will feature multiple towns connected by an over-world and tons of dungeons and caves to explore with secrets everywhere. I am using the game Morrowind as an inspiration, although obviously I am just one guy so it wont be as big as that game, lol. I probably am not going to have a lot of stat and inventory management in the game, more like story+quests+action+somewhat open world.
Most games I make I just create a small concept and then release them, and then develop them further based on user feedback. On this one I plan to make the entire game before releasing. I plan to release to Desktop (including Steam), Ape Web Apps/Ape Launcher and Android. Maybe iOS, depending on how it turns out. Game will be paid/premium only on all platforms except for Web, which will allow you to play the first few dungeons for free without requiring premium. I don't plan on having any advertising at all, or micro-transactions of any sort. Mobile advertising is basically dead at this point, and in June it is going away from the Windows Store completely, so I am no longer going to be using the advertising business model for any new projects.
So that's what I've been working on. Stay tuned for more info/details!
This game is being built from a modified/improved version of the Death 3d engine, but with additions such as NPC/character interactions and dialog and a "continuous world" model with no level breaks or loading screens. I have also created a procedural dungeon generator for the game to help me create more content, and I might make some "making of" type videos as I progress in the project.
I am designing this game somewhat as an RPG. There is a main storyline, but also side quests you can do, and the game is going to be filled with a ton of story and lore. This is my first game where I actually wrote down the backstory before hand so that I can have a somewhat cohesive world history and character development.
I am also going to be recording a ton of dialog for the game. I have already recorded around 100 clips and I'm still at the beginning stages of the game. And if anybody in the community is interested in lending their voice to the game, you can let me know. I'd love to have more voice actors than just myself and my wife!
The game will feature multiple towns connected by an over-world and tons of dungeons and caves to explore with secrets everywhere. I am using the game Morrowind as an inspiration, although obviously I am just one guy so it wont be as big as that game, lol. I probably am not going to have a lot of stat and inventory management in the game, more like story+quests+action+somewhat open world.
Most games I make I just create a small concept and then release them, and then develop them further based on user feedback. On this one I plan to make the entire game before releasing. I plan to release to Desktop (including Steam), Ape Web Apps/Ape Launcher and Android. Maybe iOS, depending on how it turns out. Game will be paid/premium only on all platforms except for Web, which will allow you to play the first few dungeons for free without requiring premium. I don't plan on having any advertising at all, or micro-transactions of any sort. Mobile advertising is basically dead at this point, and in June it is going away from the Windows Store completely, so I am no longer going to be using the advertising business model for any new projects.
So that's what I've been working on. Stay tuned for more info/details!
I have started building the My Colony Website to host lore and other things related to the overall My Colony universe, and all of the different games I have tied into it. To do this, I am using the forum software I have built into this website, and am adding Wiki-style capabilities into it. Here I present the first article on the new Lore wiki, it's about the character Wurm from the Deimos series:
https://www.my-colony.com/viewpage.php?p=wiki&a=wurm
Anyway, over the coming months I will be filling out that site with more lore articles covering the entire My Colony universe, writing out the story that binds all of the games in the series. Hopefully somebody will find it all interesting! If not though, it will still serve as a useful guide for me in the development of future games, being able to keep the story straight between titles.
https://www.my-colony.com/viewpage.php?p=wiki&a=wurm
Anyway, over the coming months I will be filling out that site with more lore articles covering the entire My Colony universe, writing out the story that binds all of the games in the series. Hopefully somebody will find it all interesting! If not though, it will still serve as a useful guide for me in the development of future games, being able to keep the story straight between titles.
Today I am putting the finishing touches on Death 3d v0.15.0, which comes with some exciting new changes and updates!
First of all, e2m6 - Engineering has been added to the Pegasus campaign.
In this level, you must fight your way through the Galactic Freight Pegasus' main engineering deck.
Next, an exciting new feature has been added to the game - the Map Shop! The built-in level editor has a new menu option Submit to Map Shop, which will allow you to upload your custom map to the Ape Apps server. The map will then be available to download for all users in the new Map Shop browser that is available in the also new and redesigned Play Game screen.
You can make updates to your map and submit them to the Map Shop too, and eventually players' downloaded maps will auto-update. I just forgot to add that part in when I was finalizing the release, but custom map auto-updating will be functional in the next update. I have added the first map to the map shop, Lunar Outpost, which features a Galactic Freight piracy assault on a United Earth lunar base. The map also demonstrates some NPC scripting if you can locate the hidden scientist.
Moving on, the Map Editor now let's you embed custom map tile textures into your maps!
You can add as many custom textures to your map as you like, although they will obviously increase the file size of your map. Custom textures can be used anywhere a regular texture is used, and maps with custom textures are supported in the new Map Shop as well.
The Map Editor has also gained to features for NPC characters. You can now select the weapon that an NPC is holding (or make them completely unarmed). Pairing the custom NPC weapon with the NPC script event to turn the NPC into an enemy, you can now effectively customize the weapon of any enemy (as previously requested by @stupidsilentandas ). I will probably add the custom weapon option directly to enemies at some point, I just haven't gotten to it yet.
NPC's also have a new script action, Explode. This is a ridiculous action that, as the name suggests, causes the NPC to spontaneously explode, gibbing his body and causing damage to nearby players. I am thinking of making an "NPC Funhouse" map for the Map Shop that demonstrates some of the things you can do to the poor NPC characters in the game.
Additionally, you can now add custom text dialog to NPC scripts, allowing you to add an element of story and dialog to your custom maps.
The map editor now lets you set any wall tile to "offset" (or half size). You can find the option by right-clicking on a wall tile on the map.
Finally, there is now spawn/teleport fragging. If you spawn or teleport on top of another player or enemy, they will instantly die in brutal fashion.
Anyway, that is it for today's Death 3d update. I plan on adding a lot more over the coming months, as well as a lot more custom maps to the Map Shop. I will also be further expanding the Map Shop by adding feedback and ratings, so map creators can look at how many people have tried their map and view their feedback. I also want to add multiplayer to the current "single player" game modes, so that you can do a co-op campaign or custom map. I also want to greatly expand NPC scripting, because I have a cool idea for a new game based on the Death 3d engine that takes place again in the My Colony Universe, but plays as a continuous story driven game like Half Life.
And of course, if you haven't played Death 3d yet, you can get it right now on the Ape Market or through the various app stores:
https://market.ape-apps.com/death-3d.html
#death3d
First of all, e2m6 - Engineering has been added to the Pegasus campaign.
In this level, you must fight your way through the Galactic Freight Pegasus' main engineering deck.
Next, an exciting new feature has been added to the game - the Map Shop! The built-in level editor has a new menu option Submit to Map Shop, which will allow you to upload your custom map to the Ape Apps server. The map will then be available to download for all users in the new Map Shop browser that is available in the also new and redesigned Play Game screen.
You can make updates to your map and submit them to the Map Shop too, and eventually players' downloaded maps will auto-update. I just forgot to add that part in when I was finalizing the release, but custom map auto-updating will be functional in the next update. I have added the first map to the map shop, Lunar Outpost, which features a Galactic Freight piracy assault on a United Earth lunar base. The map also demonstrates some NPC scripting if you can locate the hidden scientist.
Moving on, the Map Editor now let's you embed custom map tile textures into your maps!
You can add as many custom textures to your map as you like, although they will obviously increase the file size of your map. Custom textures can be used anywhere a regular texture is used, and maps with custom textures are supported in the new Map Shop as well.
The Map Editor has also gained to features for NPC characters. You can now select the weapon that an NPC is holding (or make them completely unarmed). Pairing the custom NPC weapon with the NPC script event to turn the NPC into an enemy, you can now effectively customize the weapon of any enemy (as previously requested by @stupidsilentandas ). I will probably add the custom weapon option directly to enemies at some point, I just haven't gotten to it yet.
NPC's also have a new script action, Explode. This is a ridiculous action that, as the name suggests, causes the NPC to spontaneously explode, gibbing his body and causing damage to nearby players. I am thinking of making an "NPC Funhouse" map for the Map Shop that demonstrates some of the things you can do to the poor NPC characters in the game.
Additionally, you can now add custom text dialog to NPC scripts, allowing you to add an element of story and dialog to your custom maps.
The map editor now lets you set any wall tile to "offset" (or half size). You can find the option by right-clicking on a wall tile on the map.
Finally, there is now spawn/teleport fragging. If you spawn or teleport on top of another player or enemy, they will instantly die in brutal fashion.
Anyway, that is it for today's Death 3d update. I plan on adding a lot more over the coming months, as well as a lot more custom maps to the Map Shop. I will also be further expanding the Map Shop by adding feedback and ratings, so map creators can look at how many people have tried their map and view their feedback. I also want to add multiplayer to the current "single player" game modes, so that you can do a co-op campaign or custom map. I also want to greatly expand NPC scripting, because I have a cool idea for a new game based on the Death 3d engine that takes place again in the My Colony Universe, but plays as a continuous story driven game like Half Life.
And of course, if you haven't played Death 3d yet, you can get it right now on the Ape Market or through the various app stores:
https://market.ape-apps.com/death-3d.html
#death3d
in later updates to modding could it be possible to completely turn mc2 into a more linear story-based game instead of an endless sim?
i’m thinking of a more advanced scripting tool for modding that can rework a lot of the game
i’m currently creating a mod right now that would have more linear gameplay and I would like a text box to show up every time you find or do something that’s important to the story but i’m not sure if this would be possible in the future without some scripting tools or a sidebar category just for that purpose
hope that made sense
i’m currently creating a mod right now that would have more linear gameplay and I would like a text box to show up every time you find or do something that’s important to the story but i’m not sure if this would be possible in the future without some scripting tools or a sidebar category just for that purpose
hope that made sense
Today I am doing another "weekly" version bump for My Colony 2, incrementing the release to v0.9.0. This release cleans a few things up, adds a few things, and lays the groundwork for some sheer epicness that will be on the way very soon. Let's take a look!
In terms of content, I have added the Small Food Silo to the game, for storing food of course.
I have also added @GeneralWadaling 's great Advanced Ore Refinery model into the game.
There have been a lot of fixes and improvements to the settlement resource sharing through Logistics Centers. There were some bugs in the prior release, and they should be ironed out now.
You can now generate Money and Research! I don't have a Gold Mint in the game yet, but I do have a research center, which now functions and produces research. Obviously this means that tech tree capabilities are soon on the way. And if anybody is interested in creating a gold-mint type structure model, I wouldn't be opposed....
Recently, @eSandvich asked about adding linear story type capabilities into the engine. I have thought about this, and am starting to work on a new system that will not only allow for that, but will also handle the in-game tutorial mechanism, as well as other neat things. This is a new event triggers/scripting system, something which was nowhere to be seen in My Colony 1, but could potentially lead to some very interesting scenarios and mods for MC2. I will explain how it works below.
First, if you look in the Game Editor, you will now see that many objects have the ability to set engine flags once they are constructed. The game engine will keep track of flags both for the overall server, and also for the individual player. Flags can be set by various means, but the most obvious ones are by either building something, or joining a game. You will also be able to set a flag by discovering a terrain object.
Next I will be adding Triggers. Triggers are events that are activated by certain conditions, primarily flags. When a player action sets a flag, triggers that were waiting on that flag will activate. When a trigger event activates, it will then call a Script.
A Script will be a set of one or more actions that will take place once an event is triggered. There will be a whole set of actions that can be added to a script, and they will be executed one after the other, in the order specified in the script. The actions can be things like play a certain text message or sound, give the player a reward or a unit, wait for a certain amount of time, set a flag, or do other things. The scripting engine could also accept user inputs. For instance, you could request that the player click on a location on the map, and those coordinates are passed to the next action on the script, which may cause a shuttle to land at that location and deposit colonists.
Anyway, for the base game, the scripting system is going to be primarily used for implementing the in-game tutorial and for possibly implementing the Points of Interest terrains concept that GeneralWadaling came up with a while ago. But I think that the system can ultimately lead to some pretty amazing mod capabilities as well, allowing for the creation of story-driven or objective based games.
Finally, in the Game Editor you will notice that the Civilization object now has a setting for whether or not it is player controllable. I will let you speculate on what upcoming feature is implied by that.
So that's all for this update. MC2 development is going to be ramping up pretty fast now, as I want to put a playable beta on the Google Play store by the end of next month. So keep the feedback coming, and stay tuned for more!
#mycolony2
In terms of content, I have added the Small Food Silo to the game, for storing food of course.
I have also added @GeneralWadaling 's great Advanced Ore Refinery model into the game.
There have been a lot of fixes and improvements to the settlement resource sharing through Logistics Centers. There were some bugs in the prior release, and they should be ironed out now.
You can now generate Money and Research! I don't have a Gold Mint in the game yet, but I do have a research center, which now functions and produces research. Obviously this means that tech tree capabilities are soon on the way. And if anybody is interested in creating a gold-mint type structure model, I wouldn't be opposed....
Recently, @eSandvich asked about adding linear story type capabilities into the engine. I have thought about this, and am starting to work on a new system that will not only allow for that, but will also handle the in-game tutorial mechanism, as well as other neat things. This is a new event triggers/scripting system, something which was nowhere to be seen in My Colony 1, but could potentially lead to some very interesting scenarios and mods for MC2. I will explain how it works below.
First, if you look in the Game Editor, you will now see that many objects have the ability to set engine flags once they are constructed. The game engine will keep track of flags both for the overall server, and also for the individual player. Flags can be set by various means, but the most obvious ones are by either building something, or joining a game. You will also be able to set a flag by discovering a terrain object.
Next I will be adding Triggers. Triggers are events that are activated by certain conditions, primarily flags. When a player action sets a flag, triggers that were waiting on that flag will activate. When a trigger event activates, it will then call a Script.
A Script will be a set of one or more actions that will take place once an event is triggered. There will be a whole set of actions that can be added to a script, and they will be executed one after the other, in the order specified in the script. The actions can be things like play a certain text message or sound, give the player a reward or a unit, wait for a certain amount of time, set a flag, or do other things. The scripting engine could also accept user inputs. For instance, you could request that the player click on a location on the map, and those coordinates are passed to the next action on the script, which may cause a shuttle to land at that location and deposit colonists.
Anyway, for the base game, the scripting system is going to be primarily used for implementing the in-game tutorial and for possibly implementing the Points of Interest terrains concept that GeneralWadaling came up with a while ago. But I think that the system can ultimately lead to some pretty amazing mod capabilities as well, allowing for the creation of story-driven or objective based games.
Finally, in the Game Editor you will notice that the Civilization object now has a setting for whether or not it is player controllable. I will let you speculate on what upcoming feature is implied by that.
So that's all for this update. MC2 development is going to be ramping up pretty fast now, as I want to put a playable beta on the Google Play store by the end of next month. So keep the feedback coming, and stay tuned for more!
#mycolony2
I am having thoughts of a My Colony universe themed version of My Empire. It would be called Terra Nova and involve the different factions of Earth fighting over the planet Terra Nova. Story-wise, Terra Nova is the first totally earth-like exo-planet discovered by United Earth, and it's full of resources, so all factions will be racing to colonize it.
Game will start with the My Empire engine but add a lot of new features, such as different factions, resource control, much larger map sizes, and also take advantage of some of the newer Scroll3d capabilities I have added since My Empire 1.
I plan to incorporate and employ a lot of the story and lore that we have discussed here in the forums, including some of the early earth factions that @GeneralWadaling has come up with.
Anyway, this game will be a little ways off, but I wanted to open up the thread for planning/ideas/suggestions/etc.
Game will start with the My Empire engine but add a lot of new features, such as different factions, resource control, much larger map sizes, and also take advantage of some of the newer Scroll3d capabilities I have added since My Empire 1.
I plan to incorporate and employ a lot of the story and lore that we have discussed here in the forums, including some of the early earth factions that @GeneralWadaling has come up with.
Anyway, this game will be a little ways off, but I wanted to open up the thread for planning/ideas/suggestions/etc.
The My Colony Universe website uses the same base code as the main Ape Apps site (the site you are on right now), but has been lingering for months on an older build of the code. As a result, a lot of things on the site were just broken, one of which being the entire Comics section of the site.
As of now, both this site and the My Colony Universe have been migrated to the latest code, and this brings improvements all around, but particularly to the aforementioned Comics functionality.
https://www.my-colony.com/viewpage.php?p=comics
The Comics section will now display each available comic book in "book cover" format. In addition though, there have been major upgrades to the Print layout for a comic book. I had originally envisioned that a reader, if he or she wanted, would be able to print a comic book out using their own printer. Now when you are inside a comic book (see the Deimos Comic for example) and choose to Print from your browser, all extraneous site information is hidden and you are given a clean comic header including title and page number (for best effect, you should turn off the browser provided headers and footers). The pages are formatted to come out right on either US Letter or A4 paper sizes in portrait mode.
Anyway, the Comics section is currently not very utilized, but I do plan to eventually have the entire Deimos trilogy story on there, as well as the Death 3D story, and probably some other My Colony related stores as well. The comics are built using characters from My Tokens, but can also be made using any custom artwork, as seen from @GeneralWadaling 's comic The Ancient Archives. In addition, anybody with an Ape Apps Account should be able to create their own My Colony Universe fan comic in the Comics section at My Colony Universe.
And coming to the My Colony website next week, something awesome for all My Colony 2 modders, but stay tuned for that.....
#deimos #mycolony #mycolonyuniverse #mytokens
As of now, both this site and the My Colony Universe have been migrated to the latest code, and this brings improvements all around, but particularly to the aforementioned Comics functionality.
https://www.my-colony.com/viewpage.php?p=comics
The Comics section will now display each available comic book in "book cover" format. In addition though, there have been major upgrades to the Print layout for a comic book. I had originally envisioned that a reader, if he or she wanted, would be able to print a comic book out using their own printer. Now when you are inside a comic book (see the Deimos Comic for example) and choose to Print from your browser, all extraneous site information is hidden and you are given a clean comic header including title and page number (for best effect, you should turn off the browser provided headers and footers). The pages are formatted to come out right on either US Letter or A4 paper sizes in portrait mode.
Anyway, the Comics section is currently not very utilized, but I do plan to eventually have the entire Deimos trilogy story on there, as well as the Death 3D story, and probably some other My Colony related stores as well. The comics are built using characters from My Tokens, but can also be made using any custom artwork, as seen from @GeneralWadaling 's comic The Ancient Archives. In addition, anybody with an Ape Apps Account should be able to create their own My Colony Universe fan comic in the Comics section at My Colony Universe.
And coming to the My Colony website next week, something awesome for all My Colony 2 modders, but stay tuned for that.....
#deimos #mycolony #mycolonyuniverse #mytokens
A couple of months ago, I announced that I would begin phasing out Web App Core, the cross-platform app wrapper I have been developing and using since around 2012. I have been making this change due to the fact that Progressive Web Apps (PWA) have now become the primary development target for Ape Apps, and their capabilities have reached the point to where using a big, heavy and bloated app wrapper like Web App Core is no longer a necessity. In addition, many of the features of PWA's work better when each app is hosted on its own domain or subdomain, as opposed to having every single app hosted on the same address like Ape Web Apps currently does. So this migration away from Web App Core/Ape Web Apps and towards individual domains has been a slow one and has taken up a lot of my time over the last couple of months, but progress is being made, and the next title on the migration list is none other than the long-in development game Colony Wars!
As of today, Colony Wars can now be accessed from it's new URL on the main My Colony Universe website: https://wars.my-colony.com. I think it is now almost up to fully functional from its previous release on Ape Web Apps, minus the Map Editor which I am still converting off of Web App Core. Out of all of the titles I have already moved off of Web App Core, Colony Wars has been the most difficult, as it utilized nearly the entire suite of Web App Core provided functions. I hope to have the conversion fully completed by the end of the week.
This conversion will bring Colony Wars up to v0.8.0. The primary changes in this release will be (obviously) the migration off of Web App Core, but also some new features as well. I have added a new Skirmish option, which will allow you to more quickly launch an offline battle VS the AI players without first going through the online multiplayer lobby. I am also adding an even faster Quick Match option, which will immediately put you into an offline Skirmish match on a random map with AI players already set up. There are also some bugs/UI issues that will be cleaned up that have been on the to-do list for ages now.
Beyond v0.8.0, I am planning to bring Colony Wars back to life off of the back-burner. Spending some time playing old school Command and Conquer with my son as convinced me that Colony Wars needs to be completed. Beyond new units, buildings, and maps which are all needed, I also need to start working on the single player Campaign. I want to have cheesy cut scene videos like in old Command and Conquer games, although I am not going to be hiring actors and doing any filming. I think I am going to render all of the cutscenes using Death 3D, creating characters using My Tokens and scenes with the Death 3D map editor. I have begun scripting out the story, which takes place in the year 2083 and begins with the LIS declaring independence and ambushing the United Earth Space Marines detachment on Terra Nova. Chronologically, the Colony Wars story takes place about a year before the events of Death 3D, and about a decade or so after the events of the Deimos trilogy.
So anyway, that is a look at what is coming down the pike for Colony Wars. If you want to check it out at it's new domain while it is still being worked on, you can access the site using the beta URL parameter to prevent it from activating it's service worker and caching the in-development code: https://wars.my-colony.com/?beta=1
#colonywars
As of today, Colony Wars can now be accessed from it's new URL on the main My Colony Universe website: https://wars.my-colony.com. I think it is now almost up to fully functional from its previous release on Ape Web Apps, minus the Map Editor which I am still converting off of Web App Core. Out of all of the titles I have already moved off of Web App Core, Colony Wars has been the most difficult, as it utilized nearly the entire suite of Web App Core provided functions. I hope to have the conversion fully completed by the end of the week.
This conversion will bring Colony Wars up to v0.8.0. The primary changes in this release will be (obviously) the migration off of Web App Core, but also some new features as well. I have added a new Skirmish option, which will allow you to more quickly launch an offline battle VS the AI players without first going through the online multiplayer lobby. I am also adding an even faster Quick Match option, which will immediately put you into an offline Skirmish match on a random map with AI players already set up. There are also some bugs/UI issues that will be cleaned up that have been on the to-do list for ages now.
Beyond v0.8.0, I am planning to bring Colony Wars back to life off of the back-burner. Spending some time playing old school Command and Conquer with my son as convinced me that Colony Wars needs to be completed. Beyond new units, buildings, and maps which are all needed, I also need to start working on the single player Campaign. I want to have cheesy cut scene videos like in old Command and Conquer games, although I am not going to be hiring actors and doing any filming. I think I am going to render all of the cutscenes using Death 3D, creating characters using My Tokens and scenes with the Death 3D map editor. I have begun scripting out the story, which takes place in the year 2083 and begins with the LIS declaring independence and ambushing the United Earth Space Marines detachment on Terra Nova. Chronologically, the Colony Wars story takes place about a year before the events of Death 3D, and about a decade or so after the events of the Deimos trilogy.
So anyway, that is a look at what is coming down the pike for Colony Wars. If you want to check it out at it's new domain while it is still being worked on, you can access the site using the beta URL parameter to prevent it from activating it's service worker and caching the in-development code: https://wars.my-colony.com/?beta=1
#colonywars
So, I bought the MC2 premium for shits and giggles last night, and I hopped into a private game to see what all the hype is about. Holy crap. This game is actually pretty good. I had a few small gripes I was going to bring here, but I stopped myself and though, "wait, I can just mod the game to suit my own needs and preferences!" So kudos to you, Bast, for making an amazing platform which I can foresee becoming a jumping point for some extremely talented modders to introduce great content!
On the topic of extremely talented modders, I would like to introduce my latest WIP for the My Colony Universe: Vanilla Enhanced! (Title is still in production). My main hopes with this mod is to take the game and craft a somewhat narrative-style adventure, but in the aspect of freedom of choices and a very out-of-the-picture story that the player can collect themselves via in game texts, documents, or references. A somewhat Dark Souls approach to story telling, but sprinkling in some aspects of modern games.
A single feature I would like to be added to aid me in this journey: A dialogue/popup/text window. Something to interact with a certain character or just a random png pulled from the files. This single addition would allow the game to have heavy narrative focus if the Modder so chooses. It won't be forced, just a tool that modders can take advantage of.
I truly believe that this game will go far, and with this simple addition, it could be taken ever farther.
On the topic of extremely talented modders, I would like to introduce my latest WIP for the My Colony Universe: Vanilla Enhanced! (Title is still in production). My main hopes with this mod is to take the game and craft a somewhat narrative-style adventure, but in the aspect of freedom of choices and a very out-of-the-picture story that the player can collect themselves via in game texts, documents, or references. A somewhat Dark Souls approach to story telling, but sprinkling in some aspects of modern games.
A single feature I would like to be added to aid me in this journey: A dialogue/popup/text window. Something to interact with a certain character or just a random png pulled from the files. This single addition would allow the game to have heavy narrative focus if the Modder so chooses. It won't be forced, just a tool that modders can take advantage of.
I truly believe that this game will go far, and with this simple addition, it could be taken ever farther.
WARNING: Long page
This story will be long, so if you are using an low-end phone or an device with low memory, I suggest that you turn back from this post, immediately. Thank you!
I wonder if this could be an extension of the old saying that magic is basically just super advanced technology. You know simply tech that defies the known laws of physics. As far as holding up continuity for the story that could be the reason it's included.
In the Kingdom of Far Far away many years agaio there was a big scandal involving the queen .
BuY now I am sure most of you have read about it .
What you don't know is after the Queen was banished she hid in a boat and crossed the america boarder .
Being a Queen and being use to loads of cash she went looking for a way to maintain her life style
as a Queen chemist . So she bought into some company who made electronics and Using her evil magical powers help grow the company into a world wide conglomerate becoming one of the most powerful company's on the planet .
But least you have forgotten she is Evilllllll and it was a Apple that almost killed Snow White .
So the next time you turn on your iSO and the game just keeps glitching it is all part of her evil plan to drive you totally crazy .
So please try to Remember Bast can't kiss everyone of you awake .
This story is true except every thing that is made up .
This message was not brought to you by Windows or Android.
Maybe someone should give you a lollipop to make you feel better.
BuY now I am sure most of you have read about it .
What you don't know is after the Queen was banished she hid in a boat and crossed the america boarder .
Being a Queen and being use to loads of cash she went looking for a way to maintain her life style
as a Queen chemist . So she bought into some company who made electronics and Using her evil magical powers help grow the company into a world wide conglomerate becoming one of the most powerful company's on the planet .
But least you have forgotten she is Evilllllll and it was a Apple that almost killed Snow White .
So the next time you turn on your iSO and the game just keeps glitching it is all part of her evil plan to drive you totally crazy .
So please try to Remember Bast can't kiss everyone of you awake .
This story is true except every thing that is made up .
This message was not brought to you by Windows or Android.
Maybe someone should give you a lollipop to make you feel better.
I think the main reason is becuase a few of us just want role play. It's not that we want to just tear down the federation. More like we want to see if we can surpass it. All the while we create a story that there is conflict.
So I am pretty new and I was unsure whether I should pay taxes to UE and opted out for a while, yall know the story I got embargoed and then refused to pay taxes but eventually wised up and paid back the entire debt over a period of time. I am now making the entire payments when they tax me but I still have no immigration, or more importantly, no Tourism. Is there an easy fix for this? ill quickly just mention that I am about to hit 5m Atmosphere, so its not a problem of undeveloped infrastructure, I have casinos, bars, spaceports, etc. ( I don't think)
Is there a mistake I'm making? all of the above are activated and I have a thriving economy... but I'm still embargoed on the Mass Driver, the Galactic Mass driver (srry I don't remember its exact name rn) immigration and tourists as far as I can tell. I have already looked through the encyclopedia, but I cant really figure it out...
Could I get a little help for all yall pros? I jut need some help trouble shooting... if u need more info just ask...
Is there a mistake I'm making? all of the above are activated and I have a thriving economy... but I'm still embargoed on the Mass Driver, the Galactic Mass driver (srry I don't remember its exact name rn) immigration and tourists as far as I can tell. I have already looked through the encyclopedia, but I cant really figure it out...
Could I get a little help for all yall pros? I jut need some help trouble shooting... if u need more info just ask...
There is a limit to CPU end of story .
I am sure bast is working on a quantum pc as we message .
I am sure bast is working on a quantum pc as we message .
Redsamuri said:Azca just wanted to be another option ass a federation or empire role play wow guys
I understand that, but be creative and come up with a story and don't just go protestor on me and shout I want to kill the FFF. Make it believable like a real role play. It needs backstory, drama, main characters, antagonists. 😉
Also Known As My Colony Story Mode.
I may add a reptilian multiplayer skin or something. I have a general overarching storyline in my head between several of these games though, and the reptilians do not fit into Death 3d story :-/
Was wondering if anybody is interested in me writing out the Lore of the current My Colony universe on a website somewhere, and perhaps even opening it up for the community to make additions to it?
As some may be aware, My Colony already exists in a small fictional universe I created a few years ago which spans several games now, so some of the story can be gleaned from the games, but nothing is actually written out in an outside context. The games involved are:
The stories primarily take place after 2050 where the United Nations has taken over earth as a one world government controlled by the General Assembly and the U.E. President. The LIS was an early (pre U.E.) earth colony, and when Earth united they decided to bolt and declare independence, which the U.E. does not formally recognize. They are essentially in a cold war which is about to become a hot war, starting with the events of Death 3d and boiling over in Colony Wars.
As for the Zolarg, they are an old race of insectoids who were once subjugated to the authority of the evil Reptilians. Centuries ago, one brave insectoid named Zolarg rose an army and overthrew the Reptilians. Zolarg was then promoted to Emperor for life and they named their civilization after him. They don't have much in the way of tech, just a little bit of left over knowledge from their Reptilian captors.
The Reptilians are evil and they are reptiles. There is a lot planned for them, which you will learn soon. I don't want to give too much away.
The Ancients used to rule the entire galaxy but they are either extinct or they have transformed into some sort of higher power. They may be expanded upon later. I also pondered the idea of having the Ancients actually be humans who had gained great power long ago but then took themselves out through war, bombing themselves literally back into the stone age, from which we are now just emerging and re-learning about ourselves. But idk.
So anyway, this is in the suggestions section for several reasons. 1) is any of this interesting? 2) does anybody want to work on expanding it? 3) should i set up some sort of wiki type site for holding the backstory of all of these games and their characters? 4) What should the name of this universe be? In my head it is the Deimos universe since that is the first game. I also sometimes think of it as the 'United Earth' universe. But none really sound good.
Anyway, no poll here. Just thoughts and feedback!
As some may be aware, My Colony already exists in a small fictional universe I created a few years ago which spans several games now, so some of the story can be gleaned from the games, but nothing is actually written out in an outside context. The games involved are:
- Deimos (2013)
- End of the Earth (2015)
- My Colony (2016)
- Sarge (2016)
- Death 3d (2017 or 2018)
- Colony Wars (2018)
The stories primarily take place after 2050 where the United Nations has taken over earth as a one world government controlled by the General Assembly and the U.E. President. The LIS was an early (pre U.E.) earth colony, and when Earth united they decided to bolt and declare independence, which the U.E. does not formally recognize. They are essentially in a cold war which is about to become a hot war, starting with the events of Death 3d and boiling over in Colony Wars.
As for the Zolarg, they are an old race of insectoids who were once subjugated to the authority of the evil Reptilians. Centuries ago, one brave insectoid named Zolarg rose an army and overthrew the Reptilians. Zolarg was then promoted to Emperor for life and they named their civilization after him. They don't have much in the way of tech, just a little bit of left over knowledge from their Reptilian captors.
The Reptilians are evil and they are reptiles. There is a lot planned for them, which you will learn soon. I don't want to give too much away.
The Ancients used to rule the entire galaxy but they are either extinct or they have transformed into some sort of higher power. They may be expanded upon later. I also pondered the idea of having the Ancients actually be humans who had gained great power long ago but then took themselves out through war, bombing themselves literally back into the stone age, from which we are now just emerging and re-learning about ourselves. But idk.
So anyway, this is in the suggestions section for several reasons. 1) is any of this interesting? 2) does anybody want to work on expanding it? 3) should i set up some sort of wiki type site for holding the backstory of all of these games and their characters? 4) What should the name of this universe be? In my head it is the Deimos universe since that is the first game. I also sometimes think of it as the 'United Earth' universe. But none really sound good.
Anyway, no poll here. Just thoughts and feedback!