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Let me first start off by saying that I know bast is focused on finishing antiquitas and he probably will not consider another race until he has time to focus solely on my colony.
So here are my ideas for races that could be put in the game. I can only include six because the poll only allows for six possible answers.
1. Automations:
Description: A Utopian sentient robot society whose sole purpose is to terraform worlds into beautiful paradises. They need less care than organic colonists, they have no need for a government since greed, deceit, and violence are not a part of their nature, and they only produce what they need to terraform the planet and survive as they give the rest back to their planet. They prefer to be an isolated society but warmly welcome and care for newcomers from other races.
Difficulty: Very Easy-easy
Production potential: the least out of all races
Main building resource: ore
Terraforming Potential: the most efficient out of all races
Economic potential: very low
Governmental potential: the least out of all races
research potential: average
growth rate: very high
Tourist potential: very high
Food and water production: the most efficient out of all races
Micromanagement needs at beginning of game: very little.
Colonist eats: power and small amounts of oil, new colonists are built from ore.
Colonist entertained by: Work, walking around when planet is between 5-15 mil atmosphere, research.
Building method: buildings are built by vehicles, same as humans and insectoids.
optimum atmosphere range: 5-15 mil
Colonizable atmosphere range: 0-100
2.) Reptilians
Description: A society built on honor for one's neighbor and zealous loyalty to the theocracy. These people are known for their vast uses of crystalline since a viable source of regolith, ore, and gold couldn't be found on their home planet. They synthesize the purest crystalline out of all races. The reptilians need less governing, but they can still build a very strong government unlike the automations. A more advanced race than humans, the reptilians build structures that are more autonomous and require less workers. Their honorbound and zealous disposition often prevents them from asking important questions though, which limits the amount of research they produce, and their technology and society allow them to function very well in all environments, which hinders their motivation to terraform even though they would still prefer to live in a hospitable environment. Because of the reptilians tendency to colonize planets with hostile environments, not many people want to move to reptilian worlds. The reptilians are not know for their capacity for trading and economics as they serve a theocracy, but they do need money to survive and trading is a means to an end for them.
Difficulty: medium-hard
Production potential: very high
Main building resource: crystalline
Terraforming Potential: the least efficient out of all races
Economic potential: average
Governmental potential: the best out of all races
research potential: low
Growth rate: low
Tourist potential: low
Food and water production: average
Micromanagement needs at beginning of game: low to moderate.
Colonist eats: food and water
Colonist entertained by: religion, fighting arenas, human-like entertainment
building method: buildings warps are started and left alone to build themselves as the vehicle does other tasks. This slows down build speed though.
optimum atmosphere range: 2.5-30mil
Colonizable atmosphere range: 0-100
3.) Jellyfish
Description: The Jellyfish thrive in high atmospheric conditions as they do not live on the ground but build their cities in the sky out of floating structures. The jellyfish survive solely on atmosphere instead of food and water. The jellies pride themselves in their various uses of atmosphere, but this drains the planet of all atmosphere eventually, so it's a race against time to develop the technologies and resources for adding atmosphere back to the planet. On their homeworld, a gas giant, native plants and animals balance the ecosystem by producing atmosphere, but even that isn't enough to support a fast growing civilization. The jellies are creatures of curiosity, which fuels their motivation for research, and their society promotes a balanced governmental authority. They tend to be avid traders and economists and are very welcoming, but their high atmospheric environment is inhospitable to most races, hindering tourism and immigration. Their terraforming methods are very effective, but their needs for atmosphere always put a damper on any terraforming effects. When colonizing a low atmospheric planet, they build bubble-like structures on the ground that rise into the sky as the planet's atmosphere increases. These bubbles need to be attached to one another so that jellies can travel inside of them, because they lack the technology to develop environmental suits to walk outside on those planets. The jellies also use different animals from their homeworld to collect resources and morph into structures.
Difficulty: medium
Production potential: average
Main building resource: atmosphere
Terraforming Potential: high
Economic potential: the best out of all races
Governmental potential: average
research potential: very high
growth rate: very high
Tourist potential: very low
Food and water production: the least efficient out of all races
Micromanagement needs at beginning of game: depends on the planet.
Colonist eats: atmosphere
Colonist entertained by: regular entertainment
building method: worker animals are morphed into structures and cannot be helped by other workers, this causes a slower build speed.
optimum atmosphere range: 10-100 mil
Colonizable atmosphere range: 0-100
4.) Snowmen
Description: A younger race, the snowmen live in smaller tribes and work together to expand their reach. They look like yeti with thick white fur, but don't let them fool you, they are crafty. They thrive in taiga environments where wood and snow abound, but they have difficulty working and moving in warmer environments. They were uplifted and given space travel technology by this LIS, but they were never given the technology to colonize planets that aren't within the 1 mil to 15 mil range. Their tribal form of government makes it hard for them to form a strong government and they aren't recognized as advanced enough to be taken seriously by most space-faring races. Some people even keep them as slaves to do their work. As a result, the snowmen are cynical and inhospitable toward outsiders and have trouble accepting anyone of another race into their society. They devote all of their time to gathering resources and materials for building up the colony because they long to be recognized as an official space-faring race. Their mass production plans require many many jobs though due to their primitive machines and buildings, and this race has average growth, so progress through the game will be slower.
Difficulty: hard-brutal
Production potential: high
Main building resource: wood
Terraforming Potential: average
Economic potential: the least of all the races
Governmental potential: low
research potential: the best out of all races
growth rate: average
Tourist potential: the least out of all races
Food and water production: average
Micromanagement needs at beginning of game: high
Colonist eats: food, water
Colonist entertained by: primitive and human-like entertainment
building method: built by workers/vehicles like xolarg and humans build.
optimum atmosphere range: 1-10 mil
Colonizable atmosphere range: 1-10 mil
4.) Ancients
Description: Those purple buildings that you see in every advanced colony; yeah, they came from these guys. The most advanced race in the game, most ancients see all other races as inferior to them and usually won't trade with other races unless they have to. This god complex makes them too arrogant to see their mistakes or to try to improve their technology and they are more than willing to invite outsiders from primitive races to bask in the glory of their technology. As the most advanced race, they are inherently the best at resource production. Their buildings are more autonomous as well, but the ancients only mate once a year, so they are the slowest growing of all races. Their government is pretty effective due to the use of more advanced technology to enforce laws, but providing entertainment will be harder since these people require more intelligent entertainment that usually costs more. Every ancient would love to live in a paradise, so terraforming is a higher priority, especially since the ancient can only tollerate a 7.5-12.5 mil atmosphere range is required for ancients to survive without protection.
Difficulty: hard-brutal
Production potential: the best of all races
Main building resource: ore
Terraforming Potential: high
Economic potential: low
Governmental potential: high
research potential: low
growth rate: slowest of all races
Tourist potential: average
Food and water production: high
Micromanagement needs at beginning of game: low, but slow growth rate means that game progress takes the longest.
Colonist eats: food, water
Colonist entertained by: more intelligent entertainment
building method: buildings warped in like reptilians
Optimum atmosphere range: 7.5-12.5 mil
Colonizable atmosphere range: 0-100 mil
6.) Tallorians/rock men
Description: As Sulfur-based lifeforms, the tallorians survive and thrive in the hottest places of the galaxy. Their rocky exoskeletons protect them from any envorinment, but they prefer a hotter, higher atmosphere planet like their homeworld. The wildlife and spectacular views on rock men planets attracts attention from tourism and the rock men make a killing off of novelties. The rock men promote a balanced government, terraforming, and research stance and they have a stellar economy, but where they have an abundance of attention and money, they lack in production and growth.They have a somewhat similar technology to humans, but they use less resources as they are not a production focused raced.
Difficulty: medium-hard
Production potential: low
Main building resource: regolith
Terraforming Potential: average
Economic potential: very high
Governmental potential: average
research potential: average
growth rate: low
Tourist potential: Very high
Food and water production: very low
Micromanagement needs at beginning of game: medium
Colonist eats: ore
Colonist entertained by: human-like entertainment,
building method: buildings warped in like reptilians
Optimum atmosphere range: 20-40 mil
Colonizable atmosphere range: 0-100 mil
So here are my ideas for races that could be put in the game. I can only include six because the poll only allows for six possible answers.
1. Automations:
Description: A Utopian sentient robot society whose sole purpose is to terraform worlds into beautiful paradises. They need less care than organic colonists, they have no need for a government since greed, deceit, and violence are not a part of their nature, and they only produce what they need to terraform the planet and survive as they give the rest back to their planet. They prefer to be an isolated society but warmly welcome and care for newcomers from other races.
Difficulty: Very Easy-easy
Production potential: the least out of all races
Main building resource: ore
Terraforming Potential: the most efficient out of all races
Economic potential: very low
Governmental potential: the least out of all races
research potential: average
growth rate: very high
Tourist potential: very high
Food and water production: the most efficient out of all races
Micromanagement needs at beginning of game: very little.
Colonist eats: power and small amounts of oil, new colonists are built from ore.
Colonist entertained by: Work, walking around when planet is between 5-15 mil atmosphere, research.
Building method: buildings are built by vehicles, same as humans and insectoids.
optimum atmosphere range: 5-15 mil
Colonizable atmosphere range: 0-100
2.) Reptilians
Description: A society built on honor for one's neighbor and zealous loyalty to the theocracy. These people are known for their vast uses of crystalline since a viable source of regolith, ore, and gold couldn't be found on their home planet. They synthesize the purest crystalline out of all races. The reptilians need less governing, but they can still build a very strong government unlike the automations. A more advanced race than humans, the reptilians build structures that are more autonomous and require less workers. Their honorbound and zealous disposition often prevents them from asking important questions though, which limits the amount of research they produce, and their technology and society allow them to function very well in all environments, which hinders their motivation to terraform even though they would still prefer to live in a hospitable environment. Because of the reptilians tendency to colonize planets with hostile environments, not many people want to move to reptilian worlds. The reptilians are not know for their capacity for trading and economics as they serve a theocracy, but they do need money to survive and trading is a means to an end for them.
Difficulty: medium-hard
Production potential: very high
Main building resource: crystalline
Terraforming Potential: the least efficient out of all races
Economic potential: average
Governmental potential: the best out of all races
research potential: low
Growth rate: low
Tourist potential: low
Food and water production: average
Micromanagement needs at beginning of game: low to moderate.
Colonist eats: food and water
Colonist entertained by: religion, fighting arenas, human-like entertainment
building method: buildings warps are started and left alone to build themselves as the vehicle does other tasks. This slows down build speed though.
optimum atmosphere range: 2.5-30mil
Colonizable atmosphere range: 0-100
3.) Jellyfish
Description: The Jellyfish thrive in high atmospheric conditions as they do not live on the ground but build their cities in the sky out of floating structures. The jellyfish survive solely on atmosphere instead of food and water. The jellies pride themselves in their various uses of atmosphere, but this drains the planet of all atmosphere eventually, so it's a race against time to develop the technologies and resources for adding atmosphere back to the planet. On their homeworld, a gas giant, native plants and animals balance the ecosystem by producing atmosphere, but even that isn't enough to support a fast growing civilization. The jellies are creatures of curiosity, which fuels their motivation for research, and their society promotes a balanced governmental authority. They tend to be avid traders and economists and are very welcoming, but their high atmospheric environment is inhospitable to most races, hindering tourism and immigration. Their terraforming methods are very effective, but their needs for atmosphere always put a damper on any terraforming effects. When colonizing a low atmospheric planet, they build bubble-like structures on the ground that rise into the sky as the planet's atmosphere increases. These bubbles need to be attached to one another so that jellies can travel inside of them, because they lack the technology to develop environmental suits to walk outside on those planets. The jellies also use different animals from their homeworld to collect resources and morph into structures.
Difficulty: medium
Production potential: average
Main building resource: atmosphere
Terraforming Potential: high
Economic potential: the best out of all races
Governmental potential: average
research potential: very high
growth rate: very high
Tourist potential: very low
Food and water production: the least efficient out of all races
Micromanagement needs at beginning of game: depends on the planet.
Colonist eats: atmosphere
Colonist entertained by: regular entertainment
building method: worker animals are morphed into structures and cannot be helped by other workers, this causes a slower build speed.
optimum atmosphere range: 10-100 mil
Colonizable atmosphere range: 0-100
4.) Snowmen
Description: A younger race, the snowmen live in smaller tribes and work together to expand their reach. They look like yeti with thick white fur, but don't let them fool you, they are crafty. They thrive in taiga environments where wood and snow abound, but they have difficulty working and moving in warmer environments. They were uplifted and given space travel technology by this LIS, but they were never given the technology to colonize planets that aren't within the 1 mil to 15 mil range. Their tribal form of government makes it hard for them to form a strong government and they aren't recognized as advanced enough to be taken seriously by most space-faring races. Some people even keep them as slaves to do their work. As a result, the snowmen are cynical and inhospitable toward outsiders and have trouble accepting anyone of another race into their society. They devote all of their time to gathering resources and materials for building up the colony because they long to be recognized as an official space-faring race. Their mass production plans require many many jobs though due to their primitive machines and buildings, and this race has average growth, so progress through the game will be slower.
Difficulty: hard-brutal
Production potential: high
Main building resource: wood
Terraforming Potential: average
Economic potential: the least of all the races
Governmental potential: low
research potential: the best out of all races
growth rate: average
Tourist potential: the least out of all races
Food and water production: average
Micromanagement needs at beginning of game: high
Colonist eats: food, water
Colonist entertained by: primitive and human-like entertainment
building method: built by workers/vehicles like xolarg and humans build.
optimum atmosphere range: 1-10 mil
Colonizable atmosphere range: 1-10 mil
4.) Ancients
Description: Those purple buildings that you see in every advanced colony; yeah, they came from these guys. The most advanced race in the game, most ancients see all other races as inferior to them and usually won't trade with other races unless they have to. This god complex makes them too arrogant to see their mistakes or to try to improve their technology and they are more than willing to invite outsiders from primitive races to bask in the glory of their technology. As the most advanced race, they are inherently the best at resource production. Their buildings are more autonomous as well, but the ancients only mate once a year, so they are the slowest growing of all races. Their government is pretty effective due to the use of more advanced technology to enforce laws, but providing entertainment will be harder since these people require more intelligent entertainment that usually costs more. Every ancient would love to live in a paradise, so terraforming is a higher priority, especially since the ancient can only tollerate a 7.5-12.5 mil atmosphere range is required for ancients to survive without protection.
Difficulty: hard-brutal
Production potential: the best of all races
Main building resource: ore
Terraforming Potential: high
Economic potential: low
Governmental potential: high
research potential: low
growth rate: slowest of all races
Tourist potential: average
Food and water production: high
Micromanagement needs at beginning of game: low, but slow growth rate means that game progress takes the longest.
Colonist eats: food, water
Colonist entertained by: more intelligent entertainment
building method: buildings warped in like reptilians
Optimum atmosphere range: 7.5-12.5 mil
Colonizable atmosphere range: 0-100 mil
6.) Tallorians/rock men
Description: As Sulfur-based lifeforms, the tallorians survive and thrive in the hottest places of the galaxy. Their rocky exoskeletons protect them from any envorinment, but they prefer a hotter, higher atmosphere planet like their homeworld. The wildlife and spectacular views on rock men planets attracts attention from tourism and the rock men make a killing off of novelties. The rock men promote a balanced government, terraforming, and research stance and they have a stellar economy, but where they have an abundance of attention and money, they lack in production and growth.They have a somewhat similar technology to humans, but they use less resources as they are not a production focused raced.
Difficulty: medium-hard
Production potential: low
Main building resource: regolith
Terraforming Potential: average
Economic potential: very high
Governmental potential: average
research potential: average
growth rate: low
Tourist potential: Very high
Food and water production: very low
Micromanagement needs at beginning of game: medium
Colonist eats: ore
Colonist entertained by: human-like entertainment,
building method: buildings warped in like reptilians
Optimum atmosphere range: 20-40 mil
Colonizable atmosphere range: 0-100 mil
Prepare for a wall of text, throwing this to see what sticks, what doesn't.
As usual, the cost, speed, and other stats of suggested things can be and are up to the developer.
Bold names are whole Ideas, with underlined Names being each part of that idea if it has more than one.
More Reptilian Probes
The Reptilians, I feel, should eventually just move from slave labor to a mechanized workforce.
As a result, I'd like to suggest more types of Probes.
Ore Probe
Alt Name(s): Ore Mining Probe
Description: Those pesky Eruption Ores are no longer out of reach!
Purpose: To mine Ore deposits, main point of this though is that the Probe can move over obsidian and lava to get at ore deposits in the direct middle of lava planet eruptions.
Obsidian Probe
Alt Names(s): Obsidian Cutting Probe (Name is as such due to how Obsidian is irl "mined" and it's with cutting/scalpel and piercing tools).
Description: Clear lava fields of Obsidian with ease!
Purpose: To mine Obsidian deposits, like the Ore Probe, it's mainly more for going where bugs cannot.
Diabolic Probe
Alt Names(s): Crystalline Probe, Crystal Cutting Probe (I imagine Crystalline to be glass-like, only a bit tougher, but still capable of fracturing into shards and pointy edges.)
Description: Your bugs are doing a passable job. now do an amazing job of mining Crystalline.
Purpose: Again, mainly suggested for the hovering, but also this Probe will have a far higher carry capacity, to help accommodate for the fact that crystalline on lava planets eventually just gets out of control, or to help fill your storage even faster, depending on whatever PoV fits the reptilians best.
Aluminum Probe
Description: Harvest Aluminum in places Bugs can't go!
Purpose: Hovers, lets you harvest Aluminum after eruptions.
Gold Probe
Description: Collect that shiny, shiny gold in places too hazardous for Bugs.
Purpose: Hovers, can Harvest gold in lava fields.
Have a Probe for just basically every deposit a reptilian could ever need one for. I alos mention hovering, because it what Probes look like they do, even if they're probly more just flying. Probes can't do insectoid operations, however.
Faster Probes
Probes, IMO are too slow. I feel it should have the advantage of Pavement speed boosts, only all the time, since they fly. I'd like their main purpose to be an almost total replacement of your workforce for more efficient and better units. But in this process, they'd lose all bonuses for paths, save for...
Gravity-Controlled Lanes
I'd also like a special type of path that only works with probes and other Hover/Flying units, but doubles their speed, or something close to it, and infact works as an obstacle for anything that can't fly or hover, by reducing speed by just as much, with a max decrease in speed resulting in a total of 0.2 units of speed. but that's more just for consideration than a real wishlist item.
For visuals, it'd look like a purple tile with a blue glow coming off it. For stats, I figure it'd take like 50 power a piece, and would give off alot of light too. Or not.
Macrocondenser
Purpose: Literally just a 2x2 version of the Microcondenser, only far more powerful for water production, for those colonies that might one day just be building microcondensers like they're nothing.
Gold/Aluminum Grow Bed
Description: With the power of overpowered Science, placing ore, water, crystalline, and gold, somehow creates... more gold, but also aluminum!
Purpose: A combo of a gold Grower and an Aluminum Grower, but now it's either 2x2, or 3x3.
Water Pools resist Eruptions
I don't mean it'll STOP them, but it makes it less likely that an eruption happens within 8 tiles but only in locations where there's 3 tiles of water all around one tile of water.
If an eruption cannot happen because Water Pools are all blocking it from happening, the Eruption happens where the least water pools are located, the blocking effect is ignored.
Water Pools and Lava will constantly clash if directly next to one another and both are filled enough to visibly touch, reducing lava count, but also eventually destroying water pools to create obsidian.
Lava Repulsion Matrix
Description: After spending so long on such a hostile environment, robotics-enhanced and enslaved insectoids have finally created something to repel lava!
Purpose: Literally does what it says, repels lava, forcing it away rather quickly, but costing stupid amounts of energy, and it's 3x3, but has excessive range.
Or, dev, you can imagine it's a "build One" type of deal with less power usage. Sort of like a Capitol in a United Earth Colony, only it's not the government building.
Works on eruptions as well, preventing them within a smaller range.
Very Expensive though compared to everything else, and requires a large workforce, I'm thinking, someplace in the 1K-10K range of Workers.
Hell, it could be 5x5 and probly still be worth it imo, it'd be like a Wonder, takes ridiculous amounts of stuff to make, but gives you really good benefits.
Incomplete Artificial Planet
Difficulty: A Literal Nightmare.
Description: You know nothing of Difficulty.
Resources: Steel Mounds, Aluminum Piles, Circuit Cases.
Obstacles: Pits, 0 Starting Atmosphere, and a constant reduction of Atmosphere of 1 Billion/Million per second, Very little starting resources on even Abundant settings.
Factions: Only Reptilians, OR, a purely mechanical new faction later down the road (if that'll ever happen.) I'm thinking... some kind of race that salvages other tech and canonically feared by all, even the Reptilians, due to how they literally cannibalize technology and only live in ship graveyards, or remnants of gigantic space husks of abandoned super-projects.
This faction, in my mind, would be sorta like raggedy metal robot zombies, like maybe destroyed or malfunctioning robots possessed by souls of various other factions? Could even be a horrifying remnant of the "Aliens" faction referenced by alot of United Earth and LIS buildings.
The starting unit would probably fly, with all early and even mid-game buildings looking sort of crappy and disheveled, with the motto "It just works" behind all art design, until the late-game structures which look pristine and VERY chunky/tough.
Rundown: This planet can only gain deposits from meteors landing at purely random locations, with no real discrimination when it comes to map edges, meaning corners aren't safe, unlike in Lava Planets.
Everytime a Meteor lands, it creates pit randomly, but where it doesn't, it creates various metal-based deposits and purely at random. Sometimes none is created, and alot of Pit tiles are placed instead.
A Pit is a useless tile that represents that there's literally nothing there but darkness and space. it can be replaced, but the tile to do so is very expensive.
However, wreckages could also crash into the map, creating either absurd amounts of material of only durable goods and nothing raw beyond Oil, but having a massive range to the affected area, if anything, make it so it's always blobby-in shape for spawned material piles.
Pits would spawn like massive rivers to begin with.
The Size of the map as it currently is, will increase the likelihood of meteors or wreckages smacking into the map area. Reason I don't say wreckages wouldn't make pits, is because something like the framework for a planet to give it it's gravity, a ship or even station wreck crashing into it, would stick into said framework, since said framework has to be MILES in depth.
But the Pits spawn semi-frequently, but become way more common as you increase past say... a Small map size. Pits will spawn even MORE excessively if you expand the map border.
If it was possible, I'd have an ability for the base tile type to be changed, as if making a path, but without actually blocking building upon it. Purpose of this would be to make it so that you can repair the framework, complete the artificial planet, and then just create a death planet or something, I dunno, while more complete tile types would result in both faster movement speed, building ontop of them, AND resistance to pits forming to replace said tiles.
Forgot to mention, this planet will occasionally be hit by Asteroids, which will create Lava, that after a while, create pits, unless Water pools, at that point do as I suggest, and create obsidian at the expense of sacrificing lava tiles. Asteroids will create stupid large holes of pits, but they are VERY rare, with all sorts of materials forming a wall around said holes.
Strategy: The whole map would be about placing structures at random and scattered all over, while hoarding stupid amounts of resources as all kinds crash about, with really no real sort of safe areas coming along until far in the tech tree.
Purpose: For the Ultimate Difficulty. The place would look like the framework for a low-class artificial planet left to collect dust in space, but has since drifted to the very tips of the galaxy, or even universe, which is why Pits are a solid black color.
It's to test if someone can truly move on their toes and adapt to any situation. And to also make the stubborn and masochistic suffer. >:D
Note: If this does get added to a secret list of "Things I'd love to add" then I promise, I will contribute to most if not all of the art assets, you just worry about the actual operation of the thing. :3
Upgrade Menu
A button in the bottom left of the screen, always there, but not always filled via the menu that comes up if you click on it.
It's a scroll menu, with a bar ofcourse, and it only displays in each item the [Original Building] with an arrow next to it pointing to the [Upgraded Building] and a Button next to that for Upgrade One, with the resources indicated near or on/under said button, black text being that it's all good, you can upgrade fully, and easily, and red text indicating that you can't upgrade it fully
One more button next to that, the same thing, but for Upgrade All.
Purpose of this is to allow players a way of easily viewing upgrades they have tech-access to. This includes buildings they have no resources for.
You can start the upgrade building process even with not enough resources, but a dialog could warn you that it's a bad idea if the building is crucial and you can live without it until construction is done.
Allow construction of a building without the needed resources
I never got why I can't do this tbh, I can queue up more than I can build, if I have the resources to build only one of say... vehicles, workers, or buildings.
Multiple Levels for Reptilian Government Building
I forgot the name, Sorry ^^;
Uses for Lava
This isn't even an idea to only pertain to Reptilians, I feel any that have access to the Lava World relate to this.
I think beyond waiting for it to cool into obsidian, you could use it in the late-game to collect as a resource and convert it into other resources you can't get in a Lava World, but with a ratio of at least or at most 1,000:1 of Lava into any resource not mined on Lava Planets.
Lock Obsidiobugs behind Lava World Start tech
You can't get Lava in an Ice or Desert World.
Lava Worlds can't change Atmosphere
It's not possible to reduce it visually below 500 Million, since you don't need alot of condensers, at least not atm, but with eruptions going off basically all the time, this would make sense. This way, you also don't need to balance consumption of atmosphere of Lava Worlds for new buildings, although you'd have to take Desert worlds into consideration, unless Lava Worlds got their own specialized, more unhinged condensers past the Microcondenser if that is ever a thing.
Replace Landing Pod with Surface Habitat Vessel with Human factions on inhospitable worlds. If Humans will ever get that kind of treatment to be allowed onto Ice and Lava Worlds, this is maybe how you could do it.
That's all the ideas I can both remember, and think of at the moment. Enjoying the game even still, not been too active on here, mainly due to being a tiny bit busy/distracted.
As usual, the cost, speed, and other stats of suggested things can be and are up to the developer.
Bold names are whole Ideas, with underlined Names being each part of that idea if it has more than one.
More Reptilian Probes
The Reptilians, I feel, should eventually just move from slave labor to a mechanized workforce.
As a result, I'd like to suggest more types of Probes.
Ore Probe
Alt Name(s): Ore Mining Probe
Description: Those pesky Eruption Ores are no longer out of reach!
Purpose: To mine Ore deposits, main point of this though is that the Probe can move over obsidian and lava to get at ore deposits in the direct middle of lava planet eruptions.
Obsidian Probe
Alt Names(s): Obsidian Cutting Probe (Name is as such due to how Obsidian is irl "mined" and it's with cutting/scalpel and piercing tools).
Description: Clear lava fields of Obsidian with ease!
Purpose: To mine Obsidian deposits, like the Ore Probe, it's mainly more for going where bugs cannot.
Diabolic Probe
Alt Names(s): Crystalline Probe, Crystal Cutting Probe (I imagine Crystalline to be glass-like, only a bit tougher, but still capable of fracturing into shards and pointy edges.)
Description: Your bugs are doing a passable job. now do an amazing job of mining Crystalline.
Purpose: Again, mainly suggested for the hovering, but also this Probe will have a far higher carry capacity, to help accommodate for the fact that crystalline on lava planets eventually just gets out of control, or to help fill your storage even faster, depending on whatever PoV fits the reptilians best.
Aluminum Probe
Description: Harvest Aluminum in places Bugs can't go!
Purpose: Hovers, lets you harvest Aluminum after eruptions.
Gold Probe
Description: Collect that shiny, shiny gold in places too hazardous for Bugs.
Purpose: Hovers, can Harvest gold in lava fields.
Have a Probe for just basically every deposit a reptilian could ever need one for. I alos mention hovering, because it what Probes look like they do, even if they're probly more just flying. Probes can't do insectoid operations, however.
Faster Probes
Probes, IMO are too slow. I feel it should have the advantage of Pavement speed boosts, only all the time, since they fly. I'd like their main purpose to be an almost total replacement of your workforce for more efficient and better units. But in this process, they'd lose all bonuses for paths, save for...
Gravity-Controlled Lanes
I'd also like a special type of path that only works with probes and other Hover/Flying units, but doubles their speed, or something close to it, and infact works as an obstacle for anything that can't fly or hover, by reducing speed by just as much, with a max decrease in speed resulting in a total of 0.2 units of speed. but that's more just for consideration than a real wishlist item.
For visuals, it'd look like a purple tile with a blue glow coming off it. For stats, I figure it'd take like 50 power a piece, and would give off alot of light too. Or not.
Macrocondenser
Purpose: Literally just a 2x2 version of the Microcondenser, only far more powerful for water production, for those colonies that might one day just be building microcondensers like they're nothing.
Gold/Aluminum Grow Bed
Description: With the power of overpowered Science, placing ore, water, crystalline, and gold, somehow creates... more gold, but also aluminum!
Purpose: A combo of a gold Grower and an Aluminum Grower, but now it's either 2x2, or 3x3.
Water Pools resist Eruptions
I don't mean it'll STOP them, but it makes it less likely that an eruption happens within 8 tiles but only in locations where there's 3 tiles of water all around one tile of water.
If an eruption cannot happen because Water Pools are all blocking it from happening, the Eruption happens where the least water pools are located, the blocking effect is ignored.
Water Pools and Lava will constantly clash if directly next to one another and both are filled enough to visibly touch, reducing lava count, but also eventually destroying water pools to create obsidian.
Lava Repulsion Matrix
Description: After spending so long on such a hostile environment, robotics-enhanced and enslaved insectoids have finally created something to repel lava!
Purpose: Literally does what it says, repels lava, forcing it away rather quickly, but costing stupid amounts of energy, and it's 3x3, but has excessive range.
Or, dev, you can imagine it's a "build One" type of deal with less power usage. Sort of like a Capitol in a United Earth Colony, only it's not the government building.
Works on eruptions as well, preventing them within a smaller range.
Very Expensive though compared to everything else, and requires a large workforce, I'm thinking, someplace in the 1K-10K range of Workers.
Hell, it could be 5x5 and probly still be worth it imo, it'd be like a Wonder, takes ridiculous amounts of stuff to make, but gives you really good benefits.
Incomplete Artificial Planet
Difficulty: A Literal Nightmare.
Description: You know nothing of Difficulty.
Resources: Steel Mounds, Aluminum Piles, Circuit Cases.
Obstacles: Pits, 0 Starting Atmosphere, and a constant reduction of Atmosphere of 1 Billion/Million per second, Very little starting resources on even Abundant settings.
Factions: Only Reptilians, OR, a purely mechanical new faction later down the road (if that'll ever happen.) I'm thinking... some kind of race that salvages other tech and canonically feared by all, even the Reptilians, due to how they literally cannibalize technology and only live in ship graveyards, or remnants of gigantic space husks of abandoned super-projects.
This faction, in my mind, would be sorta like raggedy metal robot zombies, like maybe destroyed or malfunctioning robots possessed by souls of various other factions? Could even be a horrifying remnant of the "Aliens" faction referenced by alot of United Earth and LIS buildings.
The starting unit would probably fly, with all early and even mid-game buildings looking sort of crappy and disheveled, with the motto "It just works" behind all art design, until the late-game structures which look pristine and VERY chunky/tough.
Rundown: This planet can only gain deposits from meteors landing at purely random locations, with no real discrimination when it comes to map edges, meaning corners aren't safe, unlike in Lava Planets.
Everytime a Meteor lands, it creates pit randomly, but where it doesn't, it creates various metal-based deposits and purely at random. Sometimes none is created, and alot of Pit tiles are placed instead.
A Pit is a useless tile that represents that there's literally nothing there but darkness and space. it can be replaced, but the tile to do so is very expensive.
However, wreckages could also crash into the map, creating either absurd amounts of material of only durable goods and nothing raw beyond Oil, but having a massive range to the affected area, if anything, make it so it's always blobby-in shape for spawned material piles.
Pits would spawn like massive rivers to begin with.
The Size of the map as it currently is, will increase the likelihood of meteors or wreckages smacking into the map area. Reason I don't say wreckages wouldn't make pits, is because something like the framework for a planet to give it it's gravity, a ship or even station wreck crashing into it, would stick into said framework, since said framework has to be MILES in depth.
But the Pits spawn semi-frequently, but become way more common as you increase past say... a Small map size. Pits will spawn even MORE excessively if you expand the map border.
If it was possible, I'd have an ability for the base tile type to be changed, as if making a path, but without actually blocking building upon it. Purpose of this would be to make it so that you can repair the framework, complete the artificial planet, and then just create a death planet or something, I dunno, while more complete tile types would result in both faster movement speed, building ontop of them, AND resistance to pits forming to replace said tiles.
Forgot to mention, this planet will occasionally be hit by Asteroids, which will create Lava, that after a while, create pits, unless Water pools, at that point do as I suggest, and create obsidian at the expense of sacrificing lava tiles. Asteroids will create stupid large holes of pits, but they are VERY rare, with all sorts of materials forming a wall around said holes.
Strategy: The whole map would be about placing structures at random and scattered all over, while hoarding stupid amounts of resources as all kinds crash about, with really no real sort of safe areas coming along until far in the tech tree.
Purpose: For the Ultimate Difficulty. The place would look like the framework for a low-class artificial planet left to collect dust in space, but has since drifted to the very tips of the galaxy, or even universe, which is why Pits are a solid black color.
It's to test if someone can truly move on their toes and adapt to any situation. And to also make the stubborn and masochistic suffer. >:D
Note: If this does get added to a secret list of "Things I'd love to add" then I promise, I will contribute to most if not all of the art assets, you just worry about the actual operation of the thing. :3
Upgrade Menu
A button in the bottom left of the screen, always there, but not always filled via the menu that comes up if you click on it.
It's a scroll menu, with a bar ofcourse, and it only displays in each item the [Original Building] with an arrow next to it pointing to the [Upgraded Building] and a Button next to that for Upgrade One, with the resources indicated near or on/under said button, black text being that it's all good, you can upgrade fully, and easily, and red text indicating that you can't upgrade it fully
One more button next to that, the same thing, but for Upgrade All.
Purpose of this is to allow players a way of easily viewing upgrades they have tech-access to. This includes buildings they have no resources for.
You can start the upgrade building process even with not enough resources, but a dialog could warn you that it's a bad idea if the building is crucial and you can live without it until construction is done.
Allow construction of a building without the needed resources
I never got why I can't do this tbh, I can queue up more than I can build, if I have the resources to build only one of say... vehicles, workers, or buildings.
Multiple Levels for Reptilian Government Building
I forgot the name, Sorry ^^;
Uses for Lava
This isn't even an idea to only pertain to Reptilians, I feel any that have access to the Lava World relate to this.
I think beyond waiting for it to cool into obsidian, you could use it in the late-game to collect as a resource and convert it into other resources you can't get in a Lava World, but with a ratio of at least or at most 1,000:1 of Lava into any resource not mined on Lava Planets.
Lock Obsidiobugs behind Lava World Start tech
You can't get Lava in an Ice or Desert World.
Lava Worlds can't change Atmosphere
It's not possible to reduce it visually below 500 Million, since you don't need alot of condensers, at least not atm, but with eruptions going off basically all the time, this would make sense. This way, you also don't need to balance consumption of atmosphere of Lava Worlds for new buildings, although you'd have to take Desert worlds into consideration, unless Lava Worlds got their own specialized, more unhinged condensers past the Microcondenser if that is ever a thing.
Replace Landing Pod with Surface Habitat Vessel with Human factions on inhospitable worlds. If Humans will ever get that kind of treatment to be allowed onto Ice and Lava Worlds, this is maybe how you could do it.
That's all the ideas I can both remember, and think of at the moment. Enjoying the game even still, not been too active on here, mainly due to being a tiny bit busy/distracted.
Right now, excavation is pretty much limited to a single tile of depth and the good ol’ excavator. I get the feeling that this is likely in part due to technical limitations, but if overcome, excavation could become a much fuller and more engaging part of MC2, possibly even introducing room for lore. In my visions for a new system of excavation, settlements could eventually dig holes a hundred tiles deep with the help of a new branch of excavation-related techs, structures, and vehicles. Scarce or “delicate” resources such as clay would be found in abundance at specific depths and many new structures would be specialized to tap into underground phenomena, for example, magma-powered electrical plants or supercharged water pumps. Terrain editing would also become available with vehicles called Landmovers, allowing you to form artificial mountains or reclaim islands on ocean worlds.
The major gist of this new excavation system would be the separation of the ground into many roughly-defined layers, each containing distinct resources and geological features, though different world types would have disparate layer compositions as well as their own unique features. Rich deposits of Crystalline could occur in heavily saturated caves on Frozen or Desert Worlds, rare heavy metals could be scattered beneath the surfaces of Lunar Worlds as a result of ancient meteorites, and naturally, oil deposits could be found beneath the ocean floors on Ocean Worlds. Alien ruins would also become more and more common at greater depths, eventually culminating in an ancient layer of all planet types housing the remnants of a staggeringly advanced Alien civilization.
The Alien layer would contain hundreds of unbuildable Ancient Alien buildings clustered into small outposts and larger cities in various states of disrepair, spaced relatively far apart from each other. These Alien buildings, operating beyond the knowledge of the current corpus of Ancient Instructions, could produce valuable resources such as artifacts to any settlement which harnessed them, but all Alien settlements would be guarded by extremely powerful automatic turrets, capable of vaporizing a Main Battle Tank from three chunks off. In fact, they'd deal extremely high, unmitigated area damage, so that low-level settlements would not be able to immediately tap into them. Many of the “true” alien buildings found in a conquered alien settlement would provide powerful and unique benefits to its conqueror, such as specialized Artifact production or efficiency boosts for certain utility providing buildings in other settlements. A new intermediate class of "inspired" alien buildings would also be exclusively unlocked by controlling alien settlements.
Possible research branches and associated mechanics
Possible significant excavation depths
Overall, this system might end up significantly changing the progression to Alien and subsequent tech, but I believe it will be a good thing for preventing Alien Artifacts from becoming just another individually nondescript resource as it did in My Colony. Bast took steps towards making Artifacts special with the initial introduction of the excavation system, and similarly with Spice and Spice Veins. MC2 was designed in 3D, so I think it may as well play into that topographically as well. Thanks for reading, and let me know what you think of this idea in the comments!
The major gist of this new excavation system would be the separation of the ground into many roughly-defined layers, each containing distinct resources and geological features, though different world types would have disparate layer compositions as well as their own unique features. Rich deposits of Crystalline could occur in heavily saturated caves on Frozen or Desert Worlds, rare heavy metals could be scattered beneath the surfaces of Lunar Worlds as a result of ancient meteorites, and naturally, oil deposits could be found beneath the ocean floors on Ocean Worlds. Alien ruins would also become more and more common at greater depths, eventually culminating in an ancient layer of all planet types housing the remnants of a staggeringly advanced Alien civilization.
The Alien layer would contain hundreds of unbuildable Ancient Alien buildings clustered into small outposts and larger cities in various states of disrepair, spaced relatively far apart from each other. These Alien buildings, operating beyond the knowledge of the current corpus of Ancient Instructions, could produce valuable resources such as artifacts to any settlement which harnessed them, but all Alien settlements would be guarded by extremely powerful automatic turrets, capable of vaporizing a Main Battle Tank from three chunks off. In fact, they'd deal extremely high, unmitigated area damage, so that low-level settlements would not be able to immediately tap into them. Many of the “true” alien buildings found in a conquered alien settlement would provide powerful and unique benefits to its conqueror, such as specialized Artifact production or efficiency boosts for certain utility providing buildings in other settlements. A new intermediate class of "inspired" alien buildings would also be exclusively unlocked by controlling alien settlements.
Possible research branches and associated mechanics
- Deep Excavation (existing tech, unlocks Excavators with 5-tile excavation range)
- Advanced Geochemistry (requires Deep Excavation, unlocks entry-level elevation-specific structures and Survey Probes, gateway tech to other excavation-related techs)
- Earthmoving Techniques (requires Advanced Geochemistry with a level 3 settlement, unlocks Landformers for filling in holes/creating mountains and Borers with 10-tile excavation range)
- Underground Infrastructure (requires Advanced Geochemistry and Ancient Alien Manufacturing with a level 4 settlement, unlocks more permanent elevation-specific structures and large Mobile Excavation Platforms with 20-tile excavation range)
- Ultra Deep Exploration (requires Underground Infrastructure and Artificial Intelligence with a level 4 settlement, unlocks expensive Quantum Boring Platforms with 50-tile excavation range)
Possible significant excavation depths
- 3 tiles: Alien structures begin to appear occasionally
- 6-10 tiles: Planet-specific underground phenomena begin to appear
- 15-17 tiles: “Intrinsic” underground phenomena such as saturated rock begin to appear
- 20-23 tiles: Isolated alien structures begin to appear very rarely
- 37-40 tiles: Alien layer begins
Overall, this system might end up significantly changing the progression to Alien and subsequent tech, but I believe it will be a good thing for preventing Alien Artifacts from becoming just another individually nondescript resource as it did in My Colony. Bast took steps towards making Artifacts special with the initial introduction of the excavation system, and similarly with Spice and Spice Veins. MC2 was designed in 3D, so I think it may as well play into that topographically as well. Thanks for reading, and let me know what you think of this idea in the comments!
well, my suggestion would be to make a lighting road tile for each type of road and make them placeable in rows just like basic road tiles are. For instance, we make a regolith lighting road tile and add in some simple lamps and make it consume 1 power. The the hardened concrete lighting road tile would not only provide faster bot speed, but would put off more light, have better looking lamps, and use 2 power. Then the dark pavement road would put off even better light and use 3 power, and so on.
After you create a road, it would be cool to have an option in the build menu to "add lighting," which would upgrade that particular road tile to the lighting road tile of the same material. Then if you click the lighted road tile, you can upgrade that tile's material, or choose to upgrade all of the lighted road tiles that are the same material to a better material to produce more lighting. I would be careful though, since upgrading a lot of these tiles would greatly increase power needs in a short time and could cause a blackout.
Wcould put lamps on each corner of the tile to make the tile look good no matter if it is an intersection, a curve, an up/down road segment, or a left/right road segment.
I also think that lighting should be crucial to colonist happiness at night. If a colonist's commute is dark and dreary, they might grow afraid and uneasy and their happiness might decrease. This kind of element would make lighting and the day/night cycle more than just a good looking graphical effect, but a crucial part of the gameplay, or at least as long as lighting mode is turned on.
I still think that bast should eventually make copies of all buildings with windows and make night versions of them with some windows lit up and others dark. He will definitely have to make a night version of structures like the power tower, the alien warehouse, residential towers, and the casino if he wants his lighting effect to look good enough in the official release.
What do yall think of my ramblings?
After you create a road, it would be cool to have an option in the build menu to "add lighting," which would upgrade that particular road tile to the lighting road tile of the same material. Then if you click the lighted road tile, you can upgrade that tile's material, or choose to upgrade all of the lighted road tiles that are the same material to a better material to produce more lighting. I would be careful though, since upgrading a lot of these tiles would greatly increase power needs in a short time and could cause a blackout.
Wcould put lamps on each corner of the tile to make the tile look good no matter if it is an intersection, a curve, an up/down road segment, or a left/right road segment.
I also think that lighting should be crucial to colonist happiness at night. If a colonist's commute is dark and dreary, they might grow afraid and uneasy and their happiness might decrease. This kind of element would make lighting and the day/night cycle more than just a good looking graphical effect, but a crucial part of the gameplay, or at least as long as lighting mode is turned on.
I still think that bast should eventually make copies of all buildings with windows and make night versions of them with some windows lit up and others dark. He will definitely have to make a night version of structures like the power tower, the alien warehouse, residential towers, and the casino if he wants his lighting effect to look good enough in the official release.
What do yall think of my ramblings?
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.
finally, i got the time to write this post! well, soon after regions have come up, it almost feels like single maps have been almost died down, as they are much more harder to manage.
Firstly i would really want this feature to be implemented as its one of the best tools in visualizing the problems: https://www.ape-apps.com/viewpage.php?p=29766
PART 1 Movement
now first part of the single maps revival: the biggest problem i have faced is the movement through the map. most single map players complaint about the long time taken to move from one place of the map to other. for this, like there is a button that makes a building the center, so let the colony be divided into segments of 100x100, and each completed 100x100 segment gets 1 center. so in the take to center button near the bulldozer tool, shows you a small grid of x by x where x= GIF of (1 dimension of colony/100)
so suppose you have 400x400 colony, you'll see a 4x4 grid, upon clicking the 'Take to center' button, and then you can choose any of the blocks that you want to move to without having to move through the whole map. so now when you'll be selecting a building to mark as center, it will get added in the grid corresponding to its location/plot which it lies in
PART 2 Central Tile
Now question arises, if the building lies on border of two plots, where would it go in the grid if its marked as centre. for this i have formulated a system called as the central tile of building, which will be used, not just for this but further in part 3&4 to decide in which plot the building lies, to decide in which plot does the building lie. the central tile is decided through the following rules
So for square buildings of size:
odd*odd sized building, the actual central tile
even*even sized building the top tile in the central square
for rectangular buildings
odd*odd, it will again have a central tile in similar fashion of the odd sized square
even*even sized rectangle, again find the central square and choose the top tile
even*odd, you pick the middle row/column perpendicular to the odd side and of the two central tiles, you pick the top one
PART 3 Policy Micromanagement
so the thing is, why am so much looking for those 100x100 size plot grid is we can introduce another building which can manage the policies in that particular plot. so if the overlays that have been suggested in the post linked at the very beginning, gets implemented, there needs to be a much more efficient way of managing them
like if there is a problem of fatigue in one of the grids, due to commute lengths, rather than doing fire drill in entire map, you can fire drill only in that particular plot to reshuffle the people. also you can change labour costs for different occupations in different zones, to attract the immigration in that plot, as usually as map gets bigger, the immigration sites are way farther. so like i was building the IT complexes, and i want people to come in those first before going to the small server building, i'll just reduce scientist wages in the small server area, and increase their wages in the area of it complexes to start getting softwares
i request for suggestions where to keep the research to unlock the buildings that manage policy of the plot.
PART 4 Policy and Stats overview
probably will take some time to implement, but i believe, this would drastically improve the policy management and as well bring single maps closer to regions, in terms of data that can be accessed. this is further divided into two major changes: one in stats window and other in policy.
Stats: so in the stats, under overview, similar grid will be shown as discussed in part 1, where upon clicking the tile, it will open a new stat window which has info regarding only that particular plot, including pop, employment, and so on, except CW, and embassy stuff, which can be directly accessed through the main stats window
Policy:similar to the grid in stats, upon opening the policy tab from side bar, it will as well have a grid along with two other buttons, '#colony_name' and 'Resent Policies'. you would have already guessed, but upon clicking the tile on grid, it will show the policy that has been set in that particular plot. the #colony_name button shows the policy that have been set for the entire colony through either consulate or capitol. and 'reset policies' changes the policies of all the plots to that as of the entire colony.
I know it would be pretty tough and time taking to get this added, but it would make management of single cites much more better and bearable. hence i have divided it into parts so that it can be added one after other.
Firstly i would really want this feature to be implemented as its one of the best tools in visualizing the problems: https://www.ape-apps.com/viewpage.php?p=29766
PART 1 Movement
now first part of the single maps revival: the biggest problem i have faced is the movement through the map. most single map players complaint about the long time taken to move from one place of the map to other. for this, like there is a button that makes a building the center, so let the colony be divided into segments of 100x100, and each completed 100x100 segment gets 1 center. so in the take to center button near the bulldozer tool, shows you a small grid of x by x where x= GIF of (1 dimension of colony/100)
so suppose you have 400x400 colony, you'll see a 4x4 grid, upon clicking the 'Take to center' button, and then you can choose any of the blocks that you want to move to without having to move through the whole map. so now when you'll be selecting a building to mark as center, it will get added in the grid corresponding to its location/plot which it lies in
PART 2 Central Tile
Now question arises, if the building lies on border of two plots, where would it go in the grid if its marked as centre. for this i have formulated a system called as the central tile of building, which will be used, not just for this but further in part 3&4 to decide in which plot the building lies, to decide in which plot does the building lie. the central tile is decided through the following rules
So for square buildings of size:
odd*odd sized building, the actual central tile
even*even sized building the top tile in the central square
for rectangular buildings
odd*odd, it will again have a central tile in similar fashion of the odd sized square
even*even sized rectangle, again find the central square and choose the top tile
even*odd, you pick the middle row/column perpendicular to the odd side and of the two central tiles, you pick the top one
PART 3 Policy Micromanagement
so the thing is, why am so much looking for those 100x100 size plot grid is we can introduce another building which can manage the policies in that particular plot. so if the overlays that have been suggested in the post linked at the very beginning, gets implemented, there needs to be a much more efficient way of managing them
like if there is a problem of fatigue in one of the grids, due to commute lengths, rather than doing fire drill in entire map, you can fire drill only in that particular plot to reshuffle the people. also you can change labour costs for different occupations in different zones, to attract the immigration in that plot, as usually as map gets bigger, the immigration sites are way farther. so like i was building the IT complexes, and i want people to come in those first before going to the small server building, i'll just reduce scientist wages in the small server area, and increase their wages in the area of it complexes to start getting softwares
i request for suggestions where to keep the research to unlock the buildings that manage policy of the plot.
PART 4 Policy and Stats overview
probably will take some time to implement, but i believe, this would drastically improve the policy management and as well bring single maps closer to regions, in terms of data that can be accessed. this is further divided into two major changes: one in stats window and other in policy.
Stats: so in the stats, under overview, similar grid will be shown as discussed in part 1, where upon clicking the tile, it will open a new stat window which has info regarding only that particular plot, including pop, employment, and so on, except CW, and embassy stuff, which can be directly accessed through the main stats window
Policy:similar to the grid in stats, upon opening the policy tab from side bar, it will as well have a grid along with two other buttons, '#colony_name' and 'Resent Policies'. you would have already guessed, but upon clicking the tile on grid, it will show the policy that has been set in that particular plot. the #colony_name button shows the policy that have been set for the entire colony through either consulate or capitol. and 'reset policies' changes the policies of all the plots to that as of the entire colony.
I know it would be pretty tough and time taking to get this added, but it would make management of single cites much more better and bearable. hence i have divided it into parts so that it can be added one after other.
Hello @bastecklein!
Here I have some models of "tile improvements" for the Terra Nova 4X game.
I attempted to go for a quite simplistic style for them.
The tile improvement models contained in this pack:
Camp - Probably for forest tiles.
Farm - Food-yielding tile improvement.
Fishery - Offshore tile improvement that provides food yield.
Fortress - Advanced fortification building that provides better defensive bonus for units on it, but also with a longer construction time.
Industrial Compound - In case of low productivity, this will help to boost your industry a bit. Removes food yield on the tile, however.
Military Base - Basic fortification tile improvement for early game.
Mine - Can improve tiles with mineral resources, provides productivity boost.
Offshore Platform - Improves offshore resource tiles and provides productivity yield.
Oil Refinery - Can improve land-based oil tiles. Yields productivity (and possibly power as well).
Plantation - Improves tiles that has plants of great economical values like spice and cotton. Yields money.
Solar Plant - Basic power yielding tile improvement (if power is ever to be implemented in the game).
Starport - Yields money.
Suburb - Increases population limit of the city it is adjacently or diagonally attached to by 5.
Here I have some models of "tile improvements" for the Terra Nova 4X game.
I attempted to go for a quite simplistic style for them.
The tile improvement models contained in this pack:
Camp - Probably for forest tiles.
Farm - Food-yielding tile improvement.
Fishery - Offshore tile improvement that provides food yield.
Fortress - Advanced fortification building that provides better defensive bonus for units on it, but also with a longer construction time.
Industrial Compound - In case of low productivity, this will help to boost your industry a bit. Removes food yield on the tile, however.
Military Base - Basic fortification tile improvement for early game.
Mine - Can improve tiles with mineral resources, provides productivity boost.
Offshore Platform - Improves offshore resource tiles and provides productivity yield.
Oil Refinery - Can improve land-based oil tiles. Yields productivity (and possibly power as well).
Plantation - Improves tiles that has plants of great economical values like spice and cotton. Yields money.
Solar Plant - Basic power yielding tile improvement (if power is ever to be implemented in the game).
Starport - Yields money.
Suburb - Increases population limit of the city it is adjacently or diagonally attached to by 5.
For my agricultural idea I've put together some herbs and other plants that aid in the rpg/adventure aspect of the game. Some of these plants can create powerful elemental resistance potions or elemental catalysts needed to cast spells. Some are very picky in terms of the biome that they want to grow in, yet others can be grown anywhere.
Flaming Peppers:
grows wild in - deserts
grown in - hot biomes only
use - ice resistance potions, fire arrows, fire catalysts.
growing info - the plant can be harvested without breaking and regrows peppers over time. crops need to have one square of room all around to grow(prevents easy mass production).
Frost Melon:
grows wild in - tiaga, tundra
grown in - cold biomes only
use - fire resistance potions, ice arrows, ice catalysts
growing info - grows just like the flaming peppers and has the same spacial requirements.
Rubber tree:
grows wild in - jungle
grown in - hot and temperate biomes, but not cold biomes.
use - shock resistance potion, potential source of rubber, which could be a crafting material.
growing info - grows like any other tree, drops rubber bark and the normal drops when broken and should drop saplings so that becomes a renewable source of rubber bark.
Zing berry bush:
grows wild in - tiaga, forest, jungle
grown in - tiaga, forest, jungle only. It needs shade to grow
use - static arrows and shock catalysts.
growing info - can be harvested without breaking the plant and will regenerate over some time. They need to be planted adjecent to a tree in order to produce berries. growing next to rubber trees provides a bonus to growth and fruit growing speed.
chamomile:
grows wild in - grasslands
grown in - anywhere.
uses - health potions
growing info - grown on grass or farmland, grows faster on farmland. Spreads fledgling plants to adjacent squares to make it easy to mass produce.
sugar cane:
grows wild in: swamp, jungle
grown in: anywhere
uses: potions and food.
growing info - must be grown next to water.
Char lilly:
grows wild in - must be crafted with various fire related ingredients.
grown in - hot biomes only
use - provides nectar for inferno bees. Inferno bee hives in turn produce fire catalysts instead of honey.
growing info - char lillies are sterile, so they must be crafted in order to make more. they can be placed next to one another and must grow on farmland. The rate at which inferno hives produce fire catalysts is directly related to how many of these lillies are placed in range of the hive. This would make it easy to mass produce fire catalysts, which will be needed more and more as you progress through the game.
Frostbite Orchid:
grows wild in: must be crafted from frost/ice related items.
grown in: cold biomes only
use - provides nectar for blizzard bees. Blizzard bee hives produce ice catalysts from the nectar.
growing info - also sterile and have to be crafted, same hive mechanics, just for a different element.
Static Azalea:
grows wild in - must be crafted from shock/static related items
grows in - all biomes
use - provides nectar to tempest bees. Tempest bee hives produce shoch catalysts from the nectar
growing infor - same as char lillies and frostbite orchides, but for the shock element.
night shade:
grows in: at the lowest depths of caves.
grown in: caves only
use: this plant contains the essence of corruption, an element that causes poisoning and madness. Can be used to make corruption arrows that turn enemies against one another and is also used in black catalysts.
growing info, must be grown on farm land in caves. must have at least one tile of space on all sides.
Glow coral:
grows wild in - the depths of the ocean
grown in - underwater only.
uses - this plant contains the essence of blinding light, this light is an element called holiness and can be used to craft holy arrows which cause massive damage to undead/corrupt enemies and set them ablaze, and is used in white catalysts.
growing info: must be placed on sea floor with one tile of room all around.
aetherial kelp:
grows wild in - underground ether rivers and oceans.
gown in - underground ether sea floor
uses - all cure potions that restore full health and remove all negative status effects, used in ether breathing potions, and used to make ether catalysts for ultima spells
growing info - very rare plant. grown on ether sea floor, must have three tiles of space all around to make mass production difficult. Harvesting the plant doesn't destroy the plant and it'll regrow it's harvestables over time.
Castor Bean plant:
grows in: jungle
grown in: jungle
uses: highly potent ricin poison that can inbue weapons and projectiles with poison damage. Also, there could be a possible poison catalyst if poison is to be an element, but let's assume it's not. Poisons would also be needed to make antidotes to rid yourself from being poisoned. Could also be used to make poison vials that would imbue all arrows and mele weapons with poison for a short time.
growing info: this plant will replicate a phenomenal rates by spawning fledgling plants right next to it or up to 2 tiles away, so all you have to do is plant on dirt and you'll have a ton of these in no time, no water required. Harvesting destroys the plant, but yields a lot of castor beans. Mass production should be easy, but these plants will kill all plants and animals near them, and there is a risk of poisoning yourself as you harvest them unless a protection method is implemented, such as rubber gloves. This makes these plants a pain to control for farming, but it's worthwhile to farm them. These need to be mass-produceable so that you can make lots of antidotes, poison vials, and poison arrows to aid you in your adventures, and poison is a pretty easy to come by thing in most rpg games.
aqualemon:
grows in: all levels of the ocean
grown in: all levels of the ocean
uses: water breathing potion and can be consumed as food for hunger and water breathing for a small amount of time.
Catalysts:
fire - used as ammo for fire spells. Made from flaming peppers, wax, and charcoal.
ice - used as ammo for ice spells
shock - used as ammo for shock spells
black - used as ammo for dark/poison/necro spells and can be used as ammo for fire, ice, and lightning spells. When used that way, it adds poison damage and boosts the elemental status effects that the particular spell imbues on the enemy.
white - used as ammo for healing/light/holy spells and can be used as ammo for fire, ice, and lightning spells. When used that way, it adds holy damage to the spell and boosts it's overall damage.
ether: can be used for any kind of spell and is mainly used as ammo for ultima spells. Ether catalysts should be very difficult to obtain.
potions and consumable:
potion of fire resistance: reduces fire damage and the likeliness of being set on fire, which does damage over time.
potion of frst resistance: reduces ice damage and the likeliness of being slowed or frozen in place.
potion of lightning resistance: reduces shock damage and the likeliness of being stunned or knocked back.
tea: crafted from water, sugar, and chamomile. Basic health potion.
antidote: this common potion needs to be easy to make because the player could get poisoned quite often.
all cure: made from aetherial kelp and other highly rare ingredients, this potion brings you back to square one so you can keep up the fight without having to retreat.
potion of water breathing: allows the player to breath under water for a time, vital for venturing deep into the ocean to get things like glow coral.
Potion of dark vision: allows you to see invisible enemies and objects and allows you to see night and underground as if it were day. Not completely required as enemies that use invisibility should uncloak for a time to let the player strike them. Would be made from black catalysts and other rare ingredients.
cleansing pack: a semi-common consumable that would cure most common status ailments other than poison, corruption, and blindness. Its made from soap, cotton, and water. Soap is made from animal fat and charcoal. It would need to be easy to mass produce as the player will often find themselves under a negative status effect.
eye drops: made from salt and water, salt comes from salt deposits under the ocean(and possibly in deserts), cures blindness.
Bees:
wax: harvested from hives and apiaries. Can be used to make candles, fire arrows, and fire catalysts.
Honey: restores health when consumed, can be used in better tiers of potions and consumables.
smoker: pacifies bees for a short time, allowing you to destroy their hive or apiary or harvest wax and honey. made with iron, charcoal, and zing berries, breaks after 64 uses.
Honey collector: made with wood and iron, used to harvest honey and wax from hives and apiaries. The amount of time it takes for a hive or apiary to fill with honey is directly related to how many plants you place in the range of the hives/apiaries. Chamomile flowers have the best affect, but all other plants can be used. Hives and apiaries increase plant growth speed and fruit generation speed of all plants around them by 20%, and if the ranges of hives/apiaries overlap then this effect can stack up to 5 times.
wild honey bee hives: occur naturally all over the world. The hive will attack if the player or other mobs get's too close, regardless of whether they intend to do harm, but the smoker tool can pacify them for a time. the hive will drop wax and 1-2 queens when broken.
apiary: crafted from wood, wax, and 1 wild or domestic queen bee. Bees will attack the player even though they are cultivated, but the damage is much less and apiaries that have been smoked are pacified for much longer than normal. Apiary bees will not attack a player for standing near the apiary, unlike the hive. However, hostile mobs that enter the range of an apiary are automatically attacked, making them good defensive turrets. However, this consumes honey, and they can't attack if out of honey, so it's important to not harvest defensive apiaries, and to put harvesting apiaries in a spot where they won't encounter hostility. The player can manually insert honey or catalysts(depending on the type of apiary) into the apiary to refuel it for battle. It will even drop itself when broken, allowing easy relocation. However, the apiary has a substantially reduced range compared to the hive.
elemental bees:
elemental siphon: used to siphon elemental catalysts from elemental apiaries. Elemental apiaries will attack the player with the elemental damage of their type when attempting to destroy or harvest from the apiary. The same apiary rules apply here regarding attack parameters, range, defensive action against hostile mobs, and smoke effect duration.
Inferno apiary: made from an apiary, a number of fire catalysts, a char lilly, and lots of charcoal. Drops itself when broken, allowing easy transportation. Only operates in hot biomes, produces fire catalysts at a speed directly related to how many char lilies in it's range. The lilies will die after a long time of use, dropping a depleted char lily that can be recharged by cooking in a furnace or with one fire catalyst. The inferno hive will always produce more catalysts than you'll end up using recharging the lilies, but you can get even more catalysts out of it just by cooking the lilies.
Blizzard apiary: made from an apiary, a number of ice catalysts, a frostbite orchid, and lots of ce. All of the rules for the inferno apiary apply here, just for the ice element. frostbite orchids can be recharged using ice catalysts or by crafting them with ice.
tempest Apiary: same rules apply as blizzard apiary but with the lightning element. Made from an apiary, a number of shock catalysts, a static azalea, and lots of rubber. static azaleas can be recharged with lightning catalysts or by crafting them with zing berries.
well, that's all I have for now, it's a big list of ideas, but I think it would make for some interesting gameplay mechanics. Let me know what you think.
Flaming Peppers:
grows wild in - deserts
grown in - hot biomes only
use - ice resistance potions, fire arrows, fire catalysts.
growing info - the plant can be harvested without breaking and regrows peppers over time. crops need to have one square of room all around to grow(prevents easy mass production).
Frost Melon:
grows wild in - tiaga, tundra
grown in - cold biomes only
use - fire resistance potions, ice arrows, ice catalysts
growing info - grows just like the flaming peppers and has the same spacial requirements.
Rubber tree:
grows wild in - jungle
grown in - hot and temperate biomes, but not cold biomes.
use - shock resistance potion, potential source of rubber, which could be a crafting material.
growing info - grows like any other tree, drops rubber bark and the normal drops when broken and should drop saplings so that becomes a renewable source of rubber bark.
Zing berry bush:
grows wild in - tiaga, forest, jungle
grown in - tiaga, forest, jungle only. It needs shade to grow
use - static arrows and shock catalysts.
growing info - can be harvested without breaking the plant and will regenerate over some time. They need to be planted adjecent to a tree in order to produce berries. growing next to rubber trees provides a bonus to growth and fruit growing speed.
chamomile:
grows wild in - grasslands
grown in - anywhere.
uses - health potions
growing info - grown on grass or farmland, grows faster on farmland. Spreads fledgling plants to adjacent squares to make it easy to mass produce.
sugar cane:
grows wild in: swamp, jungle
grown in: anywhere
uses: potions and food.
growing info - must be grown next to water.
Char lilly:
grows wild in - must be crafted with various fire related ingredients.
grown in - hot biomes only
use - provides nectar for inferno bees. Inferno bee hives in turn produce fire catalysts instead of honey.
growing info - char lillies are sterile, so they must be crafted in order to make more. they can be placed next to one another and must grow on farmland. The rate at which inferno hives produce fire catalysts is directly related to how many of these lillies are placed in range of the hive. This would make it easy to mass produce fire catalysts, which will be needed more and more as you progress through the game.
Frostbite Orchid:
grows wild in: must be crafted from frost/ice related items.
grown in: cold biomes only
use - provides nectar for blizzard bees. Blizzard bee hives produce ice catalysts from the nectar.
growing info - also sterile and have to be crafted, same hive mechanics, just for a different element.
Static Azalea:
grows wild in - must be crafted from shock/static related items
grows in - all biomes
use - provides nectar to tempest bees. Tempest bee hives produce shoch catalysts from the nectar
growing infor - same as char lillies and frostbite orchides, but for the shock element.
night shade:
grows in: at the lowest depths of caves.
grown in: caves only
use: this plant contains the essence of corruption, an element that causes poisoning and madness. Can be used to make corruption arrows that turn enemies against one another and is also used in black catalysts.
growing info, must be grown on farm land in caves. must have at least one tile of space on all sides.
Glow coral:
grows wild in - the depths of the ocean
grown in - underwater only.
uses - this plant contains the essence of blinding light, this light is an element called holiness and can be used to craft holy arrows which cause massive damage to undead/corrupt enemies and set them ablaze, and is used in white catalysts.
growing info: must be placed on sea floor with one tile of room all around.
aetherial kelp:
grows wild in - underground ether rivers and oceans.
gown in - underground ether sea floor
uses - all cure potions that restore full health and remove all negative status effects, used in ether breathing potions, and used to make ether catalysts for ultima spells
growing info - very rare plant. grown on ether sea floor, must have three tiles of space all around to make mass production difficult. Harvesting the plant doesn't destroy the plant and it'll regrow it's harvestables over time.
Castor Bean plant:
grows in: jungle
grown in: jungle
uses: highly potent ricin poison that can inbue weapons and projectiles with poison damage. Also, there could be a possible poison catalyst if poison is to be an element, but let's assume it's not. Poisons would also be needed to make antidotes to rid yourself from being poisoned. Could also be used to make poison vials that would imbue all arrows and mele weapons with poison for a short time.
growing info: this plant will replicate a phenomenal rates by spawning fledgling plants right next to it or up to 2 tiles away, so all you have to do is plant on dirt and you'll have a ton of these in no time, no water required. Harvesting destroys the plant, but yields a lot of castor beans. Mass production should be easy, but these plants will kill all plants and animals near them, and there is a risk of poisoning yourself as you harvest them unless a protection method is implemented, such as rubber gloves. This makes these plants a pain to control for farming, but it's worthwhile to farm them. These need to be mass-produceable so that you can make lots of antidotes, poison vials, and poison arrows to aid you in your adventures, and poison is a pretty easy to come by thing in most rpg games.
aqualemon:
grows in: all levels of the ocean
grown in: all levels of the ocean
uses: water breathing potion and can be consumed as food for hunger and water breathing for a small amount of time.
Catalysts:
fire - used as ammo for fire spells. Made from flaming peppers, wax, and charcoal.
ice - used as ammo for ice spells
shock - used as ammo for shock spells
black - used as ammo for dark/poison/necro spells and can be used as ammo for fire, ice, and lightning spells. When used that way, it adds poison damage and boosts the elemental status effects that the particular spell imbues on the enemy.
white - used as ammo for healing/light/holy spells and can be used as ammo for fire, ice, and lightning spells. When used that way, it adds holy damage to the spell and boosts it's overall damage.
ether: can be used for any kind of spell and is mainly used as ammo for ultima spells. Ether catalysts should be very difficult to obtain.
potions and consumable:
potion of fire resistance: reduces fire damage and the likeliness of being set on fire, which does damage over time.
potion of frst resistance: reduces ice damage and the likeliness of being slowed or frozen in place.
potion of lightning resistance: reduces shock damage and the likeliness of being stunned or knocked back.
tea: crafted from water, sugar, and chamomile. Basic health potion.
antidote: this common potion needs to be easy to make because the player could get poisoned quite often.
all cure: made from aetherial kelp and other highly rare ingredients, this potion brings you back to square one so you can keep up the fight without having to retreat.
potion of water breathing: allows the player to breath under water for a time, vital for venturing deep into the ocean to get things like glow coral.
Potion of dark vision: allows you to see invisible enemies and objects and allows you to see night and underground as if it were day. Not completely required as enemies that use invisibility should uncloak for a time to let the player strike them. Would be made from black catalysts and other rare ingredients.
cleansing pack: a semi-common consumable that would cure most common status ailments other than poison, corruption, and blindness. Its made from soap, cotton, and water. Soap is made from animal fat and charcoal. It would need to be easy to mass produce as the player will often find themselves under a negative status effect.
eye drops: made from salt and water, salt comes from salt deposits under the ocean(and possibly in deserts), cures blindness.
Bees:
wax: harvested from hives and apiaries. Can be used to make candles, fire arrows, and fire catalysts.
Honey: restores health when consumed, can be used in better tiers of potions and consumables.
smoker: pacifies bees for a short time, allowing you to destroy their hive or apiary or harvest wax and honey. made with iron, charcoal, and zing berries, breaks after 64 uses.
Honey collector: made with wood and iron, used to harvest honey and wax from hives and apiaries. The amount of time it takes for a hive or apiary to fill with honey is directly related to how many plants you place in the range of the hives/apiaries. Chamomile flowers have the best affect, but all other plants can be used. Hives and apiaries increase plant growth speed and fruit generation speed of all plants around them by 20%, and if the ranges of hives/apiaries overlap then this effect can stack up to 5 times.
wild honey bee hives: occur naturally all over the world. The hive will attack if the player or other mobs get's too close, regardless of whether they intend to do harm, but the smoker tool can pacify them for a time. the hive will drop wax and 1-2 queens when broken.
apiary: crafted from wood, wax, and 1 wild or domestic queen bee. Bees will attack the player even though they are cultivated, but the damage is much less and apiaries that have been smoked are pacified for much longer than normal. Apiary bees will not attack a player for standing near the apiary, unlike the hive. However, hostile mobs that enter the range of an apiary are automatically attacked, making them good defensive turrets. However, this consumes honey, and they can't attack if out of honey, so it's important to not harvest defensive apiaries, and to put harvesting apiaries in a spot where they won't encounter hostility. The player can manually insert honey or catalysts(depending on the type of apiary) into the apiary to refuel it for battle. It will even drop itself when broken, allowing easy relocation. However, the apiary has a substantially reduced range compared to the hive.
elemental bees:
elemental siphon: used to siphon elemental catalysts from elemental apiaries. Elemental apiaries will attack the player with the elemental damage of their type when attempting to destroy or harvest from the apiary. The same apiary rules apply here regarding attack parameters, range, defensive action against hostile mobs, and smoke effect duration.
Inferno apiary: made from an apiary, a number of fire catalysts, a char lilly, and lots of charcoal. Drops itself when broken, allowing easy transportation. Only operates in hot biomes, produces fire catalysts at a speed directly related to how many char lilies in it's range. The lilies will die after a long time of use, dropping a depleted char lily that can be recharged by cooking in a furnace or with one fire catalyst. The inferno hive will always produce more catalysts than you'll end up using recharging the lilies, but you can get even more catalysts out of it just by cooking the lilies.
Blizzard apiary: made from an apiary, a number of ice catalysts, a frostbite orchid, and lots of ce. All of the rules for the inferno apiary apply here, just for the ice element. frostbite orchids can be recharged using ice catalysts or by crafting them with ice.
tempest Apiary: same rules apply as blizzard apiary but with the lightning element. Made from an apiary, a number of shock catalysts, a static azalea, and lots of rubber. static azaleas can be recharged with lightning catalysts or by crafting them with zing berries.
well, that's all I have for now, it's a big list of ideas, but I think it would make for some interesting gameplay mechanics. Let me know what you think.
I think that bast could simply add road options with lamps included with the road in a single tile. Then he could give the road tile itself a lighting value and it would be as if the lamps in the road tile are lighting the area. but a lighted road tile would cost significantly more resources and require an amount of power to support each tile, so the player would have to space their lighting road tiles out and alternate between regular and lighting road so as not to waste too much power. Bast would only have to make one lighting road version of every type of road in the game. Then he can put a lamp on all four corners of the tile so that it can still look good no matter whether the tile is used as an intersection, an up/down road, or a left/right road. In the same way that basic roads can be upgraded, bast could make it so that lighting roads have their own upgrade path. For instance, a hardened concrete lighting road would not only give rovers more speed than a regolith lighting road, but it would also give off more light and consume more power. It would also be a neat thing to watch when all of the road lights cut off at night when you go over your power limit.
A light post is sort of out of place, this is because you might have city streets with one strip of road with rows of buildings on either side with no space for lighting whatsoever. If the rows of buildings don't produce light, then that's no good, because you would have a dark street. you need to have lighting down all those roads, so a 1x1 lighting road tile would do the trick. This would also be an easy way for those who have filled their maps with advanced buildings and have no more space to add lighting to their colonies without having to destroy some buildings to do so.
If I were bast, I would also add a happiness factor based on how bright or dark the paths are on colonists' commute to work/entertainment. If a colonist's path to work is too dark, they feel uneasy or even afraid, and that subtracts from their happiness. Remember, a city's rating also depends on how much it values the safety of it's occupants, so my colony should be no different. This would also force the player to keep track of how much or little lighting their streets have instead of just seeing lighting and the day/night cycle as a cool graphics feature.
I wonder where I could get copies of the different road tiles that bast has made. I would edit them myself to contain lamps and then sent the edited tiles to bast.
A light post is sort of out of place, this is because you might have city streets with one strip of road with rows of buildings on either side with no space for lighting whatsoever. If the rows of buildings don't produce light, then that's no good, because you would have a dark street. you need to have lighting down all those roads, so a 1x1 lighting road tile would do the trick. This would also be an easy way for those who have filled their maps with advanced buildings and have no more space to add lighting to their colonies without having to destroy some buildings to do so.
If I were bast, I would also add a happiness factor based on how bright or dark the paths are on colonists' commute to work/entertainment. If a colonist's path to work is too dark, they feel uneasy or even afraid, and that subtracts from their happiness. Remember, a city's rating also depends on how much it values the safety of it's occupants, so my colony should be no different. This would also force the player to keep track of how much or little lighting their streets have instead of just seeing lighting and the day/night cycle as a cool graphics feature.
I wonder where I could get copies of the different road tiles that bast has made. I would edit them myself to contain lamps and then sent the edited tiles to bast.
I generally save posts in the Updates section of the forum for My Colony release notes, but the upcoming update (which I will hopefully be releasing before this weekend) introduces some major changes to the game engine which people should be aware of, particularly those with large single-city (non-region) maps.
Firstly, I had originally said that the main update to v1.0.0 was going to consist of online leaderboards and that sort of stuff. Once I started coding on it though, one small engine tweak here and there ended up leading to another, then another, then another, and before I knew it I had rewritten significant parts of the underlying game engine. At this point, I have used up so much of my time on engine updates that trying to implement the leaderboard stuff would push the update back until mid-January, since I am going to be traveling soon for the Holidays and will not have any time to work on My Colony.
The core of the engine changes will be explained in detail in the release notes, but I wanted everybody to be aware of several issues that will effect players, particularly those with large colonies.
Age
My Colony always kept track of colonists' age internally, but because of the way the game simulated colonists prior to v1.0.0, almost every single colonist was stuck in the 18-35 year old age range. Starting with My Colony v1.0.0, a new Birth/Death model has been added to the game, where colonists will now age properly, have children, and eventually die. Life expectancy is based on a variety of factors (mostly medical access).
Colonists can give birth when they are between 16 and 40 years old. For a new colony this is fine, but consider an existing colony, particularly a large one with several hundred thousand colonists or more. You will be starting out with a huge group of colonists in birthing range, so you will experience something of a baby-boom right at the beginning. However, these colonists will begin aging, and will eventually all retire and ultimately die at the same time. New births will also quickly taper off once the initial group of colonists moves out of the starting range.
For brand new colonies, I do not expect this to be much of an issue, as populations will start out small and the distribution will be more evenly spread out. But for the existing colony, there might be some issues associated with the Demographic Cliff that your colony might find itself falling off of (Perhaps My Colony is a preview for Japan/Europe).
Now ultimately, I do not believe that this will be as big of an issue as it seems, at least not the death part. Pretty much all large colonies already have the ability to scale up population quickly if needed, using Cloning Vats, Star Gates, and the like. New immigrants and new clones all show up to the colony in the 18-35 age range, so I do believe that any massive loss or mishap can be quickly corrected with little effort. If you know how to grow a colony into the 6-figure population range, you probably already know how to get new colonists fast.
A bit more complicated is the retirement part of the equation, however this also may not be as bad as it seems. With other changes to this update, productivity output is (in most cases) significantly higher than it was before, and a large non-working population can pretty easily be sustained by a smaller working population, particularly in late-game which is where most people will be who are impacted by the demographics issue. You just need to have more housing now than you would of had to before non-working minors and retired people were a part of the mix, but I think that this is a reasonable and realistic feature for a game such as this.
Amenities
The other large factor coming in this update is the increased need for amenities, like Education, Medical, and Entertainment. Before, these things were more of an afterthought, and you really didn't need them to keep your colonists happy. Now they are an important part of the game. You will need to have sufficient Education, Medical, and Entertainment facilities within range of your housing in order to keep your colonists happy and healthy.
Work Range
Simply put, after v1.0.0, colonists will not travel more than 50 tiles distance from their home to get to work. There isn't a lot more to say on this, but you might need to look at the layout of your city and make sure things are in the right place to account for this change.
Why the Changes?
Although I will go over this in great detail in the full patch notes, I believe that after the initial shock of the changes, most players will think this update is a major step forward. I can tell you from the testing I have done so far on colonies of all types and sizes, I have found overall game performance to be improved across the board, for pretty much every colony type and scenario. Running a 200x200 map with almost 300k colonists and virtually no lag is a fairly enjoyable experience.
The new engine updates are also going to lead to a couple of features that have been long sought after by the My Colony community - Mass Transit and Crime.
The changes also offer a significant reduction to game save file sizes, which should reduce the occurrence of save file corruptions (which are usually caused by failed cloud-sync).
Again, I will go over everything in more detail in the patch notes, but please be aware of what is coming!
Firstly, I had originally said that the main update to v1.0.0 was going to consist of online leaderboards and that sort of stuff. Once I started coding on it though, one small engine tweak here and there ended up leading to another, then another, then another, and before I knew it I had rewritten significant parts of the underlying game engine. At this point, I have used up so much of my time on engine updates that trying to implement the leaderboard stuff would push the update back until mid-January, since I am going to be traveling soon for the Holidays and will not have any time to work on My Colony.
The core of the engine changes will be explained in detail in the release notes, but I wanted everybody to be aware of several issues that will effect players, particularly those with large colonies.
Age
My Colony always kept track of colonists' age internally, but because of the way the game simulated colonists prior to v1.0.0, almost every single colonist was stuck in the 18-35 year old age range. Starting with My Colony v1.0.0, a new Birth/Death model has been added to the game, where colonists will now age properly, have children, and eventually die. Life expectancy is based on a variety of factors (mostly medical access).
Colonists can give birth when they are between 16 and 40 years old. For a new colony this is fine, but consider an existing colony, particularly a large one with several hundred thousand colonists or more. You will be starting out with a huge group of colonists in birthing range, so you will experience something of a baby-boom right at the beginning. However, these colonists will begin aging, and will eventually all retire and ultimately die at the same time. New births will also quickly taper off once the initial group of colonists moves out of the starting range.
For brand new colonies, I do not expect this to be much of an issue, as populations will start out small and the distribution will be more evenly spread out. But for the existing colony, there might be some issues associated with the Demographic Cliff that your colony might find itself falling off of (Perhaps My Colony is a preview for Japan/Europe).
Now ultimately, I do not believe that this will be as big of an issue as it seems, at least not the death part. Pretty much all large colonies already have the ability to scale up population quickly if needed, using Cloning Vats, Star Gates, and the like. New immigrants and new clones all show up to the colony in the 18-35 age range, so I do believe that any massive loss or mishap can be quickly corrected with little effort. If you know how to grow a colony into the 6-figure population range, you probably already know how to get new colonists fast.
A bit more complicated is the retirement part of the equation, however this also may not be as bad as it seems. With other changes to this update, productivity output is (in most cases) significantly higher than it was before, and a large non-working population can pretty easily be sustained by a smaller working population, particularly in late-game which is where most people will be who are impacted by the demographics issue. You just need to have more housing now than you would of had to before non-working minors and retired people were a part of the mix, but I think that this is a reasonable and realistic feature for a game such as this.
Amenities
The other large factor coming in this update is the increased need for amenities, like Education, Medical, and Entertainment. Before, these things were more of an afterthought, and you really didn't need them to keep your colonists happy. Now they are an important part of the game. You will need to have sufficient Education, Medical, and Entertainment facilities within range of your housing in order to keep your colonists happy and healthy.
Work Range
Simply put, after v1.0.0, colonists will not travel more than 50 tiles distance from their home to get to work. There isn't a lot more to say on this, but you might need to look at the layout of your city and make sure things are in the right place to account for this change.
Why the Changes?
Although I will go over this in great detail in the full patch notes, I believe that after the initial shock of the changes, most players will think this update is a major step forward. I can tell you from the testing I have done so far on colonies of all types and sizes, I have found overall game performance to be improved across the board, for pretty much every colony type and scenario. Running a 200x200 map with almost 300k colonists and virtually no lag is a fairly enjoyable experience.
The new engine updates are also going to lead to a couple of features that have been long sought after by the My Colony community - Mass Transit and Crime.
The changes also offer a significant reduction to game save file sizes, which should reduce the occurrence of save file corruptions (which are usually caused by failed cloud-sync).
Again, I will go over everything in more detail in the patch notes, but please be aware of what is coming!
Hello commanders.
Today I would like to introduce my ideas for expanding the base, and some ideas for buildings!
For faction identifications, I’ll use colour of the text as follows:
United Earth,
League of Independent States,
Alpha Draconians,
Zolarg Empire.
Let’s begin with base expansion.
Currently the way expanding the base in v0.4.0 relies on building buildings in a dense pack (exclude the larger construction area provided by lander and naval yard).
So if we want to expand the base in a better way, we probably need something else.
Here are my ideas.
Next up, the buildings.
Hopefully you’ll like my ideas!
Today I would like to introduce my ideas for expanding the base, and some ideas for buildings!
For faction identifications, I’ll use colour of the text as follows:
United Earth,
League of Independent States,
Alpha Draconians,
Zolarg Empire.
Let’s begin with base expansion.
Currently the way expanding the base in v0.4.0 relies on building buildings in a dense pack (exclude the larger construction area provided by lander and naval yard).
So if we want to expand the base in a better way, we probably need something else.
Here are my ideas.
- United Earth can still increase construction ranges by buildings, but I would like to have the range provided by buildings are larger.
- League of Independent States requires Pioneer Rover deploy into a Pioneer Outpost to expand into other areas.
- Alpha Draconians requires Command Node built within available areas, increasing the construction areas around the base.
- Zolarg Empire has no restrictions of construction area. Buildings are deployed freely by various Worker Drones. For example, Aerohive Drone is deployed into a Aerohive (the Zolarg facility that produces airforce).
Next up, the buildings.
- War Research Bureau (Tech II)
The War Research Bureau brings blueprints and accesses to the high class weapons of UE armory.
This UE tech building can unlock T3 contents. Model based on the Advanced Medical Research Centre. - Rocket Bunker (T2)
The Rocket Bunker is equipped with rocket launchers. It’s capable responding threats from both land and air.
It’s good against air units and decent against vehicles. However it can only target one unit at a time. - Land Fort (T3)
Land Forts are heavy defense structure of United Earth. Equipped with 4 long range proton cannons it can bombard enemies in a long range.
A very strong yet expensive land defense structure. - Drone Centre (T2)
Drone Centre is a facility for building battle drones for air warfare and also the place for at most 4 drones to stand by.
Air battle facility of UE. - Disruption Array (Superweapon)
The Disruption Array is able to create a strange quantum phenomenon which will release a massive amount of energy, called the Disruption Burst.
The primary superweapon of UE. - Warp Node (Superweapon)
One of the secret dimensional weapon develoepd by United Earth, capable to teleport a small group of troops from a place to another without the need of portals.
The support superweapon of UE. - Torpedo Platform (T2)
The torpedo platform is a naval defense structure specialised for responding naval threats.
The good news is, it can attack submerged units! Meanwhile the bad news is it’s neither anti-land nor anti-air. - Sensor Array (T3)
The frequent stealth attacks launched by LIS makes anti-stealth devices a neccessity on frontlines combating LIS. Besides giving extra sight, it also detects hidden units.
Special support structure of UE. - LIS Lander (Lander)
“Time to give this piece of land a new meaning!” - LIS Lander deploying
Resembles the UE Lander. - Infantry Camp (T1)
The Infantry Camp manages both the militias and the mercenaries of LIS forces.
Infantry training facility of LIS. Will looks like a pack of tents. Upgrading it will unlock T2 infantries. - Burner Generator (T1)
The burner generator powers LIS bases by burning diesel.
Basic power supply facility of LIS. - Watchtower (T1)
These watchtowers are manned by LIS gunners. Although it’s not a very sturdy defense at all, but it has a good firing range and sight.
Basic anti-infantry defense. - Garage (T1)
The Garage produces LIS combat vehicles.
Vehicle factory of LIS. Upgrading it will unlock T2 vehicles. - Hangar (T1)
The Hanger produces LIS aircrafts needed for supporting attacks.
Aircraft factory of LIS. Upgrading it will unlock T2 aircrafts. - Airfield (T1)
An airfield can hold one LIS fighter or bomber plane.
This is required in order to produce aircrafts other than Jetcopters if playing as LIS. - Drydocks (T1)
The drydocks is needed for constructing LIS naval warfare vessels.
Ship factory of LIS. Upgrading it unlocks T2 naval vessels. - Proxy Database (Tech II)
The Proxy Database carries all protected military information of LIS. This facility is needed for producing T3 units.
The only tech centre of LIS. Requires at least one upgraded Garage in order to build one. Unlocks T3 units like the Hacker and Solar Artillery. - Flak Turret (T1)
Flak Turrets are used by LIS to combat against airforces.
Anti-air turret of LIS. - Beam Tower (T3)
The Beam Tower utilizes strong beams to destroy enemy forces effectively.
Advanced defense of LIS. - Uplink Station (Superweapon)
The uplink station calls the devasting Solar Cannon Bombardments, which a rain a rain of solar beams from the space.
Primary superweapon of LIS. - Beam Projector (Superweapon)
The Beam Projector creates a Beam Cage which will isolate the units inside the Cage from everything.
Support superweapon of LIS. - Floating Bunker (T2)
The Floating Bunker is equipped with pounder guns and anti-air flak cannon, an all-round naval defense.
Can target an naval or land unit and an aircraft at the same time. - Pioneer Outpost
This Outpost allows LIS forces to expand into further areas.
Deployed by Pioneer Rovers. Adds a construction range around it. - Engineer Bay
The engineer bay supports extra constructions of LIS bases and also provides repairs to damaged troops.
Special support building of LIS. - Mother Command Module (Lander)
MCM in short. This is the centre of a Alpha Draconian base.
Resembles the Landers, deployed by construction probes. Upgrading this allows access to higher tier unit productions for factories within the range and new buildings. - Microreactor (T1)
A tiny reactor that is powerful enough to power up common Alpha Draconian facilities.
Basic power generator of Alpha Draconians. - Antanium Impactor (T1)
Even on battlefields, this thing is still an imoortant economy building of Alpha Draconains.
Act as a refinery. - Drone Pad (T1)
Alpha Draconians warps drones to the battlefield like how they teleport drones to their colonies for resource collection.
Infantry (drone) training centre. - Mecha Lab (T1)
The place where Alpha Draconian mechas are produced for combats.
Vehicle factory for Alpha Draconians. Also produces Draconian Orbiters (aircraft). - Sentry Module (T1)
The Sentry Module deploys and resupplies guard drones which can take down enemy infantries.
Anti-infantry and anti-air structure of Alpha Draconians. One Sentry dispatches 4 guard drones that fires rapid-fire blasters. - Ether Reactor (T2)
The Ether Reactor is powered by Ether, which provides a even massie amount of energy needed by power-intensive units and buildings.
Advanced power supply building. Strong explosion upon destruction. - Tesla Node (T2)
A very power intensive defensive weapon which is lethal to almost everything.
Advanced defense of Alpha Draconians. - Command Node (T1)
The Command Node is required to expand a Draconian base.
Provides extra construction range. Like Mother Command Module, buildings covered by the Command Node requires the Node’s upgrade to produce better units. - Draconian War Insitute (Tech II)
The Draconian War Insitute provide access for Draconain commanders to the better ways of combats.
Tech building of Alpha Draconians. - Electrosphere (Superweapon)
The Electrosphere can fire a electron ball to release deadly discharges, while can also paralyse those survived and buildings.
Primary superweapon of Alpha Draconians. - Nanocube (Superweapon)
The Nanocube contains nanites which allows to put a tempoary invincible armour onto any steel (actually also works with concretes) claded objects. Anything biological will be killed as the armour coating is biologically harmful.
Support superweapon of Alpha Draconians. - Shield Projector (T2)
The shield projector provides a extra layer of defense to any Alpha Draconian base. If the shield is destroyed it’ll regenerate over time.
Special support building of Alpha Draconians. - Command Post (Lander)
The Command Post is the core in a Zolarg warfare.
Deployed by the Queen drone, it’s same concept as the lander. However it won’t do constructions, instead it’ll create various kind of worker drones which deploys into buildings. - Sugar Burner
Very ordinary power generator in any Zolarg colony and military base.
Basic power generator of Zolarg. - Antanium Furnance
Basically an ore refinery.
Yes, an ore refinery. What else I can tell? - Barrack Mound (T1)
There’s not much difference between a Barrack Mound and any ordinary mound in Zolarg Empire, except that there’s no Queen but officiers in Barrack Mounds.
Infantry training facility of Zolarg Empire. - Watchtower (T1)
Where soldier insectoids stays on duty to keep enemies away. One of them is a Rifle-bug and another being Grenadier.
Land defense structure of Zolarg Empire. - Flak Bunker (T1)
Flak bunker fires explosives mixed with ant pastes into the sky. Those aircrafts hit by these explosives not just have their hull damaged but also move slower.
- Armourcrafts (T1)
The craftsbugs in Armourcrafts builds crude combat vehicles for Insectoid soldiers.
Vehicle factory of Zolarg Empire. - Aerohive (T1)
The air swarms are breeded and trained here, which they are used for bombarding enemies.
Aerohive is the airbase of Zolarg Empire, producing flying units. - Brood Training Centre (Tech I)
In order to get the insectoid broods ready for field service earlier and the need for better tachics and weapons, the Brood Training Centre is needed.
T2 Tech centre of Zolarg. - War College (Tech II)
The War College provides full support to any Zolarg Commander who needs stronger powers.
T3 Tech centre of Zolarg. - Boat Yard (T1)
If you think Insectoids are afraid of the seas, then you’re wrong. They are ready to conquer the seas.
Ship factory of Zolarg Empire. - Altar of Doom (Superweapon)
The Altar of Doom is powered by the Zolarg Empire’s forbidden power - Antaura. Everyone who see it would feel like it’ll summon something that will cause a doomsday.
Primary superweapon of Zolarg Empire. - The Tower of Mind (Superweapon)
Anything that has a mind will never able to escape control from this Tower of Mind.
Support superweapon of Zolarg Empire. - Shrine of Destiny (T2)
The faith will keep your brothers going.
Special support building of Zolarg Empire. It can boost up the training speed of units.
Hopefully you’ll like my ideas!
Hello commanders.
This post will integrate all of my previous ideas with refinement, plus some new ideas.
The ideas will be updated or added in the comments.
WARNING : EXTREMELY LONG POST
For the objects, the colour of the text represents the following factions.
Gameplay Suggestions
Units
Buildings
This post will integrate all of my previous ideas with refinement, plus some new ideas.
The ideas will be updated or added in the comments.
WARNING : EXTREMELY LONG POST
For the objects, the colour of the text represents the following factions.
- United Earth (UE)
- League of Independent States (LIS)
- Alpha Draconians (AD)
- Zolarg Empire (ZE)
- Neutral
Gameplay Suggestions
- Demolishing Buildings
In case you don't need some of your own buildings. - Cancel queued productions
In the game there's not yet any ways to cancel queue, which means inflexible financial management when you're running out of credits. - Area of effect damage
You know currently we don't have a way to counter the swarming troopers besides producing lots of troopers. We need something explosive... - Garrisoning
One of the classic features of C&C style RTS that will make urban warfare better! - Able to control buildings
If some building is able to make research or has special actions, this is needed. - Make training queues building specific like in My Colony
It is a bit difficult to manage units and unit productions if trained unit just pop up in a random barracks/factory. So I think this will make troop training process better. - Visible construction range
This will help placing buildings without tapping somewhere else you cannot place building. - Power meter
As the game's power mechanism is not yet complete, this is an necessary suggestion. - Researches
Some research elements can change the tide of the war. This will make more amazing battles. - Superweapons
Why not?
Units
- United Earth
- Commonwealth Infantry (T1)
United Earth's proud protectors of prosperity and order. These troopers are put under 3 years of various training before they come into services. With their full loyalty and strict discipline, they are one of your reliable soldiers on the battlefields.
It is just renaming the in-game infantry. - Commonwealth Rocket Infantry (T1)
Rocket Infantry Camp is one of the divisions of United Earth's military, where newbie troopers are being trained into anti-tank specialists at the battlefronts. Carrying BOAR launchers, they take out enemy vehicles and aircrafts. Best companions of infantries.
It is just renaming the in-game rocket infantry. - Engineer (T2)
Not all soldiers fight at the battlefronts. These nerdy engineers who complete their school at military universities are one of the examples. Anything about machines and computers are not a problem for these engineers, they are even able to modify alien machines.
This thing is already in the game, but why not give them some descriptions as well.
Can repair civilian building when garrisoned into. - Jetpack Infantry (T2)
Jetpack infantries are adopted by United Earth military, due to their high mobility and aerial advantage over most units on the ground. Besides as an effective scout on battlefields with rough terrain, they can also make effective assaults on infantries.
This thing is already in the game, but why not give them some descriptions as well.
In addition, I want to give it a stealth detection ability. - Space Marines (T3)
Elite of the elites. Space Marines Corps represents the United Earth's iron fist power, established since 2061. Entering the Space Marines Corps is definitely one of the dreams of United Earth soldiers - given the best training, able to use the high tech gadgets, paid with highest wages, and of course, chance to become hero like Sarge! Most of them are cladded with power armours, though some commandos do not to wear them.
Tier-3 shock troopers that uses plasma guns. - Marines Commando (T3)
Experienced, outstanding marines will be promoted to commandos, which they will be put into military labs to receive another 3 years of training to master various difficult skills and have some bioengineering modifications on their body. Once they have completed the course, they are SUPERSOLDIERS.
UE commando can terminate infantries quickly with their heavy machine gun, tough as a tank, and can instantly blow up enemy buildings and vehicles using dynamites upon close contact. - UE Harvester (T1)
Supply lines that are too far away from the home world are hard to maintain. In this case, local resource extraction is the mean to make supplies cheaply. That's why these mining machines get some use on the battlefields.
(•ω•) - ‘Hound URV-25’ Recon Rover (T1)
These unmanmed vehicles are not a very new stuff to military even in the year of 2051. They can be remotely controlled, which they have greatly decreased unnecessary casualties during scouting tasks. Low cost and small size is also the reason it becomes popular. Now we can even install a machine gun on it, allowing it participating in combat tasks.
I just simply give the rover a code name. BTW @bastecklein do you plan to give it stealth detectors? :) - ‘Ocelot’ Light Tank (T1)
The ‘Ocelot’ series light tank has been inside UE arsenal for more than 10 years, as one of the standardized light tank due to their balanced combat ability and a reasonable manufacturing cost.
Code name given. - ‘Tigerclaw’ battle Tank (T2)
‘Tigerclaw’ battle tank is the bigger cousin of ‘Ocelot’ light tanks. While shares the similar chassis design, this tank is mounted with a dual 83mm gun turret, which provided the tank with better firing efficiency and firepower. There are rumours about in the first deployment of these tanks, one tank can destroy 5 enemy tanks of similar classes by average before being destroyed.
Rename the medium tank in the game and give it a code name. - ‘Jaguar’ Heavy Assault Tank (T3)
Like its code name tells, ‘Jaguar’ heavy assault tank can quickly destroy enemies with its devastating firepower. Its 134mm plasma gun can penetrate any armour, while it has a portable regenerative shield for extra protection. They are one of the backbones in most tank formations.
Heavy tank of the - ‘Thunderstorm’ Missile Tank (T2)
‘Thunderstorm’ is the new generation of self-propelled missile launchers in UE arsenal. This mobile missile battery has two modes. Artillery mode allows it to destroy enemy from a long range. Defender mode allows it to respond to threats from the air by launching volleys of missiles.
Depends on your needs, you can switch between two modes quickly. - Striker UAV (T2)
A full development of UAV (military drones) in recent years has successfully replaced manned aircrafts, which UAV comes in with a smaller size, lighter weight, and more capabilities in ground support missions. Striker UAVs are one of the variants developed, which carries a explosive missile for hit-and-run attacks.
Light attack aircraft. Can target both land and air. - Attacker UAV (T2)
Attacker UAV specialises heavy bombardment tasks, extra plated with sturdy armour for protection. Every liberty delivery includes 3 bombs for your foes!
Bomber craft. - Gunner UAV (T3)
Gunner UAV is a hovering heavy gunship. This heavy aircraft releases pulses of plasma shots that blasts enemies into ashes, while its heavily plated armour hull can withstand lots of punishments from anti-air weapons.
Heavy aircraft that flies and fires slowly, but with a large ammunition capacity that allows continuously bombarding the enemies using the plasma gun. The plasma gun is also anti-air. - ‘Angler’ Patrol Boat
Even though not much improvements has made on these old-fashioned speedboats, they are still effective defensive recon boats in UE arsenal. It is cheap, it is nimble, and its machine gun can respond light ship attacks.
Here also gives a code name to the in-game patrol boats. - ‘Grizzly’ Amphibious Transport (T1)
Amphibious transports has its most significant importance in beachhead landings during operations in oceanic planets.
As well, give the in-game amphibious transport a code name. - ‘Aegis’ Escort Ship (T2)
The seas can be as dangerous as on the land, ships may get attacked by aircrafts and submarines. ‘Aegis’ Escort Ships are hence built to protect the shores and the seas with flak guns and torpedo launchers.
In addition, detects submarines. The big drawback of Aegis Escort Ship is it cannot attack land units. - ‘Tidebreaker’ Missile Cruiser (T3)
Traditional battleships with large caliber guns are becoming obsolete in UE arsenal and are replaced by these more lightweight but stronger missile cruisers - the new generation backbone of the navy. Besides wielding higher accuracy than cannon artilleries, it can change firing modes for different situations, either the long range mode for hitting the enemies from a safe distance, or medium range mode for heavy firepower but at a reduced distance.
Backbone warship.
- Commonwealth Infantry (T1)
- League of Independent States
- Militia (T1)
These militias composes the majority of LIS infantry divisions, comes from various colonies of LIS. Though they lack professional training like soldiers of , their devotion to free the colonies from United Earth (and other autocratic sovereigns) is irreplaceable. Their motto: ‘The blood of the martyrs will water the seedlings of freedom’.
LIS basic infantry that uses old-fashioned rifles to fight. Cheap to train, but relatively weak on battlefields. - Grenadier (T1)
Grenadiers are basically militias who utilises explosives, which their grenades are effective destroying combat vehicles and buildings.
Anti-vehicle infantry. - Hacker (T2)
Not all systems can be hacked and taken over remotely, in this situation you'll need field operations. That's what these hackers are hired for, they infiltrate a building, hack into its systems, and put it under LIS's control.
LIS equivalent of engineer, but it cannot repair buildings. - Saboteur (T2)
Disruption warfare is one of the tactics of LIS, aimed to bring down normal operations of the enemy. The saboteurs do the dirty job, they sneak into the enemy's base under the help of optical stealth generators, they can steal credits from enemy silos and refineries, they can turn down generators, facilities and even weapon systems.
Infiltrator. Stealthed all the time. Consumed when entering enemy building. - Laser Trooper (T2)
Laser is one of the affordable yet powerful choice of weapons. Under years of development, LIS is capable creating devices that launches a hypercharged beam of laser capable to cut through thick alloy composite armour, even in a long range. Leading to the birth of Laser Trooper Division, it further proven LIS has independent military capability to protect themselves, and set more colonies free from United Earth.
Shock troopers. Has a decent reload speed. Excels taking down aircrafts and tanks. - Blue Cross (T3)
Blue Cross are the elite marksman of LIS military. They hide in shadows where bare eyes cannot see. They can take down armoured Space Marines effortlessly. Even drivers inside the vehicles can be killed only using one shot.
LIS commando unit. Stealthed if stationary. Also detects stealth. If the target is a vehicle, it may turn the vehicle into a neutral, captureable status, which a UE engineer, a LIS hacker, a Zolarg missionary or a Draconian hyjacker can capture the husk to convert it to own faction. - ‘Marauder’ Attack Jeep (T1)
Attack jeeps are modified from old jeep designs, they have missile pods installed on the top. The high horsepower engines remains their high mobility. When they encounter the enemy, they'll unleash a volley of rockets, devastating enemy light vehicles and aircrafts. LIS usually utilizing it for a guerilla warfare.
Anti-vehicle anti-air light vehicle. - LIS Harvester (T1)
Though they are assembled using second handed components and husks from black markets and chop shops, they still work in the same way as it should be, which its standard can compete that of United Earth's version.
Equivalent of UE harvesters. - Scorch Tank (T2)
Even though in this era, flamethrowers are still very effective destroying fortified defenses. With the improved composition of fuel used by these Scorch Tanks, almost anything can be reduced to ashes. Burn baby burn!
Anti-infantry anti-building tank. Clears out enemy garrisons in buildings. - ‘Hunter’ Cruiser Tank (T2)
Like the code name tells, it hunts for preys. These tanks utilizes strong firepower and high mobility in most terrains to destroy enemy tanks quickly at their weak spots. Though its armour is not very reliable at all.
Battle tank of LIS. - ‘Lancer’ Beam Tank (T3)
Beam cannons on these experimental beam tanks are not ordinary as you expects, its beam can vaporise anything within seconds. The beam tank not only having a strong firepower, it can switch between modes - At mobile mode it is a strong battle tank. At deployed mode, it has doubled firepower and increased firing range.
Heavy assault vehicle of LIS. - ‘Rat’ Light Self-propelled Howitzer (T2)
Cheap-to-go artillery vehicle used by LIS for siege and fire support tasks. Though it is an artillery, it can mobilize quickly for quick response.
LIS artillery. - ‘Sparrow’ Patrol Copter (T1)
These patrol aircrafts are the eyes of LIS military in the air, they effectively searching for enemies, even those hidden in somewhere not noticed by others will not be able to escape from their sensors.
Recon aircraft. It is armed with an anti-infantry machine gun. Detects stealth. (This aircraft does not occupy aircraft landing pads.) - ‘Red Hawk’ Fighter Jet (T2)
Conventional aircraft for surface support operations and enemy aircraft interception. The coaxial machine gun and the missile pods would help them manage most enemies in the battlefields.
All-purpose fighter jet. - ‘Piranha' Waterbike (T1)
‘Piranha’ waterbikes swifts like wind, specialised raiding enemy ships using rockets. A squad of these waterbikes can be unstoppable.
Hit-and-run light ambush vessel. - ‘Salmon’ Transport Submarine (T1)
These small submarines are specialized for crossing the seas secretly, carrying an assault team inside.
Troops may embark on or evacuate from the submarine when the submarine is surfaced. When submerged, only anti-stealth units and torpedo weapons can detect them. Detects submarines. - ‘Swordfish’ Corvette (T2)
These simple corvettes composes most of the naval forces of LIS. A pair of powerful ship gun will blast enemies into the skies.
LIS warship. - ‘Stingray’ Nuclear Submarine (T3)
As the backbone of LIS navy, these submarines has high combat capabilities. While sneaking in the seas, they sink the enemies without being noticed. When they surface, they launch volleys of missiles that bombards the enemies miles away.
Backbone warship of LIS. Stealthed when submerged. When surfaced, the missiles can also attack air units. Detects submarines.
- Militia (T1)
- Alpha Draconians
- Extractor Drone (T1)
Whenever you are seeing mineral fields are disappearing in an weird way, there might be stealthed Alpha Draconian mining drones digging them. Stealth device protects extractor drone in most cases.
Alpha Draconian harvester unit. It is rather an ‘infantry’ more than a vehicle. Detects stealth. - Sentry Drone (T1)
Besides on battlefields, sentry drones can be also seen in prison camps and slave camps, or in riots. The minigun equipped on them shreds the flesh of any living things.
Basic ‘infantry’ of Alpha Draconians. - Ambusher Drone (T1)
Harnessing the powerful ion beams and being stealthed when standing by, no vehicle can stand for more than few seconds when swarmed by them.
Anti-vehicle 'infantry’ of Alpha Draconians. Stealthed when idle. - Hijacker Drone (T2)
Hijacking devices on this drone are able to take over a facility within seconds, especially useful in battlefields. It also has minimal armaments for self protection against patrols.
Equivalent of engineers and hackers. - Executioner Droid (T3)
Executioner Droids are superior combat droids that their combat capabilities can be compared to a commando, only one can be assigned to one Alpha Draconian warlord. They are also the only droids given with a personnel teleporting device, which helps them bypass the defense line safely and launch sudden attack on the enemy's weakest spot, or evade from most dangerous situations.
The droid can teleport itself at any explored location of the map. Armed with a beam gun that continuously damages enemy. - Modular Combat Hovercraft (T1)
A hovering small bunker that obtains armaments from drones that it consumes. Uses anti-infantry minigun when no drones inside.
Each MCH can only receive one drones for armament upgrade. Recieving a Sentry will obtain a double minigun turret. Recieving an Ambusher will change the main weapon into a stronger beam gun. Recieving a Extractor will give it a stationary stealth generator. Recieving a Hijacker will obtain an EMP emitter that unmobilizes the target enemy. Drones who have entered will not return, due to components being assimilated. Amphibious. - Piercer Hovertank (T2)
Piercer hovertank uses a fully flexible autocannon as a weapon with two firing modes. Tank cannon mode attacks land units, while flak mode attacks air units.
Anti-vehicle or anti-air battle tank. Amphibious. - Monitor Hovertank (T3)
A new class of artillery researched by Alpha Draconian engineers, which it is installed onto a modified, stable hovertank chassis.
- Devastator Hovertank (T2)
Alpha Draconians has make use of their advantage of owning major ether reservoirs, leads to this infantry devastating weapon under use, at the cost of breaking 133 galactic military regulations.
Anti-infantry vehicle. Clears out garrisons in buildings. - Dominator Hovermech (T3)
Dominator Hovermech, the steel behemoth of the battlefield. Its beam-emitting eyes can stare anything to death.
Heavy warmech. - Judge Gunship (T1)
A nimble, light jet propelled gunship carrying proton launchers.
Gunship aircraft. - Eliminator Saucer (T3)
One of the ultimate destruction weapon of Alpha Draconians. The saucer unleashes a super powerful destruction beam when flies above enemies. Nothing will survive under its strong fire.
Bomber aircraft with extremely low mobility.
- Extractor Drone (T1)
- Zolarg Empire
- Swarmers (T1)
Unity is the power - that's the motto of the entire Insectoid race. That is especially reflected on these swarmers, make up of various insectoid workers.
Melee squad. Quick and cheap to train, extremely dangerous in a group, though they generally has a weak toughness - Rangerbug (T1)
Insectoid militias that uses a primitive hand cannon to fight against enemies, which they are common local defense forces in Zolarg Empire.
Ranged anti-vehicle infantry of Zolarg Empire. Can be switched to stationary mode (flak mode) that changes their attacking target from land to air. - Martyr (T2)
These martyrs are suicide bombers, faithed and determined fighters of the Zolarg Empire. Fires of explosion will purify everything!
Suicide bomber infantry. A large group can breach heavy fortifications if given appropriate support. - Missionary (T1)
These religious missionaries will make way for Zolarg Empire - Influence buildings through devine powers... Somehow works.
Equivalent of engineer, hacker and hijacker. Can heal infantries inside the same garrisoned buildings. - Apostle (T2)
Apostles are usually the leaders of Zolarg militias, who ‘delivers the divine message from the Emperor’, fortifying the morale of the fellow brothers. Besides boosting morale, it also provides adequate firepower, from their heavy machine gun.
Heavy infantry. It rides a beetle. - Awakened (T3)
The insectoid warriors that have awakened their power controlling energy flow surrounding their body. They can release energy blasts from their hands, or unleash deadly melee attacks.
Shock troopers of Zolarg Empire. Detects stealth. - Redeemer (T3)
The redeemers are insectoid warriors with mastered supernatural powers. Besides able to attack like awakened, it also has a ability to brainwash a small group of enemy, permanently turning them to own side.
Zolarg commando. Detects stealth. - Attack Rollercraft
(Notes: Insectoids call wheeled vehicles ‘rollercrafts’.)
These highly mobile attack rollers are manned with a driver and a grenadier, which explosives mixed with sticky ant paste are tossed to enemies at close range for most destructive effect.
Anti-infantry vehicle. Can temporarily unmobilizes enemies blasted by explosives. - Landship (T1)
Zolarg Landships are primitive tanks, wielding high toughness from thick armour (and a decently strong main cannon). It is also a effective infantry transport on land.
Anti-vehicle tank. Can carry up to 8 infantries. - Siege Landship (T2)
A heavier version of landship. It is not just tougher, its cannon can fire more than one type of ammunition - Cannonballs focuses on countering tanks and destroying fortifications from a long distance, while napalm will set fire that scorches the infantries.
Note that it does not do anything carrying infantries. Napalm can clear out garrisons in buildings. - Boarding Party (T1)
Boarding parties of Zolarg Empire are not just terrible in the space but also equally terrible on the seas. Their ship will quickly ram onto yours and the boarding party will soon tear your ship into useless scraps.
Navy melee ship. It is also a troop transport, can carry up to 8 infantries. - Ironclad (T2)
A rather modernized warship of Zolarg Empire. Slow, but has devastating ship cannons.
Ranged melee ship. - Bumblebee Squad (T2)
A flying group of winged Insectoids, with a duty to throw bombs onto enemy army, or sometimes aircrafts.
The only Insectoid airforce unit.
- Swarmers (T1)
Buildings
- UAV Control Tower (UE aircraft factory) (4 aircraft capacity)
- Experimental Tech Centre (Tier-3 tech building)
- Flak Pillbox (UE anti-air defense)
- Torpedo Platform (UE heavy naval defense)
- Plasma Cannon (UE heavy defense)
- Propaganda Centre (UE combat support/research building)
- Space Uplink (UE superweapon)
- LIS Command Lander (LIS command centre)
- Encampment (LIS barracks)
- LIS Ore Refinery
- Burner Generator (LIS power generator)
- Garage (LIS vehicle factory)
- Seaport (LIS naval yard)
- Black Market (LIS Tier-2 tech)
- Data Bank (LIS Tier-3 tech)
- Bunker (LIS basic land defense, garrisonable)
- Gunner turret (LIS basic anti-infantry anti-air defense)
- Hacker Camp (LIS combat support/research building)
- Airfield (LIS aircraft factory) (4 aircraft slots)
- Laser Tower (LIS heavy defense)
- Sea Sentry (LIS naval defense gun platform)
- Missile Silo (LIS superweapon)
- Depot (LIS silo)
- Microreactor (AD power generator)
- Central Command Hub (AD command centre)
- Drone Pad (AD barracks)
- Raw Material Teleporter (Refinery)
- Launcher Node (AD basic defense)
- Offshore Launcher Node (AD naval defense)
- Stargate (AD vehicle & aircraft factory)
- High Frequency Node (AD Tier-2 tech)
- Conquest Center (AD Tier-3 tech)
- Secret Operation Centre (AD combat support/research building)
- Stealth Field Generator (AD special defense)
- Ether Storm Generator (AD superweapon)
- Home Mound (ZE command centre)
- Forge (ZE refinery)
- Outpost Mound (ZE barracks & basic anti-infantry defense)
- Rangerbug Burrow (ZE anti-air defense)
- Stockpile (ZE silo)
- Landship Workshop (ZE vehicle factory)
- Drydocks (ZE naval yard)
- Command Post (ZE Tier-2 tech)
- Shrine of Destiny (ZE Tier-3 tech)
- War Academy (ZE combat support/research building)
- Temple of Doom (ZE superweapon)
.
Origins
It was an aerospace engineering institute established by Red Satellite Treaty Union, specially for specialists from member countries design and construct the spacecrafts for space colonization projects, providing the Union with large scale colonization fleets for the rivalry in the late Old Earth era space race. Its operations started form Tula, where it was first headquartered in 2032, later its aerospace facilities are also established in other member countries.
Old Earth Space Race
As soon as it was established, various research had been carried out, developing the next generation aerospace vehicles for RSTU to catch up the newest technological development of the time. Several researches involved the rumored reverse-engineering of Jameson Hyperdrive Engine that provided RSTU the Tokarev Engine.
After several failed tests and redesigning, the first successful long range spacecraft of Red Satellite Drive Yards, Object-089 (Also known as "Siberian" Shuttle) was born in 2033.
Later when China officially joined the Red Satellite Treaty Union, the Yards received a large addition of Chinese specialists. In less than an year, the first mass production models of spacecraft for the space race, the Xingzhou Class and Kiev Class long range colony/freighter spacecrafts, entered production stage in 2034. These spacecrafts (and its variants & improved models) formed the colonization fleet of the RSTU.
In the same year (2034), RSTU bought down and took over the Lunar-44 Dockyards with their financial might, and this was another important shipyard of the Red Satellite Drive Yards, which was their only major shipyard outside Earth during the Old Earth era.
As the space race progress further, that the geopolitical situations in Solar System became very intense, RSTU ordered the Yards to design a ship to protect the orbits and airspace of their colonies (and take down rival trespassers). Despite some controversies, the Nakovalnya Class Orbital Interceptor Corvette was designed and put into service in 2038. The corvette was vastly deployed in the RSTU colony airspace, which the rivals became suspicious about RSTU was planning to build a war fleet take over their colonies by force, and the Corvette gained the nickname of "Russia's space T-34".
As sabotages from rivals becomes more frequent, it also increase the need for establishing effective communication and intel network for enforcing tighter security control on RSTU colonies. In the earlier year of 2035 the KR Long Range Communications Relay Satellites were also developed by the Yards to meet the demands.
At the end of the Old Earth era, due to the Great Crisis, RSTU was dissolved in 2049, and the Yards was also temporarily disbanded at the same time, which this lasted until 2054.
United Earth Era
During the Earth Reunification War, the remnant engineers of the Yards once worked in harsh labor camps of Siberian warlords. These engineers were later liberated by United Earth Movement (predecessor of United Earth government) at the end Asia campaign in 2054, and the Red Satellite Drive Yards were back into business after the assets in Tula headquarters had been retrieved by the engineers.
The Drive Yards did not receive any major aerospace engineering projects, until United Earth began preparations for reinitializing the space colonization projects, looking for newer model of vessels for colonization fleets. In a public competition for utility transport vessels Red Satellite Drive Yard's design was adopted, which the vessel is the Maximburg Class Medium Freighter/Lander Carrier that formed the early United Earth logistic and colony supply fleets. Its later highly modifiable variants were also widely utilized by civilians for various economic purposes.
In 2059, Red Satellite Yards received a direct order from United Earth government, required to design a long range, versatile heavy duty freighter ship with massive capacity, for running future supply lines between outer space colonies. It was a big challenge for the Yards at the time, due to there was no ship of similar size had been built by anyone in the past, a number of technological barriers and engineering challenges were met. With several years of research achieving engineering breakthrough and many lab incidents during tests, the first model of the Galactic Freight Hauler was successfully developed in the late 2063, became the largest ship flying under of United Earth of the time. It entered mass production stage in 2064 from their new shipyard in New Petergard, entering service in the same year.
In 2060, the Yards acquired land use patent for new major shipyards in colony of Zijing and New Petergard, both shipyards began construction in the same time.
In 2063, Zijing Shipyard finished construction and begin operate in the same year.
In the later months same year, under the strong business pressure from predatory Corporate Industries, Red Satellite Drive Yards sold their Lunar-44 Dockyards to Corporate Industries under unfavorable terms, losing their major production facility that was planned for mass production of the Galactic Freight Hauler.
In 2064, The main complex of the New Petergard Orbital Shipyards finished construction. The Red Satellite Drive Yards transferred their headquarters to New Petergard afterwards, sold their old facility on Earth at the same time. The New Petergard Orbital Shipyard is the major production facility for the Galactic Freight Hauler series (and its associated spare components), and it was one of the largest shipyards of United Earth.
In 2066, the expansion for New Petergard Orbital Shipyards was completed. This headquarter shipyard began operating at full capacity for building aerospace vessels developed by Red Satellite Drive Yards.
Major Products
Galactic Freight Hauler (long range freighter ship) series (2064-)
Red Satellite Drive Yards
The Red Satellite Drive Yards (RSDY) is an aerospace shipbuilding company from Earth which its history can be dated back to the great space race in the Old Earth Era. It is well known for its pragmatic design principles, reflected by a series of products with time-tested reliability and durability. It's products are widely utilized for civilian purposes as well as military duties, even some of their old products are still seen under service nowadays. The Galactic Freight Hauler series is the pinnacle of their ship designs, which they have been mass produced in tens and even hundred every year, serving as backbones of many logistics fleets in United Earth.Origins
It was an aerospace engineering institute established by Red Satellite Treaty Union, specially for specialists from member countries design and construct the spacecrafts for space colonization projects, providing the Union with large scale colonization fleets for the rivalry in the late Old Earth era space race. Its operations started form Tula, where it was first headquartered in 2032, later its aerospace facilities are also established in other member countries.
Old Earth Space Race
As soon as it was established, various research had been carried out, developing the next generation aerospace vehicles for RSTU to catch up the newest technological development of the time. Several researches involved the rumored reverse-engineering of Jameson Hyperdrive Engine that provided RSTU the Tokarev Engine.
After several failed tests and redesigning, the first successful long range spacecraft of Red Satellite Drive Yards, Object-089 (Also known as "Siberian" Shuttle) was born in 2033.
Later when China officially joined the Red Satellite Treaty Union, the Yards received a large addition of Chinese specialists. In less than an year, the first mass production models of spacecraft for the space race, the Xingzhou Class and Kiev Class long range colony/freighter spacecrafts, entered production stage in 2034. These spacecrafts (and its variants & improved models) formed the colonization fleet of the RSTU.
In the same year (2034), RSTU bought down and took over the Lunar-44 Dockyards with their financial might, and this was another important shipyard of the Red Satellite Drive Yards, which was their only major shipyard outside Earth during the Old Earth era.
As the space race progress further, that the geopolitical situations in Solar System became very intense, RSTU ordered the Yards to design a ship to protect the orbits and airspace of their colonies (and take down rival trespassers). Despite some controversies, the Nakovalnya Class Orbital Interceptor Corvette was designed and put into service in 2038. The corvette was vastly deployed in the RSTU colony airspace, which the rivals became suspicious about RSTU was planning to build a war fleet take over their colonies by force, and the Corvette gained the nickname of "Russia's space T-34".
As sabotages from rivals becomes more frequent, it also increase the need for establishing effective communication and intel network for enforcing tighter security control on RSTU colonies. In the earlier year of 2035 the KR Long Range Communications Relay Satellites were also developed by the Yards to meet the demands.
At the end of the Old Earth era, due to the Great Crisis, RSTU was dissolved in 2049, and the Yards was also temporarily disbanded at the same time, which this lasted until 2054.
United Earth Era
During the Earth Reunification War, the remnant engineers of the Yards once worked in harsh labor camps of Siberian warlords. These engineers were later liberated by United Earth Movement (predecessor of United Earth government) at the end Asia campaign in 2054, and the Red Satellite Drive Yards were back into business after the assets in Tula headquarters had been retrieved by the engineers.
The Drive Yards did not receive any major aerospace engineering projects, until United Earth began preparations for reinitializing the space colonization projects, looking for newer model of vessels for colonization fleets. In a public competition for utility transport vessels Red Satellite Drive Yard's design was adopted, which the vessel is the Maximburg Class Medium Freighter/Lander Carrier that formed the early United Earth logistic and colony supply fleets. Its later highly modifiable variants were also widely utilized by civilians for various economic purposes.
In 2059, Red Satellite Yards received a direct order from United Earth government, required to design a long range, versatile heavy duty freighter ship with massive capacity, for running future supply lines between outer space colonies. It was a big challenge for the Yards at the time, due to there was no ship of similar size had been built by anyone in the past, a number of technological barriers and engineering challenges were met. With several years of research achieving engineering breakthrough and many lab incidents during tests, the first model of the Galactic Freight Hauler was successfully developed in the late 2063, became the largest ship flying under of United Earth of the time. It entered mass production stage in 2064 from their new shipyard in New Petergard, entering service in the same year.
In 2060, the Yards acquired land use patent for new major shipyards in colony of Zijing and New Petergard, both shipyards began construction in the same time.
In 2063, Zijing Shipyard finished construction and begin operate in the same year.
In the later months same year, under the strong business pressure from predatory Corporate Industries, Red Satellite Drive Yards sold their Lunar-44 Dockyards to Corporate Industries under unfavorable terms, losing their major production facility that was planned for mass production of the Galactic Freight Hauler.
In 2064, The main complex of the New Petergard Orbital Shipyards finished construction. The Red Satellite Drive Yards transferred their headquarters to New Petergard afterwards, sold their old facility on Earth at the same time. The New Petergard Orbital Shipyard is the major production facility for the Galactic Freight Hauler series (and its associated spare components), and it was one of the largest shipyards of United Earth.
In 2066, the expansion for New Petergard Orbital Shipyards was completed. This headquarter shipyard began operating at full capacity for building aerospace vessels developed by Red Satellite Drive Yards.
Major Products
Galactic Freight Hauler (long range freighter ship) series (2064-)
The pinnacle of their down-to-earth designs, the Galactic Freight Hauler series can definitely represent the quality engineering Red Satellite Drive Yards. For many years it flies in many supply lines and trade routes of United Earth, and are barely replaced by anything else form other aerospace shipbuilding corporations. Each of these ships has very long life expectancy of 50 years, even without frequent maintenance.
Earliest model has 780-ton capacity.
The current standard model is the 900-ton capacity freighter.
A heavier variant with 875-ton capacity, armed with military grade weapons, are built for military purpose and escorting dangerous cargo.
Nakovalnya Class Orbital Interceptor Corvette (2038-2045)Earliest model has 780-ton capacity.
The current standard model is the 900-ton capacity freighter.
A heavier variant with 875-ton capacity, armed with military grade weapons, are built for military purpose and escorting dangerous cargo.
An old model of corvette built in the Old Earth era, when Red Satellite Drive Yards is still part of Red Satellite Treaty Union, also known as the notorious "Russia's Space T-34". Its purpose is to intercept unauthorized vessels "trespassing" RSTU colony airspace, and are often armed with military grade autocannons. They were deployed in large numbers in RSTU colonies and locations with geopolitical conflicts.
Its production was terminated in 2045 as RSTU was dissolved under the Great Crisis, however, many of these corvettes are still used by some ex-RSTU colonies for self defense nowadays.
Kiev Class Long Range Passenger/Freighter Ship series (2034-2057)Its production was terminated in 2045 as RSTU was dissolved under the Great Crisis, however, many of these corvettes are still used by some ex-RSTU colonies for self defense nowadays.
The Kiev Class was the backbone multirole transport vessel in RSTU fleets, and was one of the oldest ships from Red Satellite Drive Yards.
Later in early days of United Earth it have seen limited service, mainly repurposed as repair vessels for fixing the satellites and space elevator platforms in Earth orbit. They are later decommissioned as the newer model is available.
Xingzhou Class Long Range Passenger/Freighter Ship series (2034-2057)Later in early days of United Earth it have seen limited service, mainly repurposed as repair vessels for fixing the satellites and space elevator platforms in Earth orbit. They are later decommissioned as the newer model is available.
Pretty much similar to Kiev Class in terms of general layout, but cannot be said as a direct variant of the Kiev Class. It was a variant by Chinese specialists of the time, compared to Kiev Class, it is more dedicated to transport passengers and life supplies. Was decommissioned at the same time as Kiev Class.
Maximburg Class Medium Freighter/Lander Carrier series (2058-2067)The ship that replaced the Kiev Class and the Xingzhou Class in terms of bulk logistics purpose, and was one of the major vessels (Along with Shuttlepod MK1) participated in early United Earth space programs. Compared to its predecessors it was designed in more versatile manner, which, especially its later models, can be modified and repurposed easily for other needs, ranging from transporting landers and making supply runs, to satellite repairs and asteroid mining operations.
Its production was terminated in 2067 as the more advanced Phobos Class Modular Transport from Martian Industries rendered it obsolete, and the Yards decided to focus on improving their best sale GF Hauler series.
Its production was terminated in 2067 as the more advanced Phobos Class Modular Transport from Martian Industries rendered it obsolete, and the Yards decided to focus on improving their best sale GF Hauler series.
Hello guys!
The civilization-styled game My Empire is definitely a good project, and it looks good though still in Alpha stage.
There are some feedbacks and suggestions I would like to give.
Issues
Suggestions and ideas
The civilization-styled game My Empire is definitely a good project, and it looks good though still in Alpha stage.
There are some feedbacks and suggestions I would like to give.
Issues
- Overlapping units problems
There’s a problem when units overlaps.
Only the toppest unit can be selected.
And, if you have a unit on your city, you cannot manage the city, which requires to waste one turn to move the unit away.
My solution is, for choosing units, tapping repeatively will cycle between units on the tile. - Limiting units on the tile
Stacking multiple units on the same tile is not preferred by me, due to various reasons:
- Inlogically contains almost infinite units on a tile
- Strategically more possibly causes stalemate
Suggestions and ideas
- Merging simlar units
That’s a feature to merge similar military units (I mean, warriors merges with warriors, swordsman merges with swordsman) to create a stronger, tougher unit. Kind of a squadron.
Merged military units cannot be merged or merge with any military unit for the second time.
Civilian units does not merge. - Strategical bonuses
Combats are all about strategy. Here are some of my ideas.
- Flanking and encircling
Flanking up the enemy at opposite sides, or diagonally, weakens enemy power.
Encircling the enemy will cause the enemy unable to counter-attack. - Terrain (very common but still worth to mention this)
Highlands and woods provides defensive bonuses for units inside it.
However, these terrain also slows units down.
- Flanking and encircling
- Wonders?
The idea is, built wonders will be shown on the map, somewhere next to the city where it is built.
This suggestion has likely been suggested before, but I think now that we have education, maybe we could take a crack at these and see if these ideas stick.
Bast wants to model My colony to be like Sim city, which is very apparent in many ways. For instance, like sim city, we have to manage utilities like water, power, trash, and also air pollution to an extent, all of which are factors that cim city employs. In addition to those needs, the player also needs to have fire protection coverage by placing fire departments at certain intervals to ensure that all of the city is protected, and law enforcement by spacing police stations around the city. Crime and fires are both very realistic factors in any given city and should not be an exception in mc.
The implications of fire feature would be very simple. All structures already take damage over time in mc, so it would be nothing to add a factor that increases the chance for a fire to occur in a structure as it's health gets closer to zero. The fires could be entities that appear around a structure when triggered.. If a fire is left at full health for enough time, it will spawn one or two other fires around adjacent buildings that weren't burning before. Those fires would spawn more fires if left a full health.This creates a sort of hydra effect. If a fire is damaged but then left alone, it will quickly replenish it's health and spawn more fires after remaining at max health for a few moments. Of course, when a structure's health drops to 0, it will explode as it does normally now in mc, except it should leave an ash pile that cannot be bulldozed and would require workers to decrease it's health and eventually cause it to explode and leave a space that can be used again.
In order to combat this, the player needs to make sure that this build fire stations at regular intervals so that the entire map is covered. The fire station will only trigger if it senses a fire within it's range of effectiveness, and more advanced fire stations will have larger ranges. The station carries a certain number of fire bots that are built with the station. The bots remain in the station until the station is triggered, upon which they are filled with water from the colony reserves and released from the station to go and fight the fire before it spreads. The fire station itself should provide a certain number of living spaces and consume food, wheels, lots of water, and rum. This is because some stations have living spaces where firefighters can spend a couple nights while they are on patrol. The station would direct the fire bots, once release, would path find on their own to the nearest fire, then once they've killed the fire, they pathfind to another nearest fire. If no other fires are in range of the station, the bots return. Another cool feature would be if when fire bots ran out of water, they had to return to the station to be refilled and then relased to go back to the fire they were fighting.
As for police and crime, there may be several ways to implement this feature, but here are two:
The first way is to simply cause unhappiness in colonists that walk through areas outside the ranges of any police station, which would motivate the player to space the stations appropriately.
The second way, which is a more interactive way, would be to implement robberies in mc, and decrease the likelihood of those happening in areas inside the range of police stations. Where the ranges of the multiple stations overlap, the reducing of the likelihood of robberies should stack. Whenever a robbery happens inside a certain building, everyone passing through that building for a time should become unhappy because of crime, and crime should be added to the pie of unhappiness reasons. After a while, the building should stop making people unhappy. In order for a robbery to happen, a working colonist will randomly become a robber and randomly pick a building to rob. Police bots would be stored in the police station and would be dispatched of a robbery happens in the range of a station. The bots will chase the robber and only have a certain window to catch the robber before he gets out of the stations range. If the robber is able to flee to an area out of range of any stations, he recieves a large amount of the colonies money reserve and turns back into a regular colonist and find work again. If the robber is caught, his occupation will become prisoner, and he will have to live in jail cells for a certain amount of time and then be released to find another job.Unhappy colonists should have a more likelihood to become a robber, so the player should definitely place multiple police stations around the capital to prevent a protesting colonist turned robber from getting away with the robbery. Banks and money producing buildings should be the most likely target for a robbery, with factories, sweatshops, power plants, food and water producing buildings being among the least likely. The robber should be able to take a larger amount of money depending on how many people are working, touring, living, being entertained in the structure at that time, so gaurd your arcologies heavily.
Prisons: these structures would have a value of jail cells, which prisoners would occupy. The prison would consume food, water, and steel, and some higher teir prisons would consume cloth, rum, and money as well. When you are out of Jail cells to put the prisoners in, then police stations will let the robber go, but without the money they tried to steal. If you want, you could implement some policies on what to do with robbers to give the player the choice on what to do with them. You could deport them, execute them on the spot, have them fight to the death in arenas(which would probably help out antiquitas since Romans used to force their criminals to fight to the death in arenas). Each option may need other buildings to designed for the purpose of doing your choice of punishment to the robbers.
Finally, yes, I know that robberies aren't the only form of crime. There's fraud, smuggling, drug dealing, prostitution, murder, and the list goes on. But for this game's needs, I think that robbery would be enough crime on it's own motivate a player to work towards protecting their colonies with law enforcement.
Thanks for reading my ramblings. And again, please don't comment saying that these ideas have already been suggested. I know, I'm just adding to those Ideas with my own little twist. I truly like my colony and I want to come up with ideas that can help improve it. I just don't want to have someone give me a two bit comment that this has been suggested before and my ideas go unconsidered, especially after all of the work that i put into making these ideas so descriptive.
Bast wants to model My colony to be like Sim city, which is very apparent in many ways. For instance, like sim city, we have to manage utilities like water, power, trash, and also air pollution to an extent, all of which are factors that cim city employs. In addition to those needs, the player also needs to have fire protection coverage by placing fire departments at certain intervals to ensure that all of the city is protected, and law enforcement by spacing police stations around the city. Crime and fires are both very realistic factors in any given city and should not be an exception in mc.
The implications of fire feature would be very simple. All structures already take damage over time in mc, so it would be nothing to add a factor that increases the chance for a fire to occur in a structure as it's health gets closer to zero. The fires could be entities that appear around a structure when triggered.. If a fire is left at full health for enough time, it will spawn one or two other fires around adjacent buildings that weren't burning before. Those fires would spawn more fires if left a full health.This creates a sort of hydra effect. If a fire is damaged but then left alone, it will quickly replenish it's health and spawn more fires after remaining at max health for a few moments. Of course, when a structure's health drops to 0, it will explode as it does normally now in mc, except it should leave an ash pile that cannot be bulldozed and would require workers to decrease it's health and eventually cause it to explode and leave a space that can be used again.
In order to combat this, the player needs to make sure that this build fire stations at regular intervals so that the entire map is covered. The fire station will only trigger if it senses a fire within it's range of effectiveness, and more advanced fire stations will have larger ranges. The station carries a certain number of fire bots that are built with the station. The bots remain in the station until the station is triggered, upon which they are filled with water from the colony reserves and released from the station to go and fight the fire before it spreads. The fire station itself should provide a certain number of living spaces and consume food, wheels, lots of water, and rum. This is because some stations have living spaces where firefighters can spend a couple nights while they are on patrol. The station would direct the fire bots, once release, would path find on their own to the nearest fire, then once they've killed the fire, they pathfind to another nearest fire. If no other fires are in range of the station, the bots return. Another cool feature would be if when fire bots ran out of water, they had to return to the station to be refilled and then relased to go back to the fire they were fighting.
As for police and crime, there may be several ways to implement this feature, but here are two:
The first way is to simply cause unhappiness in colonists that walk through areas outside the ranges of any police station, which would motivate the player to space the stations appropriately.
The second way, which is a more interactive way, would be to implement robberies in mc, and decrease the likelihood of those happening in areas inside the range of police stations. Where the ranges of the multiple stations overlap, the reducing of the likelihood of robberies should stack. Whenever a robbery happens inside a certain building, everyone passing through that building for a time should become unhappy because of crime, and crime should be added to the pie of unhappiness reasons. After a while, the building should stop making people unhappy. In order for a robbery to happen, a working colonist will randomly become a robber and randomly pick a building to rob. Police bots would be stored in the police station and would be dispatched of a robbery happens in the range of a station. The bots will chase the robber and only have a certain window to catch the robber before he gets out of the stations range. If the robber is able to flee to an area out of range of any stations, he recieves a large amount of the colonies money reserve and turns back into a regular colonist and find work again. If the robber is caught, his occupation will become prisoner, and he will have to live in jail cells for a certain amount of time and then be released to find another job.Unhappy colonists should have a more likelihood to become a robber, so the player should definitely place multiple police stations around the capital to prevent a protesting colonist turned robber from getting away with the robbery. Banks and money producing buildings should be the most likely target for a robbery, with factories, sweatshops, power plants, food and water producing buildings being among the least likely. The robber should be able to take a larger amount of money depending on how many people are working, touring, living, being entertained in the structure at that time, so gaurd your arcologies heavily.
Prisons: these structures would have a value of jail cells, which prisoners would occupy. The prison would consume food, water, and steel, and some higher teir prisons would consume cloth, rum, and money as well. When you are out of Jail cells to put the prisoners in, then police stations will let the robber go, but without the money they tried to steal. If you want, you could implement some policies on what to do with robbers to give the player the choice on what to do with them. You could deport them, execute them on the spot, have them fight to the death in arenas(which would probably help out antiquitas since Romans used to force their criminals to fight to the death in arenas). Each option may need other buildings to designed for the purpose of doing your choice of punishment to the robbers.
Finally, yes, I know that robberies aren't the only form of crime. There's fraud, smuggling, drug dealing, prostitution, murder, and the list goes on. But for this game's needs, I think that robbery would be enough crime on it's own motivate a player to work towards protecting their colonies with law enforcement.
Thanks for reading my ramblings. And again, please don't comment saying that these ideas have already been suggested. I know, I'm just adding to those Ideas with my own little twist. I truly like my colony and I want to come up with ideas that can help improve it. I just don't want to have someone give me a two bit comment that this has been suggested before and my ideas go unconsidered, especially after all of the work that i put into making these ideas so descriptive.
The new Water World map coming in v0.77.0 is the first map to be available to every civ in the game, and was designed to be fully playable by every civ. By far the hardest to get started though will be the Reptilians, as Crystalline is a vital Reptilian resource, and it is not present on the Water World map. That said, it is still possible to get a Reptilian colony up and running on Water World, but it will take careful planning and resource management at the beginning in order to get the colony off the ground.
As long as your map starts you with at least one Ore Deposit and one Aluminum Deposit within harvesting reach, you should be able to spin up a successful Reptilian base. If you start the map and do not have access to at least one each of those, you might as well quit and restart. Remember that the Construction Probe is a flying unit, so you can move it to different islands in search of the resources you need. You want to start on an island that has both, or an area that has two islands close enough together that a small bridge will be able to connect them, as you cannot waste your initial resources on excessive bridge building.
The strategy is to basically get to the Medium Range Star Gate as soon as you can while spending as few resources as you can to get there. Once you have the Medium Range Star Gate, you can import Crystalline and then build the synthetic kind using the Enslaved Extremeobug. The Medium Range Star Gate is not cheap though, and will require more Antanium than you start out with, meaning you will also need to build an Antanium Impactor. You will also need two Microreactors in order to power everything.
So to begin, you should build 1 Microreactor, a Powered Materials Silo, and a Slave Gate. Then produce Gold, Ore, and Aluminum bugs and start harvesting. When you can afford it, first build the second Microreactor, and then the Antanium Impactor. After that you are just waiting until you have enough resources to build the Medium Range Star Gate.
Once you have the Medium Range Star Gate, you are basically home free and can build anything you want, as you now have the ability to import and export all Reptilian resources. The trick is getting to that point, as building one extra structure can put you in a resource position where you will never be able to recover, and will ultimately lead your map to a dead end.
To build the Synthetic Crystalline Deposit, you will need to import Crystalline and Rum from the Medium Range Star Gate. You can export Gold or Aluminum to generate the required funds. Once you are growing Synthetic, your map should be good to go. Just make sure you find a nice secluded place for it, as Crystalline Spread can be problematic for a settlement.
Although it's harder to get started, the Reptilians can have a fully functional and self sufficient Water World base. It just takes planning and patience!
As long as your map starts you with at least one Ore Deposit and one Aluminum Deposit within harvesting reach, you should be able to spin up a successful Reptilian base. If you start the map and do not have access to at least one each of those, you might as well quit and restart. Remember that the Construction Probe is a flying unit, so you can move it to different islands in search of the resources you need. You want to start on an island that has both, or an area that has two islands close enough together that a small bridge will be able to connect them, as you cannot waste your initial resources on excessive bridge building.
The strategy is to basically get to the Medium Range Star Gate as soon as you can while spending as few resources as you can to get there. Once you have the Medium Range Star Gate, you can import Crystalline and then build the synthetic kind using the Enslaved Extremeobug. The Medium Range Star Gate is not cheap though, and will require more Antanium than you start out with, meaning you will also need to build an Antanium Impactor. You will also need two Microreactors in order to power everything.
So to begin, you should build 1 Microreactor, a Powered Materials Silo, and a Slave Gate. Then produce Gold, Ore, and Aluminum bugs and start harvesting. When you can afford it, first build the second Microreactor, and then the Antanium Impactor. After that you are just waiting until you have enough resources to build the Medium Range Star Gate.
Once you have the Medium Range Star Gate, you are basically home free and can build anything you want, as you now have the ability to import and export all Reptilian resources. The trick is getting to that point, as building one extra structure can put you in a resource position where you will never be able to recover, and will ultimately lead your map to a dead end.
To build the Synthetic Crystalline Deposit, you will need to import Crystalline and Rum from the Medium Range Star Gate. You can export Gold or Aluminum to generate the required funds. Once you are growing Synthetic, your map should be good to go. Just make sure you find a nice secluded place for it, as Crystalline Spread can be problematic for a settlement.
Although it's harder to get started, the Reptilians can have a fully functional and self sufficient Water World base. It just takes planning and patience!
Greetings!
Around 2 years ago I've created this post which is about the unofficial timeline for the world in My Colony.
Since then, our favorite dev @bastecklein had referenced a lot of things in that post when expanding the actual lore of My Colony, eventually My Colony Universe is officially born which connected various My Colony spin-off games together.
Now I've reviewed my long and old post which isn't really something refined (and somehow grammatically terrible), I've decided to create an revised version of it. While refining and altering some context and contents, there will also be few new major events as new additions.
Another major change is about events during the Old Earth era and the time transitioning to United Earth, which I would like to make them slightly more reasonable, though the progress would still be relatively accelerated compared to reality.
Enjoy!
Time of the Ancients
(Uncertain, estimated to be billions of years before Alpha Draconians)
👇Just click the text with dotted underline to see the entire section.
Time of the Ancients
Interbellum, Rise of Reptilians and Draconian Era
(4 million years ~ 2 million years before human history)
Rise of Reptilians
The Revival of Insectoid Civilization
(Parallel to 19th~20th century of Human timeline)
The Revival of Insectoid Civilization
The Old Earth Era
(Year -2051)
The Old Earth Era
The United Earth Era
(2051-Present)
The United Earth Era
Human Civil War
(2087-2089)
Human Civil War
New Galactic Era
(2089-Present)
New Galactic Era
Who knows what the future holds?
Note that these are just my own interpretations over the events, it is not official reference, but hopefully enhance your understanding over the My Colony Universe, and had fun reading it.
Thank you for reading!
Around 2 years ago I've created this post which is about the unofficial timeline for the world in My Colony.
Since then, our favorite dev @bastecklein had referenced a lot of things in that post when expanding the actual lore of My Colony, eventually My Colony Universe is officially born which connected various My Colony spin-off games together.
Now I've reviewed my long and old post which isn't really something refined (and somehow grammatically terrible), I've decided to create an revised version of it. While refining and altering some context and contents, there will also be few new major events as new additions.
Another major change is about events during the Old Earth era and the time transitioning to United Earth, which I would like to make them slightly more reasonable, though the progress would still be relatively accelerated compared to reality.
Enjoy!
WARNING - EXTREMELY LONG POST
This post is very long - it will take some time to read.
NOT ALL CONTENTS ARE CONSIDERED CANON
Not all details have been officially included canon or actually took place in any games related to My Colony Universe. The actual events may also vary with those mentioned in this post.
Anyways, it's just for reference, I recommend reading it in a relaxing manner. :P
The unit of time measurement is based on Earth calendar.This post is very long - it will take some time to read.
NOT ALL CONTENTS ARE CONSIDERED CANON
Not all details have been officially included canon or actually took place in any games related to My Colony Universe. The actual events may also vary with those mentioned in this post.
Anyways, it's just for reference, I recommend reading it in a relaxing manner. :P
Time of the Ancients
(Uncertain, estimated to be billions of years before Alpha Draconians)
Once upon a time there was an thriving civilization ruled over the Milky Way Galaxy, which now they are called The Ancients. Even in the Royal Libraries of Alpha Draconians, not much documentations of their unimaginably long history has been recovered, but many of them become legends and folklore among various old and elder civilizations across the Milky Way. The following events are what known to the present-day Milky Way.
👇Just click the text with dotted underline to see the entire section.
Time of the Ancients
The Old Holy Galactic Empire
The oldest trace of The Ancients that can be found in present-day.
Some artifacts from this period reflected worship of pure energy entities, which its sophisticated pantheon have shown distant relationship and influence to cultural and religious beliefs of some races of Milky Way.
The oldest trace of The Ancients that can be found in present-day.
Some artifacts from this period reflected worship of pure energy entities, which its sophisticated pantheon have shown distant relationship and influence to cultural and religious beliefs of some races of Milky Way.
Titan War
Perhaps the most well-known conflict in the Ancients' period, it took place around the late Holy Galactic Empire period - A legend of two dominant galactic powers battle for their total domination of Milky Way.
The Titanis was the sole opponent of the Old Galactic Empire at that time, it is a collective of races under the rule of Titans, a race of colossal entities. However, unable to surpass Empire in terms of the ability to manipulate raw energy and matter, the Titans end up defeated and extinct after the war.
Various wartime relics form both Empire and Titanis are discovered. However the reliability of several Titan relics (particularly some Titan remains) are doubted by modern historians and scientists (and even some New Galactic Empire scholars) and the debates still goes on today.
Perhaps the most well-known conflict in the Ancients' period, it took place around the late Holy Galactic Empire period - A legend of two dominant galactic powers battle for their total domination of Milky Way.
The Titanis was the sole opponent of the Old Galactic Empire at that time, it is a collective of races under the rule of Titans, a race of colossal entities. However, unable to surpass Empire in terms of the ability to manipulate raw energy and matter, the Titans end up defeated and extinct after the war.
Various wartime relics form both Empire and Titanis are discovered. However the reliability of several Titan relics (particularly some Titan remains) are doubted by modern historians and scientists (and even some New Galactic Empire scholars) and the debates still goes on today.
Grand Division of Pharan Empire
Phara was the largest ally of Old Galactic Empire and strongest of the minor powers during the Titan War. However, after a chain of internal political events, the Pharan Empire split into divided Dynasties ruled by their respective Grand Houses.
Most ancient Pharan documentations were permanently lost during the event.
Phara was the largest ally of Old Galactic Empire and strongest of the minor powers during the Titan War. However, after a chain of internal political events, the Pharan Empire split into divided Dynasties ruled by their respective Grand Houses.
Most ancient Pharan documentations were permanently lost during the event.
Dark Galactic Empire
The period after the Old Galactic Empire crushed their sole rival of the galaxy and achieved galactic dominance.
For some reason, the Old Galactic Empire abandoned their belief of energy entities, instead, near-fanatical dedication exploring ultimate possibilities of dark matter becomes the major feature of this period.
Despite it is the period after the Holy Empire, unfortunately, information of this period is relatively more scarce - The multidimensional complexity of their relics keeps information in them highly difficult to be discovered and extracted.
The period after the Old Galactic Empire crushed their sole rival of the galaxy and achieved galactic dominance.
For some reason, the Old Galactic Empire abandoned their belief of energy entities, instead, near-fanatical dedication exploring ultimate possibilities of dark matter becomes the major feature of this period.
Despite it is the period after the Holy Empire, unfortunately, information of this period is relatively more scarce - The multidimensional complexity of their relics keeps information in them highly difficult to be discovered and extracted.
Reptilian Exodus to the Milky Way
The first records of Reptilian immigrants into the Milky Way from another galaxy was during the Dark Galactic Empire period. From some documents of Alpha Draconians, Reptilian ancestors started as nomads with only mostly low tech equipment when their "primitive" intergalactic transport landed on the Outer Rim Region.
The first records of Reptilian immigrants into the Milky Way from another galaxy was during the Dark Galactic Empire period. From some documents of Alpha Draconians, Reptilian ancestors started as nomads with only mostly low tech equipment when their "primitive" intergalactic transport landed on the Outer Rim Region.
Empire-Reptilian Conflict
While Reptilians tried to make themselves a new home at Outer Rim Region, Old Galactic Empire was unwelcoming towards the continuous immigration of the Reptilians. As a result several conflicts broke out, but none never end up into a major war.
After several head-on confrontations and negotiations, Reptilians signed permanent truce with the Old Galactic Empire and earned their space of survival, however, the Empire barricaded all the remaining immigrants from entering Milky Way, which the fates of these immigrants remained unknown.
While Reptilians tried to make themselves a new home at Outer Rim Region, Old Galactic Empire was unwelcoming towards the continuous immigration of the Reptilians. As a result several conflicts broke out, but none never end up into a major war.
After several head-on confrontations and negotiations, Reptilians signed permanent truce with the Old Galactic Empire and earned their space of survival, however, the Empire barricaded all the remaining immigrants from entering Milky Way, which the fates of these immigrants remained unknown.
Second Pharan Empire
After millenniums of internal conflicts, Pharans barely reunited themselves, the Second Pharan Empire was established and maintained relative cohesion and peace between Grand Houses for the long period afterwards.
After millenniums of internal conflicts, Pharans barely reunited themselves, the Second Pharan Empire was established and maintained relative cohesion and peace between Grand Houses for the long period afterwards.
Vanishing of The Ancients
One of the largest mysteries in Milky Way history, which the entire population and objects of the Old Galactic Empire, vanished.
There had been many hypothesizes trying to explain the event, the most popular one being The Ancients successfully achieved certain breakthroughs in science and transcended into higher beings unrestricted by physical plane.
Radioisotopic raw ether are discovered at planets that were once Imperial settlements, which seemed to be remains of physical biomass of Ancients, or a by-product of the process causing the entire vanishing.
One of the largest mysteries in Milky Way history, which the entire population and objects of the Old Galactic Empire, vanished.
There had been many hypothesizes trying to explain the event, the most popular one being The Ancients successfully achieved certain breakthroughs in science and transcended into higher beings unrestricted by physical plane.
Radioisotopic raw ether are discovered at planets that were once Imperial settlements, which seemed to be remains of physical biomass of Ancients, or a by-product of the process causing the entire vanishing.
Interbellum, Rise of Reptilians and Draconian Era
(4 million years ~ 2 million years before human history)
After the vanishing of the Ancients, over 80% of the Milky Way became unoccupied and abandoned. This is the period many young races rose to reshape the galactic balance of power, but only the Reptilians became the most successful - From the foundations and physical legacies left by the Ancients, Reptilians thrived as the new superpower of the Galaxy, the Alpha Draconians.
Rise of Reptilians
Early Atlanians and Kingdom of Aqua
Atlanians was an aquatic race that managed to civilize themselves during the Interbellum, and evolved into amphibious creatures that has strong adaptive ability to both dry land and aquatic environments.
Kingdom of Aqua was the first period of Atlanian history they begin space exploration and primitive extraterrestrial colonization.
Atlanians was an aquatic race that managed to civilize themselves during the Interbellum, and evolved into amphibious creatures that has strong adaptive ability to both dry land and aquatic environments.
Kingdom of Aqua was the first period of Atlanian history they begin space exploration and primitive extraterrestrial colonization.
Reptilian Kingdoms
As the scout ships returned bizarre news that the Ancients had ceased to exist, the Reptilians saw their long waited opportunity expanding towards the Central Vortex. Deeply inspired by the Old Galactic Empire, many Reptilians dreamed of building their own powerful interstellar regime. As a result numerous Reptilian Kingdoms with relatively primitive organization were established, completely replacing their original nomadic society within few decades.
As the scout ships returned bizarre news that the Ancients had ceased to exist, the Reptilians saw their long waited opportunity expanding towards the Central Vortex. Deeply inspired by the Old Galactic Empire, many Reptilians dreamed of building their own powerful interstellar regime. As a result numerous Reptilian Kingdoms with relatively primitive organization were established, completely replacing their original nomadic society within few decades.
Great Reptilian Expedition
After years of preparation, various Kingdoms launched their expedition to the deeper regions of the Galaxy, returning with generous amount of salvaged bounties from ancient ruins and locations of the abandoned Ancient cities.
Later, Reptilians colonized the Ancient cities as their new settlements.
After years of preparation, various Kingdoms launched their expedition to the deeper regions of the Galaxy, returning with generous amount of salvaged bounties from ancient ruins and locations of the abandoned Ancient cities.
Later, Reptilians colonized the Ancient cities as their new settlements.
Bowuland Insectoid Hive Tribes
The earliest form of Bowuland Insectoid (Later Zolarg Insectoids) civilization known. Before the period of Zolarg Empire, Bowuland Insectoid breeds were relatively mild and much less invasive, and achieved developing a society with great self sufficiency and sustainability of food, with knowledge of primitive metallurgy.
With no ideas and ambitions beyond their home Gaia World planet, Insectoids of the period had never entered process of industrialization and space exploration.
The earliest form of Bowuland Insectoid (Later Zolarg Insectoids) civilization known. Before the period of Zolarg Empire, Bowuland Insectoid breeds were relatively mild and much less invasive, and achieved developing a society with great self sufficiency and sustainability of food, with knowledge of primitive metallurgy.
With no ideas and ambitions beyond their home Gaia World planet, Insectoids of the period had never entered process of industrialization and space exploration.
Unity Movement of the Atlanians
According to an Atlanian legend, conflicts between Atlanian colony Kingdoms were very common, until inspired by the idea of balance and peaceful coexistence started an peaceful unification movement which led to founding of the present-day Confederation of Atlanian Kingdoms.
According to an Atlanian legend, conflicts between Atlanian colony Kingdoms were very common, until inspired by the idea of balance and peaceful coexistence started an peaceful unification movement which led to founding of the present-day Confederation of Atlanian Kingdoms.
Age of the Warring Lords
Reptilians had shown great interest upon the relics and artifacts they salvaged form Ancient sites, and discovered the unimaginable potency they hold. Impressed by the power of ancient technology, it gave rise to Reptilian ambitions of interstellar conquest.
Seek to destroy other potential internal rivals, Reptilians entered a long period of most merciless infighting, just to control the Ancient artifacts they have yet to understand how to use them.
Reptilians had shown great interest upon the relics and artifacts they salvaged form Ancient sites, and discovered the unimaginable potency they hold. Impressed by the power of ancient technology, it gave rise to Reptilian ambitions of interstellar conquest.
Seek to destroy other potential internal rivals, Reptilians entered a long period of most merciless infighting, just to control the Ancient artifacts they have yet to understand how to use them.
Reptilian Unification War and founding of Alpha Draconians
Kingdom of Draconis had long been one of the weakest kingdom among the Reptilians, until the time of the genius leader Lord Alphari - Draconis strength and influence rose to new heights, on par with the strongest Reptilian Lords. Lord Alphari defeated all other Reptilian Lords just in 10 years, successfully achieved true unification of the entire Reptilian race for the first time in Milky Way Reptilian history since the immigration.
As the unification had completed, Alphari crowned himself as the first Overlord, establishing the Reptilian empire of Alpha Draconians which marked the beginning of Reptilian golden age.
National motto of Alpha Draconians, "Rising from the Harshest to be the Strongest", was also given by Alphari himself, as an reflection to his early life struggles and success.
Kingdom of Draconis had long been one of the weakest kingdom among the Reptilians, until the time of the genius leader Lord Alphari - Draconis strength and influence rose to new heights, on par with the strongest Reptilian Lords. Lord Alphari defeated all other Reptilian Lords just in 10 years, successfully achieved true unification of the entire Reptilian race for the first time in Milky Way Reptilian history since the immigration.
As the unification had completed, Alphari crowned himself as the first Overlord, establishing the Reptilian empire of Alpha Draconians which marked the beginning of Reptilian golden age.
National motto of Alpha Draconians, "Rising from the Harshest to be the Strongest", was also given by Alphari himself, as an reflection to his early life struggles and success.
First Successful Decoding of the Ancient Artifacts
The Ancient Alien research was one of another most impactful achievements and legacies of Overlord Alphari during his reign, for he had greater insight over the usage of alien artifacts. Alpha Draconians was also among the first ones establishing an dedicated and successful institute studying Ancient artifacts and relics, which Overlord Alphari also personally participated in it in addition to providing material and political support.
From the further understanding over these ancient gadgets, Alpha Draconians effectively reverse-engineered Ancient advancements for their own purpose. The absolute technological supremacy of Alpha Draconians gained from Ancient knowledge effectively turned the Reptilian empire into the sole and most brutal galactic superpower of the time.
The Ancient Alien research was one of another most impactful achievements and legacies of Overlord Alphari during his reign, for he had greater insight over the usage of alien artifacts. Alpha Draconians was also among the first ones establishing an dedicated and successful institute studying Ancient artifacts and relics, which Overlord Alphari also personally participated in it in addition to providing material and political support.
From the further understanding over these ancient gadgets, Alpha Draconians effectively reverse-engineered Ancient advancements for their own purpose. The absolute technological supremacy of Alpha Draconians gained from Ancient knowledge effectively turned the Reptilian empire into the sole and most brutal galactic superpower of the time.
Reptilian Galactic Conquest
The next and the largest conquest of Reptilians took place during the reign of fourth Overlord Ks'khip, the infamous Scourge of the Galaxy who led the Draconian legions spread destruction across half of the Milky Way galaxy.
Many of the territories conquered by Overlord Ks'khip formed the foundations of core Alpha Draconian regions in Milky Way Galaxy. In addition, the subjugation of various alien races including Bowuland Insectoids which provided Alpha Draconians productive slave laborers for millenniums.
The conquest was an important point of history which Reptilian power and influence reached its peaks, the time when Reptilians began call themselves ‘the descendants of the Ancients’.
The next and the largest conquest of Reptilians took place during the reign of fourth Overlord Ks'khip, the infamous Scourge of the Galaxy who led the Draconian legions spread destruction across half of the Milky Way galaxy.
Many of the territories conquered by Overlord Ks'khip formed the foundations of core Alpha Draconian regions in Milky Way Galaxy. In addition, the subjugation of various alien races including Bowuland Insectoids which provided Alpha Draconians productive slave laborers for millenniums.
The conquest was an important point of history which Reptilian power and influence reached its peaks, the time when Reptilians began call themselves ‘the descendants of the Ancients’.
Mystic Galactic Domination Doctrine
While Overlord Ks'khip ruled by brutally asserting direct Draconian dominance over half of the Milky Way, his successor Ka'kropp had a completely different idea, advocating a complete different doctrine of ruling the Reptilian empire.
In a more secretive and unsuspecting approach, Alpha Draconians maintain control over conquered territories with minimal public personnel and have most of the actual administration and enforcement done covertly. Through asserting the ideas that Alpha Draconians were unreachable and all-powerful deity beyond their intellect, subjugated objects and vassals would never dare to resist and defect.
While Overlord Ks'khip ruled by brutally asserting direct Draconian dominance over half of the Milky Way, his successor Ka'kropp had a completely different idea, advocating a complete different doctrine of ruling the Reptilian empire.
In a more secretive and unsuspecting approach, Alpha Draconians maintain control over conquered territories with minimal public personnel and have most of the actual administration and enforcement done covertly. Through asserting the ideas that Alpha Draconians were unreachable and all-powerful deity beyond their intellect, subjugated objects and vassals would never dare to resist and defect.
Disassembly of Second Pharan Empire
While the Second Pharan Empire remained relatively unchanged and peaceful since its establishment, many aspects of the Empire itself declines day by day. Eventually, the Pharan Empire officially dissolved themselves.
Pharans are permanently divided into hundreds of independent tribes and scattered across the stars, rapidly degenerating into theocratic medieval civilization technologically and culturally.
While the Second Pharan Empire remained relatively unchanged and peaceful since its establishment, many aspects of the Empire itself declines day by day. Eventually, the Pharan Empire officially dissolved themselves.
Pharans are permanently divided into hundreds of independent tribes and scattered across the stars, rapidly degenerating into theocratic medieval civilization technologically and culturally.
Reptilian-Atlanian Conflicts
Years since the Great Conquest, Reptilians had several attempts throwing invasion on the aquatic homelands of Atlanian Kingdoms, however heavy local resistance of Atlanians turned most of the attempts thwarted and to no anvil.
At the end of this series of conflicts over the millennium, Alpha Draconians withdrawn their forces from Atlanian territory and never mentioned invading Atlanian planets since after.
Years since the Great Conquest, Reptilians had several attempts throwing invasion on the aquatic homelands of Atlanian Kingdoms, however heavy local resistance of Atlanians turned most of the attempts thwarted and to no anvil.
At the end of this series of conflicts over the millennium, Alpha Draconians withdrawn their forces from Atlanian territory and never mentioned invading Atlanian planets since after.
The Revival of Insectoid Civilization
(Parallel to 19th~20th century of Human timeline)
Ever since the Alpha Draconians subjugated the Bowuland Insectoids, the history of being enslaved for millions of years was the darkest history of Insectoids. However, from countless of torture and survival struggles, Bowland Insectoids had evolved into highly expansive and adaptive breeds of wide variety. Meanwhile, years without significant challenges or greater ambitions had also turned Alpha Draconians internally corrupt and indolent.
Parallel to the 19th to 20th century of mankind, an slave uprising in Alpha Draconains marked another major turning point of Milky Way history.
The Revival of Insectoid Civilization
Draconis-12 Uprising
In the distant slave farm colony of wetland planet Draconis-12, to no Reptilians' expectation, the Alpha Draconian colony was overthrown by a planetary-scale Insectoid slave uprising led by an enlightened Insectoid named Zolarg, all Draconian personnel either purged or missing.
The first group of freed Insectoids renamed the planet to Zolarg Prime after their leader, which became the new home world of the Insectoid civilization. At the same time, the uprising leader Zolarg himself was crowned emperor for life of the people of Zolarg Prime, and Zolarg Empire is established.
In the distant slave farm colony of wetland planet Draconis-12, to no Reptilians' expectation, the Alpha Draconian colony was overthrown by a planetary-scale Insectoid slave uprising led by an enlightened Insectoid named Zolarg, all Draconian personnel either purged or missing.
The first group of freed Insectoids renamed the planet to Zolarg Prime after their leader, which became the new home world of the Insectoid civilization. At the same time, the uprising leader Zolarg himself was crowned emperor for life of the people of Zolarg Prime, and Zolarg Empire is established.
Insectoid Uprising Movements
While Alpha Draconians attempted to cover up the incident, words of Draconis-12 uprising spread quickly among the Insectoids of other Draconian slave colonies.
Encouraged and inspired by the Zolarg's success, other Insectoids followed similar path. Though not all had been successful, the series of uprising movements successfully took over large numbers of Alpha Draconian colonies and cities. Most of the Insectoids who earned their freedom joined the Zolarg Empire's cause in the sacred war toppling their ancestral enemy.
While Alpha Draconians attempted to cover up the incident, words of Draconis-12 uprising spread quickly among the Insectoids of other Draconian slave colonies.
Encouraged and inspired by the Zolarg's success, other Insectoids followed similar path. Though not all had been successful, the series of uprising movements successfully took over large numbers of Alpha Draconian colonies and cities. Most of the Insectoids who earned their freedom joined the Zolarg Empire's cause in the sacred war toppling their ancestral enemy.
Insectoid Revival War
Soon Alpha Draconians took retaliatory actions against the uprising movements, attempting regain control of the slaves by sheer might of regular military forces. In this 27 year long war of attrition, both sides took heavy losses, however, despite technologically superior, Draconian forces never managed to outmatch Zolarg forces in numbers and replenishment rate. Eventually, Draconian forces were forced to withdraw from Zolarg-controlled territory to regroup after local war reserves had been depleted.
The War ended with Zolarg victory. Zolarg Empire earned their needed time and space to redevelop their civilization, while the internal declining of Alpha Draconians were exposed to the galaxy.
Soon Alpha Draconians took retaliatory actions against the uprising movements, attempting regain control of the slaves by sheer might of regular military forces. In this 27 year long war of attrition, both sides took heavy losses, however, despite technologically superior, Draconian forces never managed to outmatch Zolarg forces in numbers and replenishment rate. Eventually, Draconian forces were forced to withdraw from Zolarg-controlled territory to regroup after local war reserves had been depleted.
The War ended with Zolarg victory. Zolarg Empire earned their needed time and space to redevelop their civilization, while the internal declining of Alpha Draconians were exposed to the galaxy.
‘Groot Opwekkingsplan’
This period was also known as the ‘Great Revival Period’, the period when Emperor Zolarg formulated the policies and plans for early Zolarg Empire focusing on reconstruction, redevelopment and expansion of the Insectoid civilization, with the ultimate goal acquiring capability to confront Alpha Draconians head-on.
Combining sheer workforce volume of Insectoids, rediscovered ancestral knowledge and industrial knowledge acquired form Alpha Draconian machines, Zolarg Empire quickly established their industrial and technological foundations and rose as a supernova of galactic power.
This period was also known as the ‘Great Revival Period’, the period when Emperor Zolarg formulated the policies and plans for early Zolarg Empire focusing on reconstruction, redevelopment and expansion of the Insectoid civilization, with the ultimate goal acquiring capability to confront Alpha Draconians head-on.
Combining sheer workforce volume of Insectoids, rediscovered ancestral knowledge and industrial knowledge acquired form Alpha Draconian machines, Zolarg Empire quickly established their industrial and technological foundations and rose as a supernova of galactic power.
Declaration of Insectoid Liberation
After the ‘Groot Opwekkingsplan closed with stunning success, Emperor Zolarg made a declaration on behalf of Insectoids to Alpha Draconians - the Zolarg Empire, will liberate the remaining brothers and sisters under the unrightful Draconian slavery at all costs.
The Declaration officially established the ultimate objective of the wars against Alpha Draconians.
After the ‘Groot Opwekkingsplan closed with stunning success, Emperor Zolarg made a declaration on behalf of Insectoids to Alpha Draconians - the Zolarg Empire, will liberate the remaining brothers and sisters under the unrightful Draconian slavery at all costs.
The Declaration officially established the ultimate objective of the wars against Alpha Draconians.
The Old Earth Era
(Year -2051)
The Old Earth Era is defined as the period before United Earth in human history. The late Old Earth Era is the time when humans begin exploring the deeper space and other stars, as well as beginning extensive colonization beyond Earth.
The Old Earth Era
Jameson Theories (2027)
The quantum physics scientist Professor Lob E. Jameson published a paper about theories associated with space continuum mechanics which provided basis for future development of long range space travel between systems.
The quantum physics scientist Professor Lob E. Jameson published a paper about theories associated with space continuum mechanics which provided basis for future development of long range space travel between systems.
First Practical Fusion Propulsion Engine (2031)
As the first commercial-use fusion reactors achieved success in the late 2020s, it provided valuable experience for developing further uses of nuclear fusion power, including the innovative idea to use it for propulsion. First practical fusion propulsion engine for spacecrafts was built in 2031.
As the first commercial-use fusion reactors achieved success in the late 2020s, it provided valuable experience for developing further uses of nuclear fusion power, including the innovative idea to use it for propulsion. First practical fusion propulsion engine for spacecrafts was built in 2031.
First Probe exiting Solar System (2033)
USP Discovery was the first successful probe that traveled beyond boundaries of Solar System and reached another star system (Alpha Centauri). It's launched from Earth at 2033, returning valuable data of planets of Alpha Centauri system starting from 2037.
USP Discovery was the first successful probe that traveled beyond boundaries of Solar System and reached another star system (Alpha Centauri). It's launched from Earth at 2033, returning valuable data of planets of Alpha Centauri system starting from 2037.
Space Colonization Race of Solar System (2032-2047)
With long range space travelling became more possible at the time, it kickstarted a space race at larger scale. It was one historical milestone for humanity - first attempts of an extensive space colonization in history.
Both directly and indirectly, at least 65% nations of the world participated in it. Among the governmental bodies and independent organizations in the race, some seek for wealth and influence, some seek for opportunities and a new start, some seek for knowledge and discovery.
At the peak period of the space race, colony activities could be found around and on mainly Moon and Mars, and to certain extent, Venus and Jupiter.
However, the space race came to complete halt around late 2040s, hampered by instability on Earth caused by Earth Resource Crisis.
With long range space travelling became more possible at the time, it kickstarted a space race at larger scale. It was one historical milestone for humanity - first attempts of an extensive space colonization in history.
Both directly and indirectly, at least 65% nations of the world participated in it. Among the governmental bodies and independent organizations in the race, some seek for wealth and influence, some seek for opportunities and a new start, some seek for knowledge and discovery.
At the peak period of the space race, colony activities could be found around and on mainly Moon and Mars, and to certain extent, Venus and Jupiter.
However, the space race came to complete halt around late 2040s, hampered by instability on Earth caused by Earth Resource Crisis.
Earth Resource Crisis (2039-2057)
Catalyzed by political and commercial rivalries on Earth, the space race had escalated to higher levels within a decade. Various parties increased their bets and investments into their colonization projects, leading to resource consumption increasing to unprecedented levels for the following years. Worries regarding depletion of known resource reserves on Earth arises starting from mid 2039, and became actual problems in the 2040s.
In the meantime, uncontrolled industrial activities of the space race had also accelerated climate change which catastrophically turned Earth much less habitable. The climate impacts were strongly associated to occurrence of famine and abnormal morality in major countries starting from 2043.
At 2047, by the severe shortage of various resources, social instability on Earth reached critical levels.
The crisis seen no sign of alleviation until 2057.
Catalyzed by political and commercial rivalries on Earth, the space race had escalated to higher levels within a decade. Various parties increased their bets and investments into their colonization projects, leading to resource consumption increasing to unprecedented levels for the following years. Worries regarding depletion of known resource reserves on Earth arises starting from mid 2039, and became actual problems in the 2040s.
In the meantime, uncontrolled industrial activities of the space race had also accelerated climate change which catastrophically turned Earth much less habitable. The climate impacts were strongly associated to occurrence of famine and abnormal morality in major countries starting from 2043.
At 2047, by the severe shortage of various resources, social instability on Earth reached critical levels.
The crisis seen no sign of alleviation until 2057.
The Grand Collapse (2051)
Severely affected by the Earth Resource Crisis, major governmental bodies on Earth lost their economic and political capability to maintain basic functions on an nation, end up either overthrown by displeased mobs of starving people, or disband themselves under pressure. In a chain reaction, similar events happened to nations all across the globe, which all turned into lands of anarchy and chaos.
This event is often referred as the end point of Old Earth era.
Severely affected by the Earth Resource Crisis, major governmental bodies on Earth lost their economic and political capability to maintain basic functions on an nation, end up either overthrown by displeased mobs of starving people, or disband themselves under pressure. In a chain reaction, similar events happened to nations all across the globe, which all turned into lands of anarchy and chaos.
This event is often referred as the end point of Old Earth era.
The United Earth Era
(2051-Present)
Right after the Grand Collapse, on Earth was the absolute chaos of no law and order where civilization degenerates and anarchy scourges the world. In the meantime, colonies outside Earth were left stranded without contact and support, struggling survive on their own.
However, the end of an old era is also the beginning of an new greater era - This is the era when United Earth rises to power and reunify humanity, and elevating human civilization to the greater levels, to beyond Solar System, to the distant stars.
The United Earth Era
Dissolution of United Nations and Formation of United Earth Movement (UEM) (2051-2052)
Without any existing members at all, and at the edge of ‘bankruptcy’, the United Nations officially dissolved, with most of the assets sold and transferred to a group of political aristocrats and plutocrats. The group absorbed the functions and assets of United Nations, and ambitiously rebranded it into United Earth Movement (UEM) during early 2052, which aimed to unify the entire humanity, and restore prosperity and order of the Old Earth era.
Without any existing members at all, and at the edge of ‘bankruptcy’, the United Nations officially dissolved, with most of the assets sold and transferred to a group of political aristocrats and plutocrats. The group absorbed the functions and assets of United Nations, and ambitiously rebranded it into United Earth Movement (UEM) during early 2052, which aimed to unify the entire humanity, and restore prosperity and order of the Old Earth era.
Earth Reunification War (2054-2055)
During the 2 years of preparation, UEM rallied manpower and resources from around the globe through black markets and government fire sales, while gaining stable bases of operations by assisting reestablishment of government on mainly Western Europe and Eastern half of North America.
At mid 2054, UEM officially initiated their military campaign with superior (but still rather limited) reserve of resources, rapidly brought major cities under control in the early months, then the cities were used as staging grounds to drive resistance of warlord and anarchists out of the region, ultimately encircling and destroying them.
Near the end of the 1.4 year long war, UEM controlled over 74% of the world. With no hope to topple a rising power, remaining resistances surrendered to UEM one by one, and generally accepted annexation in the post-war negotiations.
During the 2 years of preparation, UEM rallied manpower and resources from around the globe through black markets and government fire sales, while gaining stable bases of operations by assisting reestablishment of government on mainly Western Europe and Eastern half of North America.
At mid 2054, UEM officially initiated their military campaign with superior (but still rather limited) reserve of resources, rapidly brought major cities under control in the early months, then the cities were used as staging grounds to drive resistance of warlord and anarchists out of the region, ultimately encircling and destroying them.
Near the end of the 1.4 year long war, UEM controlled over 74% of the world. With no hope to topple a rising power, remaining resistances surrendered to UEM one by one, and generally accepted annexation in the post-war negotiations.
Official Establishment of United Earth (2056)
Few months after the Earth Reunification War, United Earth and its official governmental structure was established. United Earth took the form of a presidential republic, which the governmental body and the executive body is lead by President of United Earth, General Assembly responsible for legislation and directly responsible to the President.
The General Assembly is the decision-making centre of the United Earth, composed of representatives from different administrative regions to show a certain extent of democracy. However, the President still has absolute power to intervene or even alter the decisions of the General Assembly, in addition to a series of exclusive powers.
Few months after the Earth Reunification War, United Earth and its official governmental structure was established. United Earth took the form of a presidential republic, which the governmental body and the executive body is lead by President of United Earth, General Assembly responsible for legislation and directly responsible to the President.
The General Assembly is the decision-making centre of the United Earth, composed of representatives from different administrative regions to show a certain extent of democracy. However, the President still has absolute power to intervene or even alter the decisions of the General Assembly, in addition to a series of exclusive powers.
Earth Recovery Program (2056-2060)
While Earth became relatively stable in political conditions, as Earth Resource Crisis was still an existent and urgent issue, economic, industrial and environmental recovery became absolute priority of newly-established United Earth. In late 2056, United Earth initiated the Earth Recovery Program which involved habitat reclamation, industrial and economic reforms, prospecting new sources of resources, and reestablishing contact and activities with colonies outside Earth (to integrate external resources to assist recovery of Earth).
Under the effective and efficient coordination of resources of United Earth, only one year later, basic recovery had successfully been achieved, effectively alleviating and roughly neutralizing the impacts of Resource Crisis with no excess burden to space colonies and people on Earth.
At 2060, the economy of Earth had achieved recovery and development to beyond mid-21st century standards, the Program concluded in success.
The successful example of Earth Recovery Program also provided early basis of future terraforming research.
While Earth became relatively stable in political conditions, as Earth Resource Crisis was still an existent and urgent issue, economic, industrial and environmental recovery became absolute priority of newly-established United Earth. In late 2056, United Earth initiated the Earth Recovery Program which involved habitat reclamation, industrial and economic reforms, prospecting new sources of resources, and reestablishing contact and activities with colonies outside Earth (to integrate external resources to assist recovery of Earth).
Under the effective and efficient coordination of resources of United Earth, only one year later, basic recovery had successfully been achieved, effectively alleviating and roughly neutralizing the impacts of Resource Crisis with no excess burden to space colonies and people on Earth.
At 2060, the economy of Earth had achieved recovery and development to beyond mid-21st century standards, the Program concluded in success.
The successful example of Earth Recovery Program also provided early basis of future terraforming research.
Reinitialization of Space Colonization Programmes (2061)
United Earth reinitialized most of the colonization projects from the Old Earth Era starting from 2061, with changed made to enhance efficiency, facilitate administration from United Earth government, and change of objectives.
The Old Earth Era plans were generally rebranded and integrated into "Earth-Sphere Development Programme (ESDP)", aimed to construct a larger socio-economic body in Solar System centering Earth. Under ESDP, Moon was developed into logistics center composed of shipyards and spaceports, while Mars became the new major industrial center. Large space stations were also built to support distant colonies on Venus and moon colonies around Jupiter.
With breakthroughs in interstellar communications technology, United Earth also set their ambitions to colonize stars beyond Solar System. Newer generation of long range space probes were also sent to other distant stars in search for new unhabited planets for colonization and exploit undiscovered resources
United Earth reinitialized most of the colonization projects from the Old Earth Era starting from 2061, with changed made to enhance efficiency, facilitate administration from United Earth government, and change of objectives.
The Old Earth Era plans were generally rebranded and integrated into "Earth-Sphere Development Programme (ESDP)", aimed to construct a larger socio-economic body in Solar System centering Earth. Under ESDP, Moon was developed into logistics center composed of shipyards and spaceports, while Mars became the new major industrial center. Large space stations were also built to support distant colonies on Venus and moon colonies around Jupiter.
With breakthroughs in interstellar communications technology, United Earth also set their ambitions to colonize stars beyond Solar System. Newer generation of long range space probes were also sent to other distant stars in search for new unhabited planets for colonization and exploit undiscovered resources
First Reformation of Security Council (2063-2065)
The national security agency of the United Earth, Security Council, went under a series of reformation from 2063 to 2065, improving and fostering the efficiency of peacekeeping missions on Earth and foreign colonies.
The reform included controversial establishment of military police force CLEI (Colonial Law Enforcement Initiative, nicknamed "clay") and associated high pressure security regulations over colonies.
The national security agency of the United Earth, Security Council, went under a series of reformation from 2063 to 2065, improving and fostering the efficiency of peacekeeping missions on Earth and foreign colonies.
The reform included controversial establishment of military police force CLEI (Colonial Law Enforcement Initiative, nicknamed "clay") and associated high pressure security regulations over colonies.
Colonization of Alpha Centauri (2064)
The long-range colony carrier UES Ark-3 was launched from Moon shipyard at 2062, reaching Alpha Centauri and established colonies at year 2064, it was the first time in history mankind send people beyond Solar System.
The long-range colony carrier UES Ark-3 was launched from Moon shipyard at 2062, reaching Alpha Centauri and established colonies at year 2064, it was the first time in history mankind send people beyond Solar System.
Establishment of Space Marines (2068)
In order to protect foreign colonies and Earth from potential Alien threats, United Earth Space Marines (UESM) was established.
Space Marines gradually replaced Peacekeepers of the United Earth as part of the official military and security forces.
In order to protect foreign colonies and Earth from potential Alien threats, United Earth Space Marines (UESM) was established.
Space Marines gradually replaced Peacekeepers of the United Earth as part of the official military and security forces.
Autonomous Movements of Frontier Region (2068)
For years, colonies of frontier regions presented their concern and discontent towards the heavily bureaucratic system and excessively strict security policies of United Earth, but were never taken notice by authorities on Earth.
The situation turned into several prolonged region-wide protests demanding exclusion from the oppressive policies, after the 7th time Secretary of General Assembly refused to include the issue into agenda of next General Assembly meeting.
Refused to give up interests, United Earth attempted to pacify the discontent colonies by simple tax exemption and reassigning new colony governors, and never tried to lift the policies the colonies asked to remove.
Further angered by the "disrespectful" attitude of United Earth authorities, protests turned into anti-UE movements advocating decentralization of power form Earth. Eventually, United Earth was forced to grant few colonies status of autonomous territory to put the political crisis to end and made promises of reforming administrative and security polices on colonies.
While the movement seemed to achieve the objective to free from oppressive policies, some anti-UE movements foresee United Earth will eventually go back on their policies and unreliable promises, believing only liberation through true independence would free colonies from oppression of Earth supremacists - Which lead to founding of several underground radical anti-UE organizations.
For years, colonies of frontier regions presented their concern and discontent towards the heavily bureaucratic system and excessively strict security policies of United Earth, but were never taken notice by authorities on Earth.
The situation turned into several prolonged region-wide protests demanding exclusion from the oppressive policies, after the 7th time Secretary of General Assembly refused to include the issue into agenda of next General Assembly meeting.
Refused to give up interests, United Earth attempted to pacify the discontent colonies by simple tax exemption and reassigning new colony governors, and never tried to lift the policies the colonies asked to remove.
Further angered by the "disrespectful" attitude of United Earth authorities, protests turned into anti-UE movements advocating decentralization of power form Earth. Eventually, United Earth was forced to grant few colonies status of autonomous territory to put the political crisis to end and made promises of reforming administrative and security polices on colonies.
While the movement seemed to achieve the objective to free from oppressive policies, some anti-UE movements foresee United Earth will eventually go back on their policies and unreliable promises, believing only liberation through true independence would free colonies from oppression of Earth supremacists - Which lead to founding of several underground radical anti-UE organizations.
First Official Contacts with Minor Alien Civilization (2069)
An newly established United Earth colony discovered an underdeveloped alien civilization on the planet Haken-35. United Earth officially contacted the Hakenduzians, establishing the first diplomatic relations with an alien race.
An newly established United Earth colony discovered an underdeveloped alien civilization on the planet Haken-35. United Earth officially contacted the Hakenduzians, establishing the first diplomatic relations with an alien race.
Alien Membership System (2071)
Upon discovery of more minor alien civilizations, there were opinions of establishing a proper system to handle alien diplomacy in smooth manner, while United Earth also saw an opportunity of wealth and influence. In order to convince them sharing their resources with United Earth, the Alien Membership System was established, allowing alien member states to enjoy a series of benefits including protection provided by Space Marines and preferential treatment on trades. In return, the alien member states had to pay yearly membership fees to sustain the privilege.
Upon discovery of more minor alien civilizations, there were opinions of establishing a proper system to handle alien diplomacy in smooth manner, while United Earth also saw an opportunity of wealth and influence. In order to convince them sharing their resources with United Earth, the Alien Membership System was established, allowing alien member states to enjoy a series of benefits including protection provided by Space Marines and preferential treatment on trades. In return, the alien member states had to pay yearly membership fees to sustain the privilege.
First Shuttlepod MK-I Entered Service (2071)
Martian Industries (MarsCorps) completed the first commercial-use model of the legendary multipurpose line of starships capable of fast long range trips, atmospheric take-off and re-entry - the Shuttlepod, which entered service in 2071.
The various innovative designs of Shuttlepod became standards of next generation starships of the following years.
Martian Industries (MarsCorps) completed the first commercial-use model of the legendary multipurpose line of starships capable of fast long range trips, atmospheric take-off and re-entry - the Shuttlepod, which entered service in 2071.
The various innovative designs of Shuttlepod became standards of next generation starships of the following years.
Deimos Events (2072)
It was a legend of the legendary Space Marines elite squad led by Sarge, a story to save Earth from an evil artificial intelligence - though, with some confidential details which United Earth decided to keep it highly classified, rumored to be time travel to erase history of a parallel timeline.
It was a legend of the legendary Space Marines elite squad led by Sarge, a story to save Earth from an evil artificial intelligence - though, with some confidential details which United Earth decided to keep it highly classified, rumored to be time travel to erase history of a parallel timeline.
Discovery of Terra Nova and Terra Nova Colony Rush (2074-2080)
Year 2077, a space probe discovered a planet having more than three times surface area of Earth, which its characteristics are also surprisingly extremely similar to that of Earth. Later the planet was named as Terra Nova to commemorate the remarkable discovery, it was the first earthlike planet discovered in human history.
The value and promising prospects of colonizing this planet were soon taken notice by United Earth authorities and other parties in United Earth. Soon as United Earth had officially begun the preparations for colonizing Terra Nova, largest corporations and major non-governmental entities presented their petition to participate in the project for a of major share of the planet's resources and interests.
As the United Earth authority was unable to balance the interests and requests of various parties, United Earth decided to turn this colonization project into an open competition (which United Earth end up as one of the competitors), which the shares of Terra Nova would only be granted to those who create groundbreaking achievements or shown excellent competitiveness.
Year 2077, a space probe discovered a planet having more than three times surface area of Earth, which its characteristics are also surprisingly extremely similar to that of Earth. Later the planet was named as Terra Nova to commemorate the remarkable discovery, it was the first earthlike planet discovered in human history.
The value and promising prospects of colonizing this planet were soon taken notice by United Earth authorities and other parties in United Earth. Soon as United Earth had officially begun the preparations for colonizing Terra Nova, largest corporations and major non-governmental entities presented their petition to participate in the project for a of major share of the planet's resources and interests.
As the United Earth authority was unable to balance the interests and requests of various parties, United Earth decided to turn this colonization project into an open competition (which United Earth end up as one of the competitors), which the shares of Terra Nova would only be granted to those who create groundbreaking achievements or shown excellent competitiveness.
Wormhole Navigation Technology (2075)
A set of technological advancements in space navigation technology allowed safe traveling of wormholes, which the wormholes act as a great shortcuts and highways of space travelling.
A set of technological advancements in space navigation technology allowed safe traveling of wormholes, which the wormholes act as a great shortcuts and highways of space travelling.
Human Civil War
(2087-2089)
Despite most part of the war were centered on conflict of two forces of humanity, United Earth and League of Independent States, the war had seen involvement of other major civilizations of the Milky Way Galaxy, Zolarg Empire and Alpha Draconians. Having great impacts on the history and future political situation of Milky Way Galaxy, it was considered one of the important historical events that contributed to the beginning of New Galactic Era.
Human Civil War
Independent Terra (2068)
Independent Terra is the foundational ideology adopted by League of Independent States (and its predeceasing entities).
In the years since the Autonomous Movements broke out, explicit forms of independentist ideas were given rise in the frontier regions, some branches were eventually developed into radical ideologies adopted by anti-UE entities, including the most well-known ideology of "Independent Terra", which advocates independence revolution against centralists and Earth supremacists, ultimately liberating mankind by overthrowing United Earth and re-establish a new true liberal government on Earth that respects human rights and treat individual colonies as equals.
As colonists were often considered to be the far lower echelons of society than native residents of Earth, the ideas of Independent Terra were even openly welcomed by some colonies beyond frontier regions that were also dissatisfied with authorities on Earth.
Discovery of Terra Nova, the first earthlike planet discovered by humanity in outer space, in 2074 applied an significant impact on the core ideas of Independent Terra ideology, which led to an ideological split within - Pro-revolutionist which continued the original idea of uproot ruling class on Earth, and Second-Terra-ist (SeT-ist) that suggests rivaling Earth influence by establishing liberal government on Terra Nova.
Independent Terra is the foundational ideology adopted by League of Independent States (and its predeceasing entities).
In the years since the Autonomous Movements broke out, explicit forms of independentist ideas were given rise in the frontier regions, some branches were eventually developed into radical ideologies adopted by anti-UE entities, including the most well-known ideology of "Independent Terra", which advocates independence revolution against centralists and Earth supremacists, ultimately liberating mankind by overthrowing United Earth and re-establish a new true liberal government on Earth that respects human rights and treat individual colonies as equals.
As colonists were often considered to be the far lower echelons of society than native residents of Earth, the ideas of Independent Terra were even openly welcomed by some colonies beyond frontier regions that were also dissatisfied with authorities on Earth.
Discovery of Terra Nova, the first earthlike planet discovered by humanity in outer space, in 2074 applied an significant impact on the core ideas of Independent Terra ideology, which led to an ideological split within - Pro-revolutionist which continued the original idea of uproot ruling class on Earth, and Second-Terra-ist (SeT-ist) that suggests rivaling Earth influence by establishing liberal government on Terra Nova.
Independence Coalition (2072)
The potential instability associated to the spread of independentist ideologies during the Autonomous Movement were not left unnoticed by United Earth government. Immediately identifying such ideologies as dangers to governmental and political interests, the Security Council increased CLEI presence in frontier regions and colony sectors with high risk of ideological infiltration, to completely outlaw anti-UE entities.
Soon the anti-UE organizations and Independent Terra supporters found operating campaigns became increasingly difficult under the close watch of CLEI secret police.
In 2072, representatives of anti-UE entities of mainly from the frontier region secretly gathered at Terra Nova, forming the Independence Coalition - the predecessor of League of Independent States, establishing cooperation of running campaigns against UE under the nose of United Earth.
The potential instability associated to the spread of independentist ideologies during the Autonomous Movement were not left unnoticed by United Earth government. Immediately identifying such ideologies as dangers to governmental and political interests, the Security Council increased CLEI presence in frontier regions and colony sectors with high risk of ideological infiltration, to completely outlaw anti-UE entities.
Soon the anti-UE organizations and Independent Terra supporters found operating campaigns became increasingly difficult under the close watch of CLEI secret police.
In 2072, representatives of anti-UE entities of mainly from the frontier region secretly gathered at Terra Nova, forming the Independence Coalition - the predecessor of League of Independent States, establishing cooperation of running campaigns against UE under the nose of United Earth.
First Contact between humanity and Zolarg Empire (2077)
While the first official contact between United Earth and Zolarg Empire took place at 2080, the actual initial contact took place 3 years earlier (2077), during an encounter in uncharted regions between a black market convoy and a Zolarg prospection ship.
The rumors of the encounter spread quickly in black markets, eventually the piece of intel reached the Independence Coalition. Intrigued, the Coalition concluded with an risky decision - sending a secret diplomatic dispatchment to the Zolarg Ship via the black market vessel, in attempt to establish early relations which could help obtaining crucial support for future military campaign against United Earth.
In 2079, the dispatchment returned with cooperation agreements and an unofficial-and-non-disclosed diplomatic and military cooperation pact from Zolarg Empire, which the Coalition offers human technologies to Zolarg scholars in exchange for material and possible military support of Zolarg expeditionary forces.
While the first official contact between United Earth and Zolarg Empire took place at 2080, the actual initial contact took place 3 years earlier (2077), during an encounter in uncharted regions between a black market convoy and a Zolarg prospection ship.
The rumors of the encounter spread quickly in black markets, eventually the piece of intel reached the Independence Coalition. Intrigued, the Coalition concluded with an risky decision - sending a secret diplomatic dispatchment to the Zolarg Ship via the black market vessel, in attempt to establish early relations which could help obtaining crucial support for future military campaign against United Earth.
In 2079, the dispatchment returned with cooperation agreements and an unofficial-and-non-disclosed diplomatic and military cooperation pact from Zolarg Empire, which the Coalition offers human technologies to Zolarg scholars in exchange for material and possible military support of Zolarg expeditionary forces.
The Alpha Draconian Conspiracy and Invasion Plan (~2085)
Since the Insectoid uprising events, Alpha Draconians had been in a difficult situation. The economy over-reliant on expansive and expendable insectoid slave labor had been severely hampered, while the reptilians began questioning the faith and pride of their "all-time invincible" empire.
Taking the Insectoid uprising events as the greatest shame to Alpha Draconians, on Alpha Draconis the dissatisfied reptilian lords and nobles urged Overlord Betah'an taking the responsibility to address the crisis.
To the Lords of Inner Circle (who power, ambitions, cunning and brutality were second to only the Overlord), it was a sign of weakened Overlord. Seeing that as an opportunity to seize the Overlord's power rightfully, the Lords of Inner Circle schemed to remove Overlord Betah'an form the throne.
To Overlord Betah'an, the most effective way silencing his political opponents form the Inner Circle and regaining support from nobles while addressing the crisis at the same time, was to start another conquest. The Overloard carefully selected the most suitable target of conquest - United Earth, which was industrially and economically developed but militarily inferior, non-aware of Alpha Draconians' existance, and possible sowing of internal conflict which allows minimal military efforts to eradicate further resistances.
Since the Insectoid uprising events, Alpha Draconians had been in a difficult situation. The economy over-reliant on expansive and expendable insectoid slave labor had been severely hampered, while the reptilians began questioning the faith and pride of their "all-time invincible" empire.
Taking the Insectoid uprising events as the greatest shame to Alpha Draconians, on Alpha Draconis the dissatisfied reptilian lords and nobles urged Overlord Betah'an taking the responsibility to address the crisis.
To the Lords of Inner Circle (who power, ambitions, cunning and brutality were second to only the Overlord), it was a sign of weakened Overlord. Seeing that as an opportunity to seize the Overlord's power rightfully, the Lords of Inner Circle schemed to remove Overlord Betah'an form the throne.
To Overlord Betah'an, the most effective way silencing his political opponents form the Inner Circle and regaining support from nobles while addressing the crisis at the same time, was to start another conquest. The Overloard carefully selected the most suitable target of conquest - United Earth, which was industrially and economically developed but militarily inferior, non-aware of Alpha Draconians' existance, and possible sowing of internal conflict which allows minimal military efforts to eradicate further resistances.
Terra Nova Incident and Battle of Terra Nova (2087)
Burdened by outrageous taxation set by United Earth over the colonies outside Solar-Sphere region since 2079, Terra Nova was the first colony openly boycotting the tax policies of United Earth, refused to deliver tax payments to General Assembly. General Assembly responded the boycotting by enforcing embargo over Terra Nova, followed by immigration interdiction and military blockade, however all failed with little effect on this almost self-efficient colony.
The Independence Coalition, after years of covered military preparation, saw the incident on Terra Nova provided a narrow but the best opportunity to start what they had planned long ago - a revolutionary war to liberate colonies from tyranny of United Earth. Before the military blockade was enforced, the Coalition sneaked additional military personnel to their branch in Terra Nova.
Heat of the debates over follow-up actions against rebellious acts of Terra Nova lasted for months in General Assembly, politicians arguing the effectiveness of measures used to force Terra Nova giving in, while anti-UE organizations on Terra Nova kept provoking United Earth by rallying local people protesting around governmental administrative facilities. Eventually in 2087, with support of politicians who worried Terra Nova incident would evolve into a copy of of Autonomous Movement in 2068, along with manipulation by Alpha Draconian covert agents - By reason of "open revolt against United Earth", President Ronald Tracy issued order to mobilize Space Marines 35th Regiment for military occupation of and martial law enforcement on Terra Nova, marking the outbreak of Human Civil War.
Main forces of Space Marines occupied the capital city of Terra Nova and dispersed protesters with minimal resistance within 2 hours of operation. However, few minutes after the complete occupation, the main forces were ambushed and encircled by local militia forces led by commander Beuford P. Tots in the city. By element of surprise and home turf advantage of militia forces, the well-equipped Space Marines in the capital city took a heavy casualty rate of 63% and were forced to retreat by escaping to troop ship in planetary orbit.
Other militia forces on Terra Nova driven Space Marine and UE garrisons of military facilities into defeat in the subsequent skirmishes over the week. Gaining control over majority of surface-to-orbit defense weapons on the planet, Terra Nova militias forced complete withdrawal of Space Marines 35th Regiment and blockade fleet from Terra Nova at the end of Battle of Terra Nova.
After the battle, the colonial congress replaced the original colonial government. The congress officially sent an formal declaration of independence to Earth, which declared Terra Nova is no longer a chartered colony of United Earth, the once "second earth" was then renamed "Independent State".
Burdened by outrageous taxation set by United Earth over the colonies outside Solar-Sphere region since 2079, Terra Nova was the first colony openly boycotting the tax policies of United Earth, refused to deliver tax payments to General Assembly. General Assembly responded the boycotting by enforcing embargo over Terra Nova, followed by immigration interdiction and military blockade, however all failed with little effect on this almost self-efficient colony.
The Independence Coalition, after years of covered military preparation, saw the incident on Terra Nova provided a narrow but the best opportunity to start what they had planned long ago - a revolutionary war to liberate colonies from tyranny of United Earth. Before the military blockade was enforced, the Coalition sneaked additional military personnel to their branch in Terra Nova.
Heat of the debates over follow-up actions against rebellious acts of Terra Nova lasted for months in General Assembly, politicians arguing the effectiveness of measures used to force Terra Nova giving in, while anti-UE organizations on Terra Nova kept provoking United Earth by rallying local people protesting around governmental administrative facilities. Eventually in 2087, with support of politicians who worried Terra Nova incident would evolve into a copy of of Autonomous Movement in 2068, along with manipulation by Alpha Draconian covert agents - By reason of "open revolt against United Earth", President Ronald Tracy issued order to mobilize Space Marines 35th Regiment for military occupation of and martial law enforcement on Terra Nova, marking the outbreak of Human Civil War.
Main forces of Space Marines occupied the capital city of Terra Nova and dispersed protesters with minimal resistance within 2 hours of operation. However, few minutes after the complete occupation, the main forces were ambushed and encircled by local militia forces led by commander Beuford P. Tots in the city. By element of surprise and home turf advantage of militia forces, the well-equipped Space Marines in the capital city took a heavy casualty rate of 63% and were forced to retreat by escaping to troop ship in planetary orbit.
Other militia forces on Terra Nova driven Space Marine and UE garrisons of military facilities into defeat in the subsequent skirmishes over the week. Gaining control over majority of surface-to-orbit defense weapons on the planet, Terra Nova militias forced complete withdrawal of Space Marines 35th Regiment and blockade fleet from Terra Nova at the end of Battle of Terra Nova.
After the battle, the colonial congress replaced the original colonial government. The congress officially sent an formal declaration of independence to Earth, which declared Terra Nova is no longer a chartered colony of United Earth, the once "second earth" was then renamed "Independent State".
Founding of the League of Independent States (2087)
Following the stunning success in Battle of Terra Nova, Terra Nova became the common symbol of freedom and liberty. The rest member organizations and entities of Independence Coalition, along with colonies of neighboring colony sectors inspired by the incident, followed by overthrowing local colonial government and sever ties with United Earth.
The independent colonies and members of Independence Coalition then officially founded the League of Independent States on Terra Nova.
Following the stunning success in Battle of Terra Nova, Terra Nova became the common symbol of freedom and liberty. The rest member organizations and entities of Independence Coalition, along with colonies of neighboring colony sectors inspired by the incident, followed by overthrowing local colonial government and sever ties with United Earth.
The independent colonies and members of Independence Coalition then officially founded the League of Independent States on Terra Nova.
Terra-to-Earth Campaign (2087-2088)
With support of Beaconburg Fleet and arms supplier BSA from Independent State of Beaconburg (previously Autonomous Colony of Beaconburg), mercenaries recruited from black markets and volunteers from liberated colonies, the newly founded League quickly launched the first military campaign against United Earth - the "Terra-to-Earth Campaign" (In United Earth perspective, "The Defense of Solar System"), targeting core territories of United Earth around Solar System.
Despite United Earth ordered nationwide general mobilization against LIS offensive, the mobilization progresses at sluggish pace. This had left LIS gaining most of the strategic initiative and speed advantage in the early to mid stage of the campaign, the scattered and underprepared United Earth forces were being wiped out by LIS with relative ease.
With support of Beaconburg Fleet and arms supplier BSA from Independent State of Beaconburg (previously Autonomous Colony of Beaconburg), mercenaries recruited from black markets and volunteers from liberated colonies, the newly founded League quickly launched the first military campaign against United Earth - the "Terra-to-Earth Campaign" (In United Earth perspective, "The Defense of Solar System"), targeting core territories of United Earth around Solar System.
Despite United Earth ordered nationwide general mobilization against LIS offensive, the mobilization progresses at sluggish pace. This had left LIS gaining most of the strategic initiative and speed advantage in the early to mid stage of the campaign, the scattered and underprepared United Earth forces were being wiped out by LIS with relative ease.
Zolarg Entry into War (2088)
In late 2087, United Earth completed the strategic defense planning, finished preparations of constructing solid defenses by concentrating majority of military assets in sectors near Solar System.
LIS forces launched the Ragnarok Offensive in early 2088 spearheaded by veteran units form the earlier stages of Terra-to-Earth Campaign, in hope to break the defense lines. However, outmatched by United Earth in terms of superior quantity of troops and supplies, the warfare of attrition eventually blunt the LIS offensive, which LIS forces took significant losses.
Knowing crippled forces stood little chance against possible full strategic counterattack of United Earth, LIS urgently needed to delay United Earth from taking initiative. Shortly after the setback, LIS decided to play their trump card - their secret ally, Zolarg Empire.
Using the missile base (deployed with newly built IWSM which its strike range can reach and cover the entire Solar System) established by LIS and (unexpected) assassination of United Earth President Ronald Tracy as distraction, Zolarg Empire responded to LIS call, sent a full battegroup of Expeditionary Force attacking the other side of United Earth territory, forcing United Earth to fight a war of two fronts.
Despite the two-front strategy did divert pressure from LIS, however, as neither side held major advantage over another, the war turned into a stalemate.
In late 2087, United Earth completed the strategic defense planning, finished preparations of constructing solid defenses by concentrating majority of military assets in sectors near Solar System.
LIS forces launched the Ragnarok Offensive in early 2088 spearheaded by veteran units form the earlier stages of Terra-to-Earth Campaign, in hope to break the defense lines. However, outmatched by United Earth in terms of superior quantity of troops and supplies, the warfare of attrition eventually blunt the LIS offensive, which LIS forces took significant losses.
Knowing crippled forces stood little chance against possible full strategic counterattack of United Earth, LIS urgently needed to delay United Earth from taking initiative. Shortly after the setback, LIS decided to play their trump card - their secret ally, Zolarg Empire.
Using the missile base (deployed with newly built IWSM which its strike range can reach and cover the entire Solar System) established by LIS and (unexpected) assassination of United Earth President Ronald Tracy as distraction, Zolarg Empire responded to LIS call, sent a full battegroup of Expeditionary Force attacking the other side of United Earth territory, forcing United Earth to fight a war of two fronts.
Despite the two-front strategy did divert pressure from LIS, however, as neither side held major advantage over another, the war turned into a stalemate.
Barracuda Blues Event and Preludes to Alpha Draconian Invasion (2088)
In the heat of Human Civil War, Alpha Draconians sneaked groups of pioneer probes into human territory, constructed portal gates in the unnoticed corners where strongholds were set up for preparations of Overlord's surprise invasion plans.
Lords of Inner Circle had been trying to foil the Overlord's plan from the beginning. By a margin of rare opportunity, one covert operative affiliated to Lords of Inner Circle managed to sabotage the cloak device in secret base on planet Barracuda Blues, exposing the dormant portal and droid battlegroup at the site to United Earth and LIS military.
Upon the discovery of the unknown alien facility on Barracuda Blues, both United Earth and LIS dispatched their own task force trying to seize the alien technology that could change the tide of battle. Violent skirmishes broke out between two sides, contesting control of the facility.
As the news on Barracuda Blues were delivered to Zolarg Expeditionary Force. Familiar with Alpha Draconian cunning strategies, the Insectoids immediately identified the alien facility an Alpha Draconian invasion base. The Zolarg Expeditionary Force then sent their urgent message to LIS ally, warned that such discovery was a curse rather than blessing, and presented worries of this war involved orchestrations of Alpha Draconians, the greater evil they were yet to know.
Already at the edge of dishonoring the reptilian ancestors, the sabotage in invasion base on Barracuda Blues and earlier unexpected entry of Zolarg Empire into the war had left Overlord Betah'an with no choice other than launching a premature invasion.
In the heat of Human Civil War, Alpha Draconians sneaked groups of pioneer probes into human territory, constructed portal gates in the unnoticed corners where strongholds were set up for preparations of Overlord's surprise invasion plans.
Lords of Inner Circle had been trying to foil the Overlord's plan from the beginning. By a margin of rare opportunity, one covert operative affiliated to Lords of Inner Circle managed to sabotage the cloak device in secret base on planet Barracuda Blues, exposing the dormant portal and droid battlegroup at the site to United Earth and LIS military.
Upon the discovery of the unknown alien facility on Barracuda Blues, both United Earth and LIS dispatched their own task force trying to seize the alien technology that could change the tide of battle. Violent skirmishes broke out between two sides, contesting control of the facility.
As the news on Barracuda Blues were delivered to Zolarg Expeditionary Force. Familiar with Alpha Draconian cunning strategies, the Insectoids immediately identified the alien facility an Alpha Draconian invasion base. The Zolarg Expeditionary Force then sent their urgent message to LIS ally, warned that such discovery was a curse rather than blessing, and presented worries of this war involved orchestrations of Alpha Draconians, the greater evil they were yet to know.
Already at the edge of dishonoring the reptilian ancestors, the sabotage in invasion base on Barracuda Blues and earlier unexpected entry of Zolarg Empire into the war had left Overlord Betah'an with no choice other than launching a premature invasion.
Battle Against Alpha Draconians (2088-2089)
Caught off guard by surprise, near half of the human forces were obliterated by superior war machines of Alpha Draconians during the initial stage of Alpha Draconian invasion.
With a common enemy, military and political representatives of United Earth, LIS and Zolarg Expeditionary Force met on Earth. Shortly, ceasefire agreements were reached, and an temporary alliance against Alpha Draconian invasion was formed.
The alliance organized several joint operations to strategically delay Alpha Draconian invaders with varying outcome, buying time for LIS and United Earth to replenish losses and regroup respective fighting forces.
In mid 2089, United Earth finished reconstruction of the space armadas, later achieved decisive victories in several space battles against Alpha Draconian warfleets, regaining the space superiority and the tables turned to alliance's favor.
With support from United Earth fleets and exploiting the weakness of long replenishment cycle and inferior quantity of Alpha Draconian forces, alliance forces successfully overwhelmed Alpha Draconian forces, storming major invasion bases. The destruction of the largest but last portal gate stronghold during Battle of Barracuda Blues marked the decisive defeat of Alpha Draconian invaders.
Caught off guard by surprise, near half of the human forces were obliterated by superior war machines of Alpha Draconians during the initial stage of Alpha Draconian invasion.
With a common enemy, military and political representatives of United Earth, LIS and Zolarg Expeditionary Force met on Earth. Shortly, ceasefire agreements were reached, and an temporary alliance against Alpha Draconian invasion was formed.
The alliance organized several joint operations to strategically delay Alpha Draconian invaders with varying outcome, buying time for LIS and United Earth to replenish losses and regroup respective fighting forces.
In mid 2089, United Earth finished reconstruction of the space armadas, later achieved decisive victories in several space battles against Alpha Draconian warfleets, regaining the space superiority and the tables turned to alliance's favor.
With support from United Earth fleets and exploiting the weakness of long replenishment cycle and inferior quantity of Alpha Draconian forces, alliance forces successfully overwhelmed Alpha Draconian forces, storming major invasion bases. The destruction of the largest but last portal gate stronghold during Battle of Barracuda Blues marked the decisive defeat of Alpha Draconian invaders.
Continuation of Human Civil War (2089)
As Alpha Draconians called their fleets back to home territory and aborted control of droid armies following the defeat at Barracuda Blues, the temporary alliance finished its purpose and was then dismissed, both sides returned to status of conflict.
However, exhausted and tired of war, it was impossible to continue the war at the original massive, interstellar scale, both sides came up with conclusion that the war must be ended by an decisive battle as soon as possible.
Zolarg Empire then exited war by signing a white peace with United Earth weeks after the alliance had been dismissed.
At last, remaining main forces of United Earth and LIS coincidentally met near the strategically important wormhole highway node, over the planet of Kaiserground. After a week of fierce back-and-forth battle on the planet and in the orbit, United Earth gained complete control of the planet, setting LIS forces on a full retreat, concluding the final major battle in Human Civil War.
As Alpha Draconians called their fleets back to home territory and aborted control of droid armies following the defeat at Barracuda Blues, the temporary alliance finished its purpose and was then dismissed, both sides returned to status of conflict.
However, exhausted and tired of war, it was impossible to continue the war at the original massive, interstellar scale, both sides came up with conclusion that the war must be ended by an decisive battle as soon as possible.
Zolarg Empire then exited war by signing a white peace with United Earth weeks after the alliance had been dismissed.
At last, remaining main forces of United Earth and LIS coincidentally met near the strategically important wormhole highway node, over the planet of Kaiserground. After a week of fierce back-and-forth battle on the planet and in the orbit, United Earth gained complete control of the planet, setting LIS forces on a full retreat, concluding the final major battle in Human Civil War.
New Galactic Era
(2089-Present)
Following the end Human Civil War, marked a major shift in geopolitical patterns of the Milky Way Galaxy - Division of human civilization, decline of Alpha Draconian dominance, rise of the mysterious New Galactic Empire, various smaller civilizations began playing important roles in maintaining galactic balance......
Increasing importance of galactic-scale affairs in this era had reshaped the Milky Way Galaxy, which once again after billions of millenniums, the Milky Way Galaxy thrives under the interaction between civilizations.
New Galactic Era
Armistice of Hoxton (2089)
The Armistice of Hoxton officially ended the Human Civil War, despite an armistice in nature.
The armistice defined the United Earth-LIS border in the future, which the border line was known as the Hoxton Line.
To conclude, nobody achieved total victory in the Human Civil War, however, each side had their objectives completed respectively - United Earth won a tactical victory which LIS could no longer threaten United Earth territory, while LIS achieved their primary aim of independence and establishing a liberal, decentralized government.
The Armistice of Hoxton officially ended the Human Civil War, despite an armistice in nature.
The armistice defined the United Earth-LIS border in the future, which the border line was known as the Hoxton Line.
To conclude, nobody achieved total victory in the Human Civil War, however, each side had their objectives completed respectively - United Earth won a tactical victory which LIS could no longer threaten United Earth territory, while LIS achieved their primary aim of independence and establishing a liberal, decentralized government.
Official establishment of League of Independent States (2089)
The main body of the League of the Independent States, the League Council, was officially established 3 months after the Armistice of Hoxton was in effect. By the Joint Declaration of Independent States based on the core ideas of Independent Terra, The League promised fairness, respect, autonomy and freedom to member states.
The League of the Independent States had no actual leader in power. Instead, each member state cooperates under the common principles and shared pacts, bearing the common responsibilities protecting the free people of the League.
Though the establishment of LIS was officially recognized by their ally Zolarg Empire, the United Earth General Assembly declared they would never accept any form of human regime other than itself, the League being an unlawful existence that would threaten the unity and prosperity of mankind.
The main body of the League of the Independent States, the League Council, was officially established 3 months after the Armistice of Hoxton was in effect. By the Joint Declaration of Independent States based on the core ideas of Independent Terra, The League promised fairness, respect, autonomy and freedom to member states.
The League of the Independent States had no actual leader in power. Instead, each member state cooperates under the common principles and shared pacts, bearing the common responsibilities protecting the free people of the League.
Though the establishment of LIS was officially recognized by their ally Zolarg Empire, the United Earth General Assembly declared they would never accept any form of human regime other than itself, the League being an unlawful existence that would threaten the unity and prosperity of mankind.
The Midnight Coup (2089)
With the total defeat of invasion campaign, the core Reptilian society of Alpha Draconians lost all confidence in Overlord Betah'an. Shortly after the end of invasion the Overlord was assassinated by Inner Circle covert agents.
Following the death of the Overlord, the seat of supreme power of Alpha Draconians was then empty. Yet as every Lords of the Inner Circle wished to claim the ultimate trophy of power, political crises escalated to uncontrolled levels by the internal conflicts of the Inner Circle, which later spread all across the administrative body of Alpha Draconians, rendering all but basic administrations of the reptilian empire non-functional.
Catalyzed by the the absence of Overlord and internal political instability, order in Alpha Draconian society was barely maintained, leading to high crime rates and decreased domestic productivity in the following decades.
As a result, dominance of Alpha Draconians began to decline.
With the total defeat of invasion campaign, the core Reptilian society of Alpha Draconians lost all confidence in Overlord Betah'an. Shortly after the end of invasion the Overlord was assassinated by Inner Circle covert agents.
Following the death of the Overlord, the seat of supreme power of Alpha Draconians was then empty. Yet as every Lords of the Inner Circle wished to claim the ultimate trophy of power, political crises escalated to uncontrolled levels by the internal conflicts of the Inner Circle, which later spread all across the administrative body of Alpha Draconians, rendering all but basic administrations of the reptilian empire non-functional.
Catalyzed by the the absence of Overlord and internal political instability, order in Alpha Draconian society was barely maintained, leading to high crime rates and decreased domestic productivity in the following decades.
As a result, dominance of Alpha Draconians began to decline.
Emergence of New Galactic Empire (2089)
Several weeks after the Midnight Coup which had thrown Alpha Draconians into the tarpit of neverending political infighting, control and dominance over the foreign territories of Alpha Draconians were loosened which allowed several vassals and colony broke away with no immediate consequence.
However, majority of these territories were then annexed by another power, which emerged from the Central Vortex region of the Milky Way Galaxy - The New Galactic Empire.
Calling themselves the true descendants of the Ancients, they claimed themselves bearing the destiny to bring the entire galaxy under their grace, a mission of revival to bring the once lost glory of Old Galactic Empire back to life.
Despite lacking the dominating power to contest other major civilizations, the New Galactic Empire had actively been expanding their sphere of influence, and rumored to have unprecedented capacity harnessing the powers of the universe beyond the Ancient technologies.
Several weeks after the Midnight Coup which had thrown Alpha Draconians into the tarpit of neverending political infighting, control and dominance over the foreign territories of Alpha Draconians were loosened which allowed several vassals and colony broke away with no immediate consequence.
However, majority of these territories were then annexed by another power, which emerged from the Central Vortex region of the Milky Way Galaxy - The New Galactic Empire.
Calling themselves the true descendants of the Ancients, they claimed themselves bearing the destiny to bring the entire galaxy under their grace, a mission of revival to bring the once lost glory of Old Galactic Empire back to life.
Despite lacking the dominating power to contest other major civilizations, the New Galactic Empire had actively been expanding their sphere of influence, and rumored to have unprecedented capacity harnessing the powers of the universe beyond the Ancient technologies.
Bradley's Military Reform (2089-2094)
The new head of the United Earth Security Council, Bradley the Grand Marshal (which was the supreme commander throughout the Human Civil War), threw up a massive military reformation aimed to maintain superiority over the military capabilities of LIS, including expansion and reorganization of Space Marines, modernization of United Earth space fleets, introducing newer professionalism elements in military while maintaining the traditional expansive nature of United Earth military, and incorporation of newer doctrines derived from recent experiences in Civil War.
The new head of the United Earth Security Council, Bradley the Grand Marshal (which was the supreme commander throughout the Human Civil War), threw up a massive military reformation aimed to maintain superiority over the military capabilities of LIS, including expansion and reorganization of Space Marines, modernization of United Earth space fleets, introducing newer professionalism elements in military while maintaining the traditional expansive nature of United Earth military, and incorporation of newer doctrines derived from recent experiences in Civil War.
League Guild of Black Markets (2090)
As United Earth denied LIS from formal foreign trade outside the League territory by blockades along LIS border, LIS had to resort to black markets to maintain crucial supplies of high-end materials and economic activities, given different post-war difficulties suffered member states.
In 2090, the League Guild of Black Markets was established under the League Trade Authority to coordinate external trade beyond United Earth blockade, and management of domestic black market networks.
As United Earth denied LIS from formal foreign trade outside the League territory by blockades along LIS border, LIS had to resort to black markets to maintain crucial supplies of high-end materials and economic activities, given different post-war difficulties suffered member states.
In 2090, the League Guild of Black Markets was established under the League Trade Authority to coordinate external trade beyond United Earth blockade, and management of domestic black market networks.
Restoration of Overlord (2110)
Tired of political turmoils and displeased with absence of powerful supreme ruler, traditionalist nobles on Alpha Draconis collectively put pressure on the Inner Circle for restoration of Overlord, or risk denounced and outlawed by defiling the ancestors.
Fearing the wrath of ancestors, the Inner Circle reluctantly brought Delta'an the exiled brother of Betah'an back to Alpha Draconis, crowning Delta'an the next Overlord.
Despite an Overlord, Delta'an was merely a puppet of the Inner Circle, however, did brought relative stability to disorganized Alpha Draconian society at the time.
Tired of political turmoils and displeased with absence of powerful supreme ruler, traditionalist nobles on Alpha Draconis collectively put pressure on the Inner Circle for restoration of Overlord, or risk denounced and outlawed by defiling the ancestors.
Fearing the wrath of ancestors, the Inner Circle reluctantly brought Delta'an the exiled brother of Betah'an back to Alpha Draconis, crowning Delta'an the next Overlord.
Despite an Overlord, Delta'an was merely a puppet of the Inner Circle, however, did brought relative stability to disorganized Alpha Draconian society at the time.
Zolarg Scholars Journey to United Earth (2113)
A team of scholars from the Zolarg Empire, led by the Imperial High Scholar Abbamber, set off to United Earth for friendly diplomatic and scientific mission.
Scholars and scientists of the United Earth and the Zolarg Empire exchanged each other's technological advances and cultural knowledge. While Zolarg scholars earned precious knowledge which could help the technological development of the Zolarg Empire, the trip had also ceased the tensions since the Human Civil War between Zolarg and United Earth.
A team of scholars from the Zolarg Empire, led by the Imperial High Scholar Abbamber, set off to United Earth for friendly diplomatic and scientific mission.
Scholars and scientists of the United Earth and the Zolarg Empire exchanged each other's technological advances and cultural knowledge. While Zolarg scholars earned precious knowledge which could help the technological development of the Zolarg Empire, the trip had also ceased the tensions since the Human Civil War between Zolarg and United Earth.
Insectoid Mind Network Technology (2116)
A breakthrough in neuroscience research in the Zolarg Empire had led to an innovation - the Insectoid Mind Network, designed to foster understanding of consciousness and thinking mechanisms, and enhancing advanced, direct communication and coordination within Insectoid society.
A breakthrough in neuroscience research in the Zolarg Empire had led to an innovation - the Insectoid Mind Network, designed to foster understanding of consciousness and thinking mechanisms, and enhancing advanced, direct communication and coordination within Insectoid society.
Cyberonic Transcendence (2119)
A private United Earth research institute Transcendent Technology successfully prototyped Neuro-microchips (NMC), which were compatible with human neuro systems, small in size, but ten times more efficient than average human brains.
Such inventions initiated a new technological revolution in human civilization in artificial augmentations, impacting all aspects of life.
A private United Earth research institute Transcendent Technology successfully prototyped Neuro-microchips (NMC), which were compatible with human neuro systems, small in size, but ten times more efficient than average human brains.
Such inventions initiated a new technological revolution in human civilization in artificial augmentations, impacting all aspects of life.
Who knows what the future holds?
Note that these are just my own interpretations over the events, it is not official reference, but hopefully enhance your understanding over the My Colony Universe, and had fun reading it.
Thank you for reading!
The list of complete changes coming to My Colony v1.0.0 just keeps growing. So far Regional map generation and Power/Bandwidth utility grids have been completely rewritten, and now I am adding another major change to the list. Currently in testing, the way the engine handles colonists is now also being completely rewritten, as it applies to their jobs, entertainment, housing, education, and medical. Basically, the entire colonist simulation engine is being rewritten, which, along with the other changes already mentioned, is making v1.0.0, at least under the hood, almost a completely different game....
Before discussing the new changes in detail, I should explain how/why the existing system came to be. Colonists were first introduced to the game in v0.3.0 (July 30, 2016) at a time when the biggest housing unit was the actual Lander that you started out in. The game was designed as the Colonist being one of the central features of the simulation. Each colonist had a name, a job, his own stats, and went about his life in the colony. He had an energy level, a happiness level, a day/night sleep cycle, and so on. The intention was for each colonist to be a unique entity with it's own relationships, feelings, etc, sort of like in the Sims.
As time went on and the game grew though, it started morphing into more of a city-builder type game VS an individual colonist simulator. So as more (and bigger) buildings and features got added to the game, the original system based on the individual colonist was simply expanded and adapted in order to keep pace. Eventually the game got to where colonies with populations in the hundreds of thousands and even millions were possible, but the core colonist simulation engine remained as it always had been.
Simulating that many individual colonists brought along major performance and memory issues, especially on mobile. I tried to work around it by implementing a "virtual avatar" system, whereby after a certain population, the game just extrapolated out statistics based on a virtual avatar, where by one "real" colonist would represent 5,000 or more "virtual" colonists. This worked OK for performance, but it always caused strange statistical problems for things like Entertainment, Schooling, Medical, and Work. For example, if one colonist would get sick or unhappy for some reason, all 5,000 of the "virtual" colonists he represented would also take on his sickness/anger, which would lead to situations where 500 virtual colonists are not working.
For the last few years, each update is a constant battle against the old colonist system, with performance issues and complaints about certain stats not lining up as expected. Game functions like Entertainment/Medical,Education barely work in a consistent manner. Moreover, the colonist day/night cycle, which I thought was somewhat neat/unique/realistic to the game, was often confusing for new players who couldn't understand why nobody was at work in their buildings.
Anyway, I think it's long been time for a change, so with v1.0.0 I am stripping out pretty much all colonist-level individuality and data, and moving to a pure statistical model, more in line with a traditional city-simulator type game. After this update, the colonists you see walking around are pretty much for show only, and will no longer have their own individual stats. You will not be able to click on a colonist to see his name, where he lives, what is job is, etc. You will not be able to assign a colonist to a specific job. The individual colonist no longer matters.
So that's the sad part. It's sort of sad because I liked all that stuff about the game, but the reality is that those kinds of things are for a different type of game that My Colony no longer represents, and keeping them in the game has only caused performance issues and forced strange workarounds in the code.
So let's discuss the new system that is currently being tested. Starting with My Colony v1.0.0, all colony stats, including productivity, health, happiness, IQ, etc, are based on (roughly) on the overall land value/approval rating of the specific areas of your colony. It sounds more confusing, but I will explain more.
Housing structures are now the basic unit responsible for generating statistics in the game, taking place of the individual colonist. Housing structures now have internal statistics based on the availability of Schools, Entertainment, and Medical facilities in their proximity. While not yet implemented, there are also internal stats for Crime, which I plan on adding (along with Police Stations/Prisons) in v1.0.1 or v1.0.2.
While these numbers might be tweaked before the final release, you basically need enough Medical to accommodate 5% of your population, enough Schools for 20% of the population, and enough Entertainment for 15% of the population. These facilities must also be within range of the housing units. Medical facilities need to be within a 50 tile radius, schools 35 tile, and entertainment 25 tile. So basically, on a small sized map, an entertainment facility in the center of the map can theoretically service the entire map.
For work, job sites have to be within a 50 tile range of available housing. Jobs are prioritized by distance to house, IQ requirements, and pay. IQ level is impacted by the School rating of the housing unit. Each housing unit keeps track of the average travel distance it's residents must take to get to work, which impacts it's land value/approval rating.
The approval/land value rating of a structure is based on how fully it's needs are met in those categories, with Crime soon to be added as well. When colonists look for new places to live, they will place priority on high value dwellings first, and only reluctantly fill in the slums if necessary. When crime is implemented, criminals will originate from slum areas of town, so the more low-value areas your colony has, the more crime will be generated. Crime in turn will further lower the value of the area.
With this new system, the colonist day/night cycle is gone. As long as approval/land value conditions are good, buildings will be operating at full capacity at all times, so there is no more sitting there waiting for workers to come back on duty.
Some people will not like this new system as the change is large and will probably render many existing city layouts ineffective. You now have to think about the macro-conditions of each area of your city, making sure that there is sufficient medical, education, and entertainment for all residential areas. Since these stats were largely underutilized before, most existing cities will probably have shortages right off the bat. I plan on introducing new education and medical facilities as I get further along on the v1.0.0 update, as they will probably be needed.
There are some positives that come along with this change. Firstly, save file size and memory usage is greatly reduced, as the game no longer keeps a reference table of all workers/buildings. The game no longer conducts the expensive job/medical/school/entertainment search routines for individual colonists, which involved expensive operations of sorting all in-game structures by distance from each colonist, and then weeding through destination candidates one by one.
I estimate that most colonies will see improved performance with this change, particularly on the high end. In addition, this new system will allow me to implement probably the most requested feature of the last 3 years - mass transit, which I tentatively plan on introducing in v1.0.3 with either a new subway or monorail system (depending on what I want to draw). Since the engine no longer has to figure out paths for each individual worker, it now only needs to make sure that a mass-transit system is fully connected to itself, and then figure out a building's distance to the overall transit network, making it's implementation much, much simpler and less performance intensive than trying to resolve mass transit paths for each individual colonist.
So I've written a book here, but the reason for the long write up is because this is probably absolutely the single largest engine change to the game since it first came out, and it represents a complete rewrite of one of the core mechanics of the game. I am trying to design it in a way that will not feel overly different to long-time players and will not be overly disruptive to existing games, but with a change on this scale, you know some people will be impacted.
If you have issues/observations with the new system, you can post them in this thread. I will be working on this particular part of the game for a few more days here. Be advised, that if you open a colony on v1.0.0 from this point on, the engine changes are sufficiently large that re-opening your game in a pre-v1.0.0 client may cause issues, as v1.0.0 deletes a lot of depreciated properties from in-game objects.
Before discussing the new changes in detail, I should explain how/why the existing system came to be. Colonists were first introduced to the game in v0.3.0 (July 30, 2016) at a time when the biggest housing unit was the actual Lander that you started out in. The game was designed as the Colonist being one of the central features of the simulation. Each colonist had a name, a job, his own stats, and went about his life in the colony. He had an energy level, a happiness level, a day/night sleep cycle, and so on. The intention was for each colonist to be a unique entity with it's own relationships, feelings, etc, sort of like in the Sims.
As time went on and the game grew though, it started morphing into more of a city-builder type game VS an individual colonist simulator. So as more (and bigger) buildings and features got added to the game, the original system based on the individual colonist was simply expanded and adapted in order to keep pace. Eventually the game got to where colonies with populations in the hundreds of thousands and even millions were possible, but the core colonist simulation engine remained as it always had been.
Simulating that many individual colonists brought along major performance and memory issues, especially on mobile. I tried to work around it by implementing a "virtual avatar" system, whereby after a certain population, the game just extrapolated out statistics based on a virtual avatar, where by one "real" colonist would represent 5,000 or more "virtual" colonists. This worked OK for performance, but it always caused strange statistical problems for things like Entertainment, Schooling, Medical, and Work. For example, if one colonist would get sick or unhappy for some reason, all 5,000 of the "virtual" colonists he represented would also take on his sickness/anger, which would lead to situations where 500 virtual colonists are not working.
For the last few years, each update is a constant battle against the old colonist system, with performance issues and complaints about certain stats not lining up as expected. Game functions like Entertainment/Medical,Education barely work in a consistent manner. Moreover, the colonist day/night cycle, which I thought was somewhat neat/unique/realistic to the game, was often confusing for new players who couldn't understand why nobody was at work in their buildings.
Anyway, I think it's long been time for a change, so with v1.0.0 I am stripping out pretty much all colonist-level individuality and data, and moving to a pure statistical model, more in line with a traditional city-simulator type game. After this update, the colonists you see walking around are pretty much for show only, and will no longer have their own individual stats. You will not be able to click on a colonist to see his name, where he lives, what is job is, etc. You will not be able to assign a colonist to a specific job. The individual colonist no longer matters.
So that's the sad part. It's sort of sad because I liked all that stuff about the game, but the reality is that those kinds of things are for a different type of game that My Colony no longer represents, and keeping them in the game has only caused performance issues and forced strange workarounds in the code.
So let's discuss the new system that is currently being tested. Starting with My Colony v1.0.0, all colony stats, including productivity, health, happiness, IQ, etc, are based on (roughly) on the overall land value/approval rating of the specific areas of your colony. It sounds more confusing, but I will explain more.
Housing structures are now the basic unit responsible for generating statistics in the game, taking place of the individual colonist. Housing structures now have internal statistics based on the availability of Schools, Entertainment, and Medical facilities in their proximity. While not yet implemented, there are also internal stats for Crime, which I plan on adding (along with Police Stations/Prisons) in v1.0.1 or v1.0.2.
While these numbers might be tweaked before the final release, you basically need enough Medical to accommodate 5% of your population, enough Schools for 20% of the population, and enough Entertainment for 15% of the population. These facilities must also be within range of the housing units. Medical facilities need to be within a 50 tile radius, schools 35 tile, and entertainment 25 tile. So basically, on a small sized map, an entertainment facility in the center of the map can theoretically service the entire map.
For work, job sites have to be within a 50 tile range of available housing. Jobs are prioritized by distance to house, IQ requirements, and pay. IQ level is impacted by the School rating of the housing unit. Each housing unit keeps track of the average travel distance it's residents must take to get to work, which impacts it's land value/approval rating.
The approval/land value rating of a structure is based on how fully it's needs are met in those categories, with Crime soon to be added as well. When colonists look for new places to live, they will place priority on high value dwellings first, and only reluctantly fill in the slums if necessary. When crime is implemented, criminals will originate from slum areas of town, so the more low-value areas your colony has, the more crime will be generated. Crime in turn will further lower the value of the area.
With this new system, the colonist day/night cycle is gone. As long as approval/land value conditions are good, buildings will be operating at full capacity at all times, so there is no more sitting there waiting for workers to come back on duty.
Some people will not like this new system as the change is large and will probably render many existing city layouts ineffective. You now have to think about the macro-conditions of each area of your city, making sure that there is sufficient medical, education, and entertainment for all residential areas. Since these stats were largely underutilized before, most existing cities will probably have shortages right off the bat. I plan on introducing new education and medical facilities as I get further along on the v1.0.0 update, as they will probably be needed.
There are some positives that come along with this change. Firstly, save file size and memory usage is greatly reduced, as the game no longer keeps a reference table of all workers/buildings. The game no longer conducts the expensive job/medical/school/entertainment search routines for individual colonists, which involved expensive operations of sorting all in-game structures by distance from each colonist, and then weeding through destination candidates one by one.
I estimate that most colonies will see improved performance with this change, particularly on the high end. In addition, this new system will allow me to implement probably the most requested feature of the last 3 years - mass transit, which I tentatively plan on introducing in v1.0.3 with either a new subway or monorail system (depending on what I want to draw). Since the engine no longer has to figure out paths for each individual worker, it now only needs to make sure that a mass-transit system is fully connected to itself, and then figure out a building's distance to the overall transit network, making it's implementation much, much simpler and less performance intensive than trying to resolve mass transit paths for each individual colonist.
So I've written a book here, but the reason for the long write up is because this is probably absolutely the single largest engine change to the game since it first came out, and it represents a complete rewrite of one of the core mechanics of the game. I am trying to design it in a way that will not feel overly different to long-time players and will not be overly disruptive to existing games, but with a change on this scale, you know some people will be impacted.
If you have issues/observations with the new system, you can post them in this thread. I will be working on this particular part of the game for a few more days here. Be advised, that if you open a colony on v1.0.0 from this point on, the engine changes are sufficiently large that re-opening your game in a pre-v1.0.0 client may cause issues, as v1.0.0 deletes a lot of depreciated properties from in-game objects.
This is a fairly straightforward idea:
In early games of Sim City desktop series, when you created a new map, you were able to choose which edges of your map would have beaches, you could have a river going through your map going vertically or horizontally, and you could choose to have a lake in the center of the map. This was chosen simply by clicking any combination of 7 buttons, 4 of which represented each edge of the map, 2 to represent the river buttons, and one of which represents a lake in the center. the latter three buttons would only allow one or no selection, but you could select all 4 of the first 4 buttons if you choose.
For example, choosing the north and west edge would make it so that the north and west edges of your map end in ocean. In those games, you could use this to make island with a lake, two islands(due to the river-like body of water splitting one island into two.), a peninsula, or even just a regular one-sided beach map.
I think that this would be useful in creating a new my colony map, for any planet, because it would allow you to choose what kind of land formation you want to build on and you can choose how difficult or easy the map is based on how much land will be available for you to build on. To make things interesting, I would keep the random generation, but I would alter it to adhere to the customizer, so while bodies of water would still be randomly generated, they would be limited to the customization choices of the player. For instance, if the player chooses to have a regular island with nothing in the center and water on all sides, he shouldn't just get a square island with square beaches, but the edges of the island should be smooth and natural looking, and a random generator can be tuned to perform this very task. This way, every time you make an island map, it's going to be a completely different shape every time, unless the game happens to use the same seed, which is so rare that it would be like rolling a million dice and having all of them land on the same number.
I also think that this could be applied to all worlds, except lava world at this point in time. Red planet could have ice tiles that resemble frozen oceans, which rovers and colonists can walk on and buildings can be placed on. However, once the planet has enough atmosphere, that ice turns into water, and anything on the ice tiles that can't fly or swim will be destroyed. I would also like to see earth-like water bodies come to forest, abandoned world and sugarland, and I would like to see the ice world gain the same ice bodies as mars. I also want to see that ice world is terraformable but I've never gotten that far into an ice world to see if it is or not. Lunar could also have formations that indicate where water would form when the planet is terraformed. I really wish bast would go all-out with this, because these ideas would definitely be worth it, at least to me.
Now, regarding my sea level/water level resource idea. I think that my colony would benefit from a statistic or resource that detirmines how much of the map is covered in water at any given time and whether more or less tiles should be covered from one second to another. Maybe in the near future bast can consider throwing out his randomly generated rivers for a tile elevation system. If he wants to keep things 2d and doesn't want to add textures that pop up out of the tiles and act like mountains, cliffs, or sorelines, he can simply create a random generator and tune it to make a random topography of the map and assign each tile an elevation value based on the customizations chosen by the player before creating the map. When the water level becomes more than a tile's elevation value, that tile turns into water and every non-amphibious unit/structure on that tile is destroyed. I would have the tile turn from normal ground into sand before it turns into water just to warn the player of the rising sea level, and to ensure that the bodies of water are surrounded by sand.
This would also allow for multiple new structures for each raced to be added to the game that have a direct correlation to sea level. You could have buildings that rise and lower the sea level so you can get the desired sea level. Certain buldings could also remove and add to the sea level as a side effect as well, such as the atmosphere condensor, which would add a little bit to sea level, or the basic water pump, wet mound, or wet cone could remove a little bit from sea level turn to them drawing water out of the ground. once the sea level is completely at 0, with the exception of the water pump, the wet mound and cone don't work.
This water level feature can also determine the overall dryness of a planet. If the planet is too dry, colonists will sleep during the day and work at night to avoid dehydration, and they would consume more water and produce less food, and you could have dust devils or sandstorms that do damage to buildings. If the planet is too wet, colonists would get sick because many diseases lurk in moist environments, but they would produce more food and use less water, and you could have monsoons that greatly and suddenly increase the sea level for a short time. This factor would play a key role in terraforming dessert and ocean planets in case you were thinking about adding those. Imagine starting out on a small island surrounded but a vast ocean. In order to get more land though, you must put your space saving skills to the ultimate test and work toward lowering the sea level and eventually freeing up more land.
In early games of Sim City desktop series, when you created a new map, you were able to choose which edges of your map would have beaches, you could have a river going through your map going vertically or horizontally, and you could choose to have a lake in the center of the map. This was chosen simply by clicking any combination of 7 buttons, 4 of which represented each edge of the map, 2 to represent the river buttons, and one of which represents a lake in the center. the latter three buttons would only allow one or no selection, but you could select all 4 of the first 4 buttons if you choose.
For example, choosing the north and west edge would make it so that the north and west edges of your map end in ocean. In those games, you could use this to make island with a lake, two islands(due to the river-like body of water splitting one island into two.), a peninsula, or even just a regular one-sided beach map.
I think that this would be useful in creating a new my colony map, for any planet, because it would allow you to choose what kind of land formation you want to build on and you can choose how difficult or easy the map is based on how much land will be available for you to build on. To make things interesting, I would keep the random generation, but I would alter it to adhere to the customizer, so while bodies of water would still be randomly generated, they would be limited to the customization choices of the player. For instance, if the player chooses to have a regular island with nothing in the center and water on all sides, he shouldn't just get a square island with square beaches, but the edges of the island should be smooth and natural looking, and a random generator can be tuned to perform this very task. This way, every time you make an island map, it's going to be a completely different shape every time, unless the game happens to use the same seed, which is so rare that it would be like rolling a million dice and having all of them land on the same number.
I also think that this could be applied to all worlds, except lava world at this point in time. Red planet could have ice tiles that resemble frozen oceans, which rovers and colonists can walk on and buildings can be placed on. However, once the planet has enough atmosphere, that ice turns into water, and anything on the ice tiles that can't fly or swim will be destroyed. I would also like to see earth-like water bodies come to forest, abandoned world and sugarland, and I would like to see the ice world gain the same ice bodies as mars. I also want to see that ice world is terraformable but I've never gotten that far into an ice world to see if it is or not. Lunar could also have formations that indicate where water would form when the planet is terraformed. I really wish bast would go all-out with this, because these ideas would definitely be worth it, at least to me.
Now, regarding my sea level/water level resource idea. I think that my colony would benefit from a statistic or resource that detirmines how much of the map is covered in water at any given time and whether more or less tiles should be covered from one second to another. Maybe in the near future bast can consider throwing out his randomly generated rivers for a tile elevation system. If he wants to keep things 2d and doesn't want to add textures that pop up out of the tiles and act like mountains, cliffs, or sorelines, he can simply create a random generator and tune it to make a random topography of the map and assign each tile an elevation value based on the customizations chosen by the player before creating the map. When the water level becomes more than a tile's elevation value, that tile turns into water and every non-amphibious unit/structure on that tile is destroyed. I would have the tile turn from normal ground into sand before it turns into water just to warn the player of the rising sea level, and to ensure that the bodies of water are surrounded by sand.
This would also allow for multiple new structures for each raced to be added to the game that have a direct correlation to sea level. You could have buildings that rise and lower the sea level so you can get the desired sea level. Certain buldings could also remove and add to the sea level as a side effect as well, such as the atmosphere condensor, which would add a little bit to sea level, or the basic water pump, wet mound, or wet cone could remove a little bit from sea level turn to them drawing water out of the ground. once the sea level is completely at 0, with the exception of the water pump, the wet mound and cone don't work.
This water level feature can also determine the overall dryness of a planet. If the planet is too dry, colonists will sleep during the day and work at night to avoid dehydration, and they would consume more water and produce less food, and you could have dust devils or sandstorms that do damage to buildings. If the planet is too wet, colonists would get sick because many diseases lurk in moist environments, but they would produce more food and use less water, and you could have monsoons that greatly and suddenly increase the sea level for a short time. This factor would play a key role in terraforming dessert and ocean planets in case you were thinking about adding those. Imagine starting out on a small island surrounded but a vast ocean. In order to get more land though, you must put your space saving skills to the ultimate test and work toward lowering the sea level and eventually freeing up more land.
HELLO GUYS.
And most importantly, @bastecklein.
Bast did mentioned about if harvesters are removed, mines will replace its job, yield probably according to the placement.
To visualise the mineral locations, we must have the mineral heatmap for it.
My mineral heatmap has nothing special, it is very simple that somebody might have similar thoughts already.
To begin with...
Multiple types of heatmap.
Next,
How heatmap mining works.
And most importantly, @bastecklein.
Bast did mentioned about if harvesters are removed, mines will replace its job, yield probably according to the placement.
To visualise the mineral locations, we must have the mineral heatmap for it.
My mineral heatmap has nothing special, it is very simple that somebody might have similar thoughts already.
To begin with...
Multiple types of heatmap.
- Mineral Heatmap
The mineral heatmap shows all mineral's location except alien artifects/relics, water and crude oil.
Different colour represents different minerals, as follows: ore (default), gold,
regolith, diamond, uranium, aluminum, cobalt and crystalline.
A dimmer tile means the tile contains less concentration of the shown mineral. The yield potential yield is halved. (Ore and regolith is always at full potential as it is common) - (Fresh) Water heatmap
Underground water is one of the important source of water. Water pumps only produces water when it covers at least 1 tile with water contents.
Different potentials is also shown by the dimness of the tile. Dimmer the colour, less potential of the yield. Different from mineral heatmap, it has more level of potential divided into. - Oil heatmap
Similar to water heatmap but it shows oil potentials. - Alien artifects/relics heatmap
The heatmap shows presence of alien tech resources underground. This is the only heatmap without potential differences, only presence of them.
Next,
How heatmap mining works.
- Different classes of mine utilizes different heatmaps.
- The resource output per production cycle is random based, and mining facilities larger than 1×1 will produce resources based on the minerals it covered. For example, a 2×2 mining facility covers 2 ore deposits, 1 gold deposit and 1 aluminum deposit at full potentials, it may produce [30 ore] or [30 ore] or [30 gold] or [30 aluminum] per production cycle.
- Potential affects resource yield. For example, a 2×2 large water pump on 4 tiles of different potentials (descend from full potential to minimum potential) of underground water reservoir, the yield will be [40 water] or [30 water] or [20 water] or [10 water] per production cycle.
- On tiles that yields nothing, based on the random yield mechanism, you'll have possibilities that there are no yields in the next production cycle.
- The potential is a multiplier on the base production rate of a particular resource. And each building has a different resource yield base value. For example, a 1×1 small drill has a base resource yield value of 10. On a tile with full mineral potential the yield is doubled, it will produce 20 corresponding mineral per production cycle, while on a tile with halved mineral potential, it is just ×1, so the yield is 10.
I decide play online game as Alpha Draconian. I choose the AI charter. As starting world i choose Abandoned World. In abandoned world is no uranium needed to operate Microreactors. So solution for this is just trade through Medium range star gate.
I start with few enslaved worker drones(source of sugar), goldbugs(source of gold), alumibugs(source of aluminium), lumberbugs(source of wood) and one water bug(source of water). When i gather some basic resouces, i build some gold reducers, antanium impactors and paste extractors to get more resources to continue. In abandoned world is no uranium resources needed for operate microreactors so i build medium range star gate and start exporting water(100 units per click/confirm), and few other resources like gold/aluminium/wood etc. Basicly target is enough money to buy 100 crystals and 1000 Rums to start farm more synthetic crystals. Problem is that when i try import Rum it pops up various contracts, i choose the cheapest one from "Cyty" the one the most down there. At first it says something like contract is no more available. Ok, but when i try import one more time then it just do nothing. Export still works, but im unable to import any resources. So, i do save colony, return to title, and when i try load my online colony it says "Unable to connect to My Colony server. Games in online mode require an internet connection to play." I dont know what im doing wrong.
I play on downloaded client for win7/8/10 64-bit version 0.83.0
For case you would ask, i play on win7.
Enslaved Bugs: 1x Water, 4x Worker, 4xLumber, 4x Gold, 4x Aluminium
Buildings: 16xGold reducer, 1x Slave Gate, 4x Microreactor, 1x Medium range star gate, 2x Antanium impactor, 1x Powered materials silo, 2x Paste extractor
Tax: paid once(before medium range star gate was build)
Export: mainly water, few gold, few aluminium, few wood
Import: nothing else then Rum was tried first(problem is that im unable to load current or start new online game)
It happens twice today, i just think that servers was truly offline so i watch some series for hours before i try start one more time.
Before i play for second time i in frustration delete save of previous online game.
Maybe its important map was created Map size - Mega, Resources - Abundant
I think the streaming was On when i play. icon in down right corner is red.
Ty for any help or suggestions.
I start with few enslaved worker drones(source of sugar), goldbugs(source of gold), alumibugs(source of aluminium), lumberbugs(source of wood) and one water bug(source of water). When i gather some basic resouces, i build some gold reducers, antanium impactors and paste extractors to get more resources to continue. In abandoned world is no uranium resources needed for operate microreactors so i build medium range star gate and start exporting water(100 units per click/confirm), and few other resources like gold/aluminium/wood etc. Basicly target is enough money to buy 100 crystals and 1000 Rums to start farm more synthetic crystals. Problem is that when i try import Rum it pops up various contracts, i choose the cheapest one from "Cyty" the one the most down there. At first it says something like contract is no more available. Ok, but when i try import one more time then it just do nothing. Export still works, but im unable to import any resources. So, i do save colony, return to title, and when i try load my online colony it says "Unable to connect to My Colony server. Games in online mode require an internet connection to play." I dont know what im doing wrong.
I play on downloaded client for win7/8/10 64-bit version 0.83.0
For case you would ask, i play on win7.
Enslaved Bugs: 1x Water, 4x Worker, 4xLumber, 4x Gold, 4x Aluminium
Buildings: 16xGold reducer, 1x Slave Gate, 4x Microreactor, 1x Medium range star gate, 2x Antanium impactor, 1x Powered materials silo, 2x Paste extractor
Tax: paid once(before medium range star gate was build)
Export: mainly water, few gold, few aluminium, few wood
Import: nothing else then Rum was tried first(problem is that im unable to load current or start new online game)
It happens twice today, i just think that servers was truly offline so i watch some series for hours before i try start one more time.
Before i play for second time i in frustration delete save of previous online game.
Maybe its important map was created Map size - Mega, Resources - Abundant
I think the streaming was On when i play. icon in down right corner is red.
Ty for any help or suggestions.
Hello guys!
Here I'll 'dump' some ideas of 'new' (ordinary) units (and buildings).
(T-) represents tiers. Higher tier of troops requires tech centers.
. Infantries
(T2) Grenadiers - If you want something more explosive, here you're!
(T1) Rifle Infantries - Fires enemies from a longer range.
(T2) A.A. Stingers - Cheap troops against flying stuff.
(T3) Heavy Marines - Armored troops for tough battles.
(T2) Jetpack Infrantries - Attacking from above? Seems a good idea.
(T2) Flamethrower Infrantries - Let the fire penetrate and burn the foes! Burn baby burn!
. Vehicles
(T1) Kamikaze Rover - These destructive rovers will definitely blow up everything on the way.
(T2) Mortar Light Tank - A light tank mounted with a mortar instead of a turret specialized for breaking defenses.
(T3) Artillery - When enemy has got reinforced defenses you'll need it. Enormous splash damage included.
(T3) Missile Tank - Slow, weak armored, but strong long range units capable to destroy both land and air units.
(T2) Walker - Basic meches, slow but tougher than the tanks.
. Ships
(T1) Gunboat - Sutible for scouting purpose. Large quantities of them also causes trouble.
(T1) Patrol Ship - Some basic navel units mounted with machine gun.
(T1) Torpedo Boat - Trouble with defenses on the sea? The mid range torpedoes will take 'em down!
(T2) Pounder Ship - Common navel units, mounted with a twin-barrel cannon.
(T2) Battleship - Heavy navel unit, however not anti-air.
(T2) Submarine - Hides underwater, and here comes the surprise attack! (Torpedo is the weakness)
(T3) Destroyer - Super strong navel unit that will give your navel battles advantage!
(T1) Landing craft - Carries troops and tanks across the water.
. Aircrafts
(T1) Light Chopper - Weak helicopter, but has the modest strength.
(T2) Gunship - Heavy anti-land missile gunship.
(T2) Dropship - Transport jet plane.
(T2) Interceptor Drone - It is capable for taking enemy aircrafts quickly.
(T2) Jet Raider - Rapid aircraft best for rapid raids, equipped with machine guns.
(T3) Jet Fighter - Won't need me to explain?
(T3) Bomber - Take it down before it gets too close, or else...
(T3) Firefly - Super-heavy gunship, with anti-air ability. Totally sky dominator.
. Buildings
(T1) Pounder Turret - It is slower, but effective against armoured stuff.
(T2) Sentry Gun - All-round turret, attacks both land and air.
(T2) Anti-Air Missiles - Strong anti-air missiles that easily takes weak aircrafts down.
(T1) Floating pillbox - Basic offshore defense.
(T2) Artillery Battery - Counter measures against long-range attacks.
(T2) Floating Mortar Platform - Like artilley battery, but it is offshore varient.
(T3) Lazer Cannon - Destructive close range defense
(T3) Plasma Artillery - Super strong single target artillery
(T2) Floating Flak - Offshore anti-air defense
(T1) Tech Centre - Unlocks T2 units and part of the resaearch
(T2) Experimental Lab - Unlocks T3 units and advanced research
(T3) Nuke Silo - Makes nuke warheads using uranium and launches them
(T1) Shipyard
(T1) Aircraft Hanger
(T2) Lazer Drilling Pad - Provides surplus cash, with minor Uranium production
Here I'll 'dump' some ideas of 'new' (ordinary) units (and buildings).
(T-) represents tiers. Higher tier of troops requires tech centers.
. Infantries
(T2) Grenadiers - If you want something more explosive, here you're!
(T1) Rifle Infantries - Fires enemies from a longer range.
(T2) A.A. Stingers - Cheap troops against flying stuff.
(T3) Heavy Marines - Armored troops for tough battles.
(T2) Jetpack Infrantries - Attacking from above? Seems a good idea.
(T2) Flamethrower Infrantries - Let the fire penetrate and burn the foes! Burn baby burn!
. Vehicles
(T1) Kamikaze Rover - These destructive rovers will definitely blow up everything on the way.
(T2) Mortar Light Tank - A light tank mounted with a mortar instead of a turret specialized for breaking defenses.
(T3) Artillery - When enemy has got reinforced defenses you'll need it. Enormous splash damage included.
(T3) Missile Tank - Slow, weak armored, but strong long range units capable to destroy both land and air units.
(T2) Walker - Basic meches, slow but tougher than the tanks.
. Ships
(T1) Gunboat - Sutible for scouting purpose. Large quantities of them also causes trouble.
(T1) Patrol Ship - Some basic navel units mounted with machine gun.
(T1) Torpedo Boat - Trouble with defenses on the sea? The mid range torpedoes will take 'em down!
(T2) Pounder Ship - Common navel units, mounted with a twin-barrel cannon.
(T2) Battleship - Heavy navel unit, however not anti-air.
(T2) Submarine - Hides underwater, and here comes the surprise attack! (Torpedo is the weakness)
(T3) Destroyer - Super strong navel unit that will give your navel battles advantage!
(T1) Landing craft - Carries troops and tanks across the water.
. Aircrafts
(T1) Light Chopper - Weak helicopter, but has the modest strength.
(T2) Gunship - Heavy anti-land missile gunship.
(T2) Dropship - Transport jet plane.
(T2) Interceptor Drone - It is capable for taking enemy aircrafts quickly.
(T2) Jet Raider - Rapid aircraft best for rapid raids, equipped with machine guns.
(T3) Jet Fighter - Won't need me to explain?
(T3) Bomber - Take it down before it gets too close, or else...
(T3) Firefly - Super-heavy gunship, with anti-air ability. Totally sky dominator.
. Buildings
(T1) Pounder Turret - It is slower, but effective against armoured stuff.
(T2) Sentry Gun - All-round turret, attacks both land and air.
(T2) Anti-Air Missiles - Strong anti-air missiles that easily takes weak aircrafts down.
(T1) Floating pillbox - Basic offshore defense.
(T2) Artillery Battery - Counter measures against long-range attacks.
(T2) Floating Mortar Platform - Like artilley battery, but it is offshore varient.
(T3) Lazer Cannon - Destructive close range defense
(T3) Plasma Artillery - Super strong single target artillery
(T2) Floating Flak - Offshore anti-air defense
(T1) Tech Centre - Unlocks T2 units and part of the resaearch
(T2) Experimental Lab - Unlocks T3 units and advanced research
(T3) Nuke Silo - Makes nuke warheads using uranium and launches them
(T1) Shipyard
(T1) Aircraft Hanger
(T2) Lazer Drilling Pad - Provides surplus cash, with minor Uranium production
H3110 GUYS!
Generals on the call!
Okay, here I wish to introduce some new ideas here :p
Defenses
Troops
Super Units
Super units are expensive special units. These super units requires a secondary resource, crystalline, to build one.
Human fractions builds them in Experimental Factories.
Generals on the call!
Okay, here I wish to introduce some new ideas here :p
Defenses
- LANDMINES
Landmines are designed for defending against vehicles. When they run over, you know what happens...
They are also triggered by other infantries except engineers. - BARBWIRE
Barbwire is the cheap barricade to stop infantries marching. It's quite effective against Zolarg troops which uses mostly infantries at earlier stages. Infantries cannot destroy them.
However these barbwire barricades can be passed through and destroyed by vehicles. - LAND FORT
Land Forts are heavy-duty defensive buildings that fires explosive shells. Has long attack range and heavy damage, but fires slowly. - WATER MINE
It’s the same concept as landmines, but it works best on naval chokepoints. - A.A. GUNS
Anti-Air guns are very basic anti-air defenses. Can only attack air units. - SENTRY TURRET
Sentry turrets can attack both land and air. An ideal defensive building. - SENSOR ARRAY
Sensor arrays are expensive multi-radar stations. They give extra sight for friendly troops to see enemies far away from them and also reveals stealth units.
Troops
- ARTILLERY
Not the self propelled one, it is considered as infantry. Though slow, but the howitzer has impressive range and damage, with cheaper cost. - SELF-PROPELLED ARTILLERY
Self propelled artillery are combat vehicles with heavy launchers to fire explosive shells and destroy enemies from longer range. - STEALTH ENGINEER
Special tier 3 engineers for LIS, expensive, however, they are not noticable unless they are in sensor array’s or anti-stealth radar truck’s range. - SCOUT DRONE
Very basic, cheap, and weak airbornes. (Not the Zolarg infantry Rifle Drones.) - RAIDERS
LIS special unit that replaces marines. They are not visable to enemies until their first attack or detected by sensor array or anti-stealth radar trucks. Only little stronger than ordinary infantries. - ANTI-STEALTH RADAR TRUCK
Stealth attacks are more common when others reached tier 3 technology. This tier-3 unit is mobile counter-measures against those stealth units, revealing them to friendly units. It also has better visability. - RADAR SHIP
It’s a sea varient of AS rader trucks. Important for detecting submarines. - STEALTH TANK
Stealth tanks are ‘invisable’ tanks that can launch suprise attacks! Because it is ‘invisable’, it won’t be funny when we lost ours... Visable to enemies when it is in range of sensor arrays and AS radar trucks.
Super Units
Super units are expensive special units. These super units requires a secondary resource, crystalline, to build one.
Human fractions builds them in Experimental Factories.
- BEHEMOTH TANK
Behemoth class tanks has land-dominating firepower which it has 5 big turrets mounted on it! - MOBILE FORT
Mobile fortress meches are truely the toughest enemy to take down. They are heavily armoured with crystalline-based triantanium plates. - SUPERSOLDIER
Supersoldiers are quite expensive as the armoured marines but they are not easily get killed even get shot by an explosive shell, and capable to bring more heavy weapons for raze the base of your foes! - DREADNOUGHT
You may have heard this world when you study history of World Wars, but these massive warships are BACK into battlefields as they are awesome ship sinkers. - FLYING FORTRESS
Blimps? They are still not large as these flying fortresses - the untimate flying hazard of the war!
Mines are kind of cheaty infinite ways of keeping a colony going forever. I think each tile on a planet choice, should save an integer to it, of a resource of a table of resources.
When a mine is placed on these tiles, the mine calculates all the resources from the table type that mine allows (Ore/Regolith for example), and output "this mine has x resources before depleted). When mining, it drains an amount from one tile in a cycle as miners take from it. So if a miner takes 8 at a time. Tile 1 loses 8, then another miner takes 8 more, Tile 2 loses 8, so on so forth.
Mines would calculate the tiles in the vicinity around them. So a 2x2 sized mine, will calculate a 4x4 sized area getting a total of 16 tiles worth of data. Mines can't be built within range of another mine to prevent overlapping these zones.
Once that resource is drained, a new mine for that resource type can not be built there, it will check the mine size of tiles (2x2) for an ore of that type before allowing placement meaning the mine will require direct placement on top of an available source of ore.
Eventually, if the entire map is drained of all resources on all tiles which, I doubt would happen, the only way to get more would be through trade.
This is an issue however with how the game works, because players frequently cheat by making infinite colonies to self support their other colonies. https://www.ape-apps.com/viewpage.php?p=17120
When a mine is placed on these tiles, the mine calculates all the resources from the table type that mine allows (Ore/Regolith for example), and output "this mine has x resources before depleted). When mining, it drains an amount from one tile in a cycle as miners take from it. So if a miner takes 8 at a time. Tile 1 loses 8, then another miner takes 8 more, Tile 2 loses 8, so on so forth.
Mines would calculate the tiles in the vicinity around them. So a 2x2 sized mine, will calculate a 4x4 sized area getting a total of 16 tiles worth of data. Mines can't be built within range of another mine to prevent overlapping these zones.
Once that resource is drained, a new mine for that resource type can not be built there, it will check the mine size of tiles (2x2) for an ore of that type before allowing placement meaning the mine will require direct placement on top of an available source of ore.
Eventually, if the entire map is drained of all resources on all tiles which, I doubt would happen, the only way to get more would be through trade.
This is an issue however with how the game works, because players frequently cheat by making infinite colonies to self support their other colonies. https://www.ape-apps.com/viewpage.php?p=17120
ok here is a idea to make texture modding much much better .
Blank Tile sets 1 b 1 / 1 b 2 / 1 b 3 / 1 b 4 / 1 b 5 /2 b 2 / 2 b 3 / 2 b 4/ 2 b 5 /3 b 2 / 3 b 3 / 3 b 4 / 3 b 5
4 b 4 / 4 b 5 / 5 b 5 /
Just add a drop down box to the building bar with the Blank tile sets all by them self then when someone mods one the blank tile set gets replaced by the new texture .
this lets us keep buildings and add new stuff or our own wile giving us a good range of lots to mod .
Lastly Make the UP TOP tall Size as tall as the investment bank ( not that someone needs to use all that room but if they do want a tall building they can make one . )
Ps this was done with another game that players added lots to .
Ps if someone places a blank tile in game the game would just show the grass or ground through it But maybe a small small box to let them see it so it can be dozed would be a good idea .
Also seeing modding is pay to play----- only pay to pay players would even be able to place even a blank lot anyway and most of us know enough to not have issues with it .
Blank Tile sets 1 b 1 / 1 b 2 / 1 b 3 / 1 b 4 / 1 b 5 /2 b 2 / 2 b 3 / 2 b 4/ 2 b 5 /3 b 2 / 3 b 3 / 3 b 4 / 3 b 5
4 b 4 / 4 b 5 / 5 b 5 /
Just add a drop down box to the building bar with the Blank tile sets all by them self then when someone mods one the blank tile set gets replaced by the new texture .
this lets us keep buildings and add new stuff or our own wile giving us a good range of lots to mod .
Lastly Make the UP TOP tall Size as tall as the investment bank ( not that someone needs to use all that room but if they do want a tall building they can make one . )
Ps this was done with another game that players added lots to .
Ps if someone places a blank tile in game the game would just show the grass or ground through it But maybe a small small box to let them see it so it can be dozed would be a good idea .
Also seeing modding is pay to play----- only pay to pay players would even be able to place even a blank lot anyway and most of us know enough to not have issues with it .
Wile its cool you put day and night in not many people will be using it .
street lights no matter which take a tile . Thing is most people make one tile roads .
So there is no place to put street lights in . Without making a two tile wide road of which 90 % is wasted space.
Now I know people can change there lay outs but with lights it becomes nesser to have every road two tiles wide to use them .
Now make a big colony like this and that is alot of space .
Also some people have huge colony's already built one even 7 million .
It is unrealistic for them to destroy the whole colony just to put in lights .
And I know it will be alot of work but the only solution is lights on the buildings .
Me personally Ill rarly use night cycle with lighting set up as it is .
>>>>>> Another solution is a special road tile with a light on it like the street light small base light above the bot lv .<<<< probably the simplest solution . Only need one tile of each type with a light on it .
Anyway it would be cool to use night mode but with much rebuilding or just wasted space I for one will rarely use it and i imange any of the huge colony's wont use it much ether .
street lights no matter which take a tile . Thing is most people make one tile roads .
So there is no place to put street lights in . Without making a two tile wide road of which 90 % is wasted space.
Now I know people can change there lay outs but with lights it becomes nesser to have every road two tiles wide to use them .
Now make a big colony like this and that is alot of space .
Also some people have huge colony's already built one even 7 million .
It is unrealistic for them to destroy the whole colony just to put in lights .
And I know it will be alot of work but the only solution is lights on the buildings .
Me personally Ill rarly use night cycle with lighting set up as it is .
>>>>>> Another solution is a special road tile with a light on it like the street light small base light above the bot lv .<<<< probably the simplest solution . Only need one tile of each type with a light on it .
Anyway it would be cool to use night mode but with much rebuilding or just wasted space I for one will rarely use it and i imange any of the huge colony's wont use it much ether .
Okay, so here is my algorithm for what I call "grid multi-layering." I will not be writing in code since it has been a very long time since I've done this, but I will write it in layman terms. Bast may already know how to do this as well, but here goes:
Okay, so first we make all tiles/cells in the grid have 0 elevation. Next we want to create a loop that runs through every tile in the grid and randomly selects tiles to be the tops of mountains. you will want a random generator for that and set it to only sekect a few of these tiles. So if your grid consists of 100 tiles, you give the random generator a 5/100 chance of selecting a specific tile for being a mountain top, which means that when you run the generator, you should have about 5 mountain tops on the whole grid(give or take a few). Give those tiles a elevation of 5 million or whatever amount bast comes up with. We will be catering this algorithm to the mega mc map though. so you'll want to make the chance ratio about 10-20/90,301
Then create a loop that runs through the grid and grabs all 0 elevation tiles diagonal and adjacent to all tiles with an elevation of 5 million. Give these a 95% change of getting an elevation of 4.9 million.
Then make a third loop that grabs all the 0 elevation tiles next to and diagonal from the 4.9 mil elevation tiles and gives them a 90% chance of getting 4.8 mil elevation.
Make a fourth loop that grabs all 0 elevation tiles around the 4.8 mil tiles and give them an 85% chance of being set to 4.7 mil.
Continue making loops until you get down to giving tiles a 50%(10 loops) chance of having their elevation reset from 0. Then, use a 50% chance on the next 10 loops. use a 25% chance on the 10 after that, then ten loops with a 10% chance, and then a final ten loops with 5% chance. And that's it, you've reached 0 elevation.
Next you will want to make a loop that selects all remaining tiles with 0 elevation and gives them a random elevation between 0-75k. This is to roughen up the texture of the flat land around the mountains. you will also want to shade each cell texture based on elevation in order to indicate to the player if what they are building is about to be flooded or if they have plenty of sea level to raise before their stuff is in danger. In the case of the waterworld, buildings will be unaffected no matter if their tile changes from water to land to water several times, but let's make that the only world where buildings aren't destroyed when water touches one of their tiles..
This particular algorithm will only generate round-ish mountains/islands with organic and natural-ish shaped edges. You could also easily use this technique to draw rivers and valleys. This is a good way to get organic looking mountains/islands without having to manually set the elevation of each tile so that every game has the same mountains every time. Albeit you will have to create 50 loops in order to do this, but at least you get a great result.
In addition, you may be able to do this with just five or even less loops using some incremental variables that change the elevation to look for, the chance of reseting the elevation, and the elevation to set a tile that beats the odds to.
Most of those who read this will probably not understand a word I just said, but bast will understand since he's a programmer. Again, these numbers are not oficial, they can be adjusted for each map size to preference, I was only using them as an example.
Okay, so first we make all tiles/cells in the grid have 0 elevation. Next we want to create a loop that runs through every tile in the grid and randomly selects tiles to be the tops of mountains. you will want a random generator for that and set it to only sekect a few of these tiles. So if your grid consists of 100 tiles, you give the random generator a 5/100 chance of selecting a specific tile for being a mountain top, which means that when you run the generator, you should have about 5 mountain tops on the whole grid(give or take a few). Give those tiles a elevation of 5 million or whatever amount bast comes up with. We will be catering this algorithm to the mega mc map though. so you'll want to make the chance ratio about 10-20/90,301
Then create a loop that runs through the grid and grabs all 0 elevation tiles diagonal and adjacent to all tiles with an elevation of 5 million. Give these a 95% change of getting an elevation of 4.9 million.
Then make a third loop that grabs all the 0 elevation tiles next to and diagonal from the 4.9 mil elevation tiles and gives them a 90% chance of getting 4.8 mil elevation.
Make a fourth loop that grabs all 0 elevation tiles around the 4.8 mil tiles and give them an 85% chance of being set to 4.7 mil.
Continue making loops until you get down to giving tiles a 50%(10 loops) chance of having their elevation reset from 0. Then, use a 50% chance on the next 10 loops. use a 25% chance on the 10 after that, then ten loops with a 10% chance, and then a final ten loops with 5% chance. And that's it, you've reached 0 elevation.
Next you will want to make a loop that selects all remaining tiles with 0 elevation and gives them a random elevation between 0-75k. This is to roughen up the texture of the flat land around the mountains. you will also want to shade each cell texture based on elevation in order to indicate to the player if what they are building is about to be flooded or if they have plenty of sea level to raise before their stuff is in danger. In the case of the waterworld, buildings will be unaffected no matter if their tile changes from water to land to water several times, but let's make that the only world where buildings aren't destroyed when water touches one of their tiles..
This particular algorithm will only generate round-ish mountains/islands with organic and natural-ish shaped edges. You could also easily use this technique to draw rivers and valleys. This is a good way to get organic looking mountains/islands without having to manually set the elevation of each tile so that every game has the same mountains every time. Albeit you will have to create 50 loops in order to do this, but at least you get a great result.
In addition, you may be able to do this with just five or even less loops using some incremental variables that change the elevation to look for, the chance of reseting the elevation, and the elevation to set a tile that beats the odds to.
Most of those who read this will probably not understand a word I just said, but bast will understand since he's a programmer. Again, these numbers are not oficial, they can be adjusted for each map size to preference, I was only using them as an example.
Lightning Pavement
Desc: Powered by electricity, this pavement will make rovers go lightning fast!
Sometimes the lightning gets misplaced and a colonist gets zapped :(.
Movement speed: 20
Premium Item
Cost
20 Ore
50 Steel
2 Gold
1 Microchip
2 Plastic
1 Uranium
2 power per tile per min
1 water per tile per min
1 uranium per tile
Conveyor
Movement speed for rovers/colonists: 2/normal rover speed
Desc: This might be slow, but colonists dont have to complain about distance anymore!
Cost
20 Regolith
1 Steel
10 Ore
1 Uranium
1 power per tile per 5 min
5 water per tile per min
Desc: Powered by electricity, this pavement will make rovers go lightning fast!
Sometimes the lightning gets misplaced and a colonist gets zapped :(.
Movement speed: 20
Premium Item
Cost
20 Ore
50 Steel
2 Gold
1 Microchip
2 Plastic
1 Uranium
2 power per tile per min
1 water per tile per min
1 uranium per tile
Conveyor
Movement speed for rovers/colonists: 2/normal rover speed
Desc: This might be slow, but colonists dont have to complain about distance anymore!
Cost
20 Regolith
1 Steel
10 Ore
1 Uranium
1 power per tile per 5 min
5 water per tile per min
For 2 + 2 buildings I use 4 by 10 tile blocks for 1 by 1 like gold lab 2 by 10 tile blocks .
for bigger stuff like dig sites - 10 by 50 tile blocks
and so one two building side by side in rows basically .
Investment banks 4 tile by 10 tile = 10 banks in each block and so on .
for bigger stuff like dig sites - 10 by 50 tile blocks
and so one two building side by side in rows basically .
Investment banks 4 tile by 10 tile = 10 banks in each block and so on .
I have a few ideas that may make micromanaging a lot more straightforward and less repetitive. II'm sure that all of us are very fond of the relatively new bulldoze mode, where we can delete many buildings with just a swipe of a finger. I find that this tool prevents repetitiveness and allows us to delete things quickly and in a straightforward manner.
In fact, the bulldoze tool inspired these ideas. However, instead of only being able to delete buildings will bulldoze mode, how are some other modes and what they would allow a player to do:
Mode cycler: Instead of the bulldoze button just turning bulldoze mode on and off, why not have it cycle through all of the below modes. This saves space on the button menu, and while it does require some repetitive tapping to get the mode you want, these modes will do their own share of saving you from having to deal with repetition.
Sell mode: In case you want to get resources back from the buildings that you are destroying. The screen will have a green outline instead of red and should be the next mode after bulldoze mode. This mode should do exactly the same things as bulldoze mode, but sells the buildings instead of just wiping them out. You will not be able to demolish nodes or paths in this mode. Or, you could just save having to create another mode and have the bulldozer sell buildings when it can, but then just demolish things like nodes when it can't sell them.
Upgrade mode: Self explanatory really, but allows you to upgrade several buildings in a single swipe and displays a blue outline under buildings that can be upgraded. Cannot be used to upgrade pathing, as you could make a big mess if you swipe over several paths and initiate upgrades on segments of path. Path is easy to upgrade, just go into the menu and select upgrade all. The reason behind this mode is so that players can have better control over which buildings are upgraded without having to upgrade each building individually through the menu, which is tedious, or having to upgrade them all at once, which is unwise in certain situations.
Power-on mode: This mode activate buildings that are deactivated and ignores already activated buildings. A yellow outline is displayed instead of the red outline for bulldoze mode.
Power-off mode: The opposite of power-on mode. deactivates buildings that are active. A dark yellow or brown outline should be displayed in this mode.
The reasons behind power on and off modes is because sometimes you want to have strict control over which buildings are off and which ones are on. For instance, let's say you're starting a new region city and you have the entire city built but are now just waiting on the colonists to come in. Wouldn't you want to deactivate all of the job buildings and then activate them one by one as colonists start coming in to control commute distance? These modes would allow use to exercise this control over many buildings without having to resort to repetition.
Terrain mode: This mode has a purple outline and allows the player to toggle individual tiles between solid and liquid. This enables players to edit their terrain to their liking, however, it comes with great cost. For each tile transformed from liquid to land, 1 million ore is spent, and on every world other than abandoned and lava, each tile that is turned to a liquid tile costs 1 million water. On abandoned, each ether tile that is created costs 1 million ether, and lava is not a terrain type that can be created, for obvious reasons. Any kind of terrain change will cost $100,000 and 10,000 civics per tile.
If you don't have the necessary resources, the change won't occur, but you will need to be careful when you do start getting enough resources to change several tiles at once, because the change happens instantly and is irreversible unless you have enough resources to change it back.
In fact, the bulldoze tool inspired these ideas. However, instead of only being able to delete buildings will bulldoze mode, how are some other modes and what they would allow a player to do:
Mode cycler: Instead of the bulldoze button just turning bulldoze mode on and off, why not have it cycle through all of the below modes. This saves space on the button menu, and while it does require some repetitive tapping to get the mode you want, these modes will do their own share of saving you from having to deal with repetition.
Sell mode: In case you want to get resources back from the buildings that you are destroying. The screen will have a green outline instead of red and should be the next mode after bulldoze mode. This mode should do exactly the same things as bulldoze mode, but sells the buildings instead of just wiping them out. You will not be able to demolish nodes or paths in this mode. Or, you could just save having to create another mode and have the bulldozer sell buildings when it can, but then just demolish things like nodes when it can't sell them.
Upgrade mode: Self explanatory really, but allows you to upgrade several buildings in a single swipe and displays a blue outline under buildings that can be upgraded. Cannot be used to upgrade pathing, as you could make a big mess if you swipe over several paths and initiate upgrades on segments of path. Path is easy to upgrade, just go into the menu and select upgrade all. The reason behind this mode is so that players can have better control over which buildings are upgraded without having to upgrade each building individually through the menu, which is tedious, or having to upgrade them all at once, which is unwise in certain situations.
Power-on mode: This mode activate buildings that are deactivated and ignores already activated buildings. A yellow outline is displayed instead of the red outline for bulldoze mode.
Power-off mode: The opposite of power-on mode. deactivates buildings that are active. A dark yellow or brown outline should be displayed in this mode.
The reasons behind power on and off modes is because sometimes you want to have strict control over which buildings are off and which ones are on. For instance, let's say you're starting a new region city and you have the entire city built but are now just waiting on the colonists to come in. Wouldn't you want to deactivate all of the job buildings and then activate them one by one as colonists start coming in to control commute distance? These modes would allow use to exercise this control over many buildings without having to resort to repetition.
Terrain mode: This mode has a purple outline and allows the player to toggle individual tiles between solid and liquid. This enables players to edit their terrain to their liking, however, it comes with great cost. For each tile transformed from liquid to land, 1 million ore is spent, and on every world other than abandoned and lava, each tile that is turned to a liquid tile costs 1 million water. On abandoned, each ether tile that is created costs 1 million ether, and lava is not a terrain type that can be created, for obvious reasons. Any kind of terrain change will cost $100,000 and 10,000 civics per tile.
If you don't have the necessary resources, the change won't occur, but you will need to be careful when you do start getting enough resources to change several tiles at once, because the change happens instantly and is irreversible unless you have enough resources to change it back.
I have a few ideas that may make micromanaging a lot more straightforward and less repetitive. II'm sure that all of us are very fond of the relatively new bulldoze mode, where we can delete many buildings with just a swipe of a finger. I find that this tool prevents repetitiveness and allows us to delete things quickly and in a straightforward manner.
In fact, the bulldoze tool inspired these ideas. However, instead of only being able to delete buildings will bulldoze mode, how are some other modes and what they would allow a player to do:
Mode cycler: Instead of the bulldoze button just turning bulldoze mode on and off, why not have it cycle through all of the below modes. This saves space on the button menu, and while it does require some repetitive tapping to get the mode you want, these modes will do their own share of saving you from having to deal with repetition.
Sell mode: In case you want to get resources back from the buildings that you are destroying. The screen will have a green outline instead of red and should be the next mode after bulldoze mode. This mode should do exactly the same things as bulldoze mode, but sells the buildings instead of just wiping them out. You will not be able to demolish nodes or paths in this mode. Or, you could just save having to create another mode and have the bulldozer sell buildings when it can, but then just demolish things like nodes when it can't sell them.
Upgrade mode: Self explanatory really, but allows you to upgrade several buildings in a single swipe and displays a blue outline under buildings that can be upgraded. Cannot be used to upgrade pathing, as you could make a big mess if you swipe over several paths and initiate upgrades on segments of path. Path is easy to upgrade, just go into the menu and select upgrade all. The reason behind this mode is so that players can have better control over which buildings are upgraded without having to upgrade each building individually through the menu, which is tedious, or having to upgrade them all at once, which is unwise in certain situations.
Power-on mode: This mode activate buildings that are deactivated and ignores already activated buildings. A yellow outline is displayed instead of the red outline for bulldoze mode.
Power-off mode: The opposite of power-on mode. deactivates buildings that are active. A dark yellow or brown outline should be displayed in this mode.
The reasons behind power on and off modes is because sometimes you want to have strict control over which buildings are off and which ones are on. For instance, let's say you're starting a new region city and you have the entire city built but are now just waiting on the colonists to come in. Wouldn't you want to deactivate all of the job buildings and then activate them one by one as colonists start coming in to control commute distance? These modes would allow use to exercise this control over many buildings without having to resort to repetition.
Terrain mode: This mode has a purple outline and allows the player to toggle individual tiles between solid and liquid. This enables players to edit their terrain to their liking, however, it comes with great cost. For each tile transformed from liquid to land, 1 million ore is spent, and on every world other than abandoned and lava, each tile that is turned to a liquid tile costs 1 million water. On abandoned, each ether tile that is created costs 1 million ether, and lava is not a terrain type that can be created, for obvious reasons. Any kind of terrain change will cost $100,000 and 10,000 civics per tile.
If you don't have the necessary resources, the change won't occur, but you will need to be careful when you do start getting enough resources to change several tiles at once, because the change happens instantly and is irreversible unless you have enough resources to change it back.
In fact, the bulldoze tool inspired these ideas. However, instead of only being able to delete buildings will bulldoze mode, how are some other modes and what they would allow a player to do:
Mode cycler: Instead of the bulldoze button just turning bulldoze mode on and off, why not have it cycle through all of the below modes. This saves space on the button menu, and while it does require some repetitive tapping to get the mode you want, these modes will do their own share of saving you from having to deal with repetition.
Sell mode: In case you want to get resources back from the buildings that you are destroying. The screen will have a green outline instead of red and should be the next mode after bulldoze mode. This mode should do exactly the same things as bulldoze mode, but sells the buildings instead of just wiping them out. You will not be able to demolish nodes or paths in this mode. Or, you could just save having to create another mode and have the bulldozer sell buildings when it can, but then just demolish things like nodes when it can't sell them.
Upgrade mode: Self explanatory really, but allows you to upgrade several buildings in a single swipe and displays a blue outline under buildings that can be upgraded. Cannot be used to upgrade pathing, as you could make a big mess if you swipe over several paths and initiate upgrades on segments of path. Path is easy to upgrade, just go into the menu and select upgrade all. The reason behind this mode is so that players can have better control over which buildings are upgraded without having to upgrade each building individually through the menu, which is tedious, or having to upgrade them all at once, which is unwise in certain situations.
Power-on mode: This mode activate buildings that are deactivated and ignores already activated buildings. A yellow outline is displayed instead of the red outline for bulldoze mode.
Power-off mode: The opposite of power-on mode. deactivates buildings that are active. A dark yellow or brown outline should be displayed in this mode.
The reasons behind power on and off modes is because sometimes you want to have strict control over which buildings are off and which ones are on. For instance, let's say you're starting a new region city and you have the entire city built but are now just waiting on the colonists to come in. Wouldn't you want to deactivate all of the job buildings and then activate them one by one as colonists start coming in to control commute distance? These modes would allow use to exercise this control over many buildings without having to resort to repetition.
Terrain mode: This mode has a purple outline and allows the player to toggle individual tiles between solid and liquid. This enables players to edit their terrain to their liking, however, it comes with great cost. For each tile transformed from liquid to land, 1 million ore is spent, and on every world other than abandoned and lava, each tile that is turned to a liquid tile costs 1 million water. On abandoned, each ether tile that is created costs 1 million ether, and lava is not a terrain type that can be created, for obvious reasons. Any kind of terrain change will cost $100,000 and 10,000 civics per tile.
If you don't have the necessary resources, the change won't occur, but you will need to be careful when you do start getting enough resources to change several tiles at once, because the change happens instantly and is irreversible unless you have enough resources to change it back.
The continued list of ideas.
United Earth Vessels
United Earth Vessels
- ‘Pioneer MK34’ Multipurpose Vessel
‘Pioneer’ ships have a very long history, these model series of colonization ships serves even before United Earth was founded. For years of development, now they have a wide range of usage more than interstellar colonization, with the innovative modular designs allowing adaption for different purpose.
Hanger bays ×1
Base storage value 2000
Fuel tank capacity 100 - ‘Inspector’ Survey Vessel
‘Inspectors’ are perfect surveying vessels in space - Able to support long trips with their large fuel tanks, and additionally able to support long range scanner arrays which other ships don’t, it’s widely used in pre-colonization surveys, scientific observations, and even military scouting.
Long range scanner (built in)
Base storage value 300
Fuel tank capacity 100 - ‘Twinshaft’ Medium Range Mining vessel
A common starship used by human mining cooperations.
Mining beam (built in)
Hanger bays ×3
Base storage value 500
Fuel tank capacity 35
Today I am putting the final touches on My Colony v1.5.0 which should be going out to all platforms soon. This release is more of a quality of life and engine improvement update, which are generally my least favorite to work on because they take forever to get done and at the end it doesn't look like you've really accomplished anything. This is as opposed to a content update where I just spend a day drawing 10 new buildings and then everybody thinks I made a huge update!
Still though, there was important work needing to be done to the My Colony engine, and it received quite a bit. I have been promising Mass Transit for a while now, and I started working on it for this release, although it ended up being just a little more complicated than it was when I was mapping it out in my head. I have implemented a small part of it in this update to see how it works in the wild, and if it doesn't screw everything up it will be greatly expanded in the updates ahead. Don't worry, if it does screw something up, from my testing, the screw up will be in the favor of the player, but I will talk about Mass Transit more a bit later. First let's take a look at what's been added since the last release!
First of all, @Sobeirannovaocc a while ago had provided me with an initial batch of Chinese language translations for the game that I have finally added in, which I believe were worked on by @GeneralWadaling and perhaps others (maybe one of them will elaborate in the comments who all provided the work), and I know a lot of people are going to be grateful to have these new translations in the game. So a big thank you to everybody who worked on the Chinese translations for this release!
If you play on a desktop class device using a mouse, the Display Mode popup has been replaced by a smaller context menu, which I felt was more appropriate on a desktop device.
Likewise, right-clicking on an option in the build sidebar now gives you a new "Bookmark" option, which allows you to add your favorite buildings to a new Bookmarks list, which will appear as an option in your build categories dropdown. This way you can create your own custom list of buildings that you like best. Bookmarks are saved on a per-city basis.
I know there is an issue , recently reiterated to me by @Electrogamer1943 , where iPhones can not bring up the long-press context menus in the game, due to their 3D Force Touch gesture. I put in a little code that might mitigate the issue, but at the time of this writing I did not have an iPhone on hand to test it out yet, so I give it a 50/50 chance of being fixed. If it's not, I will just have to switch to a double-tap style gesture for iPhones.
Moving right along. Ever since Regions were created, there has been an issue where people can not back up Region save files, since behind the scenes a Region is broken out into multiple save files, and the existing backup utility would only export the regional overview map, making it impossible to backup a region on most devices. This issue has now been addressed, and I have now added two new ways to backup your game files in this update.
The first new method is in the Game Statistics screen, down in the Game Data tab. You will see a new "Backup Copy" option at the bottom which will export a backup of your save file to your computer or device. If you are in a region, you must do this from the Region Overview map. Once you have your backup, you can re-import it into the game from the Game Data menu on the title screen.
Now if you are playing on a tablet or desktop, there is another new interface for managing your game data. When you click on Load Colony at the title screen, you will be presented with the new Load Colony window.
From this window, you can manage all of your saved files, see detailed information about each, conduct backups and delete old games. You also have hyperlink access to your colony's websites on both my-colony.com and on Coloniae. Keep in mind that the extended information for your save files will not show up until you have opened them at least once using v1.5.0 or newer.
Next up, the Auto Trade feature has been completely reworked in this release, and is no longer directly tied to the Galactic Board of Trade. Auto Trade now conducts resource Imports and Exports, at the prices you would normally get from buildings like the Galactic Freight or the Star Gate. While on the surface this does make it a worse deal as the Import/Export features come with massive fees and penalties, for many resources it will actually be better for the player, as a large percentage of the Auto Trade contracts on the GBT had previously gone unsold.
This will also go a long way towards cleaning up the GBT, since it has become so loaded with Auto Trade contracts set in unusual quantities, that it was difficult to find anything real.
Switching Auto Trade to the Import/Export facility did bring another change though, in the form of Global Resource Pools on the My Colony server. This facility is largely invisible to the player, but does have an impact on the overall resource price. Whenever a resource is exported in the game, the quantity is added to the Global Resource Pool on the server. Likewise, an import reduces the quantity of the global pool. The server watches the levels of these new global pools and uses that information to calculate the demand of various resources, and can make pricing adjustments accordingly. The server also has the ability to purchase contracts on the GBT if a resource pool is empty, although to prevent gaming of the system it will not purchase any contracts that are not priced in a range that the server sees as reasonable.
The new trading system might potentially have a large impact on the GBT and on pricing in general (hopefully a positive impact) so I will be monitoring it over the coming days/weeks to see what tweaks are needed. This new system can largely be tweaked from the server, so any fix should be able to be implemented without requiring a game update.
To go along with this change, the Import/Export feature has been added directly to the GBT, and as long as you have a GBT building you can now import and export resources at maximum quantity from one centralized location.
Now let's talk a bit more about Mass Transit. The ultimate goal is to have transit capabilities within a city and across a region. For this update, I have started with the Regional transit first, as it has the larger implication to the game engine and requires the most work.
For this first release of the feature, Human colonies get a new structure called the Regional Busing Authority, which is unlocked with the new Public Transportation technology. As of this update, you can build this structure on a non-region game, but it won't really do anything. On a region game though, each bus stop adds to your city's regional transit capacity (in this case, each stop adds 250). This capacity allows your citizens to travel between neighboring cities on the regional map for work. So if you have a transit capacity of 250 in your city, it means that 250 citizens can work in a different city, and also 250 citizens can work in your city from a neighboring city. Note that it is 250 both ways in separate pools, so the total citizens moving back and forth can be 500.
When the game decided what jobs are going to be filled, they all go to local residents first, the same as it has always worked. However, when jobs are left unfilled, for whatever reason, the game looks at which neighboring cities have unemployed workers available. If unemployed workers are available, the jobs will fill up from those available workers, up to the point that your transit capacity is used up, provided there are bus stops in range of your worksites. Likewise, if you have unemployed workers, they will look at the jobs available in neighboring cities and fill them up to the point that your outgoing transit capacity is used up, provided there are bus stops in range of their houses.
Right now the bus stop range is super high, so I think one bus stop pretty much covers any small or medium sized map, which is all you have in a region. I don't expect it to stay like that though, so bus stops should ideally be placed throughout the city.
The Economy tab on the Game Statistics window will give you some idea of what is going on with your mass transit. Under the number of total unemployed, you will now see a Remote Workers stat, which tells you how many of your people are working in neighboring cities. Likewise, in the pie graph below, the number of filled jobs is now broken down into Local Workers and Foreign Commuters, telling you how many of your jobs are being filled by workers from neighboring cities.
There is still a lot of work to be done on the Mass Transit, but it actually has pretty big implications for the way Region games are played, as it is now possible to separate out your housing from your industry. It still needs to be refined, and I need to add the ability for colonists to actually migrate from one city to the next, and that is coming soon.
To go along with Mass Transit, I have added the capability for buildings to add non-player Decorative Units to the game. You can see this when you build a bus stop, you will now see small bus rovers driving around your town.
These units do not actually do anything, they just serve to make your city look more alive. I plan on adding other kinds of decorative units soon, such as police cars and ambulances.
So that about wraps it up for this release. The next update will continue to build out the Mass Transit, bringing it to other races and making it work within a city itself. Beyond that, I also need to do a complete overhaul of Multiplayer Regions, which are barely functional at the moment. This is the next item on the list after I finish Mass Transit.
Thank you all for playing the game, keep the suggestions coming, and let me know what issues you find in this release!
Still though, there was important work needing to be done to the My Colony engine, and it received quite a bit. I have been promising Mass Transit for a while now, and I started working on it for this release, although it ended up being just a little more complicated than it was when I was mapping it out in my head. I have implemented a small part of it in this update to see how it works in the wild, and if it doesn't screw everything up it will be greatly expanded in the updates ahead. Don't worry, if it does screw something up, from my testing, the screw up will be in the favor of the player, but I will talk about Mass Transit more a bit later. First let's take a look at what's been added since the last release!
First of all, @Sobeirannovaocc a while ago had provided me with an initial batch of Chinese language translations for the game that I have finally added in, which I believe were worked on by @GeneralWadaling and perhaps others (maybe one of them will elaborate in the comments who all provided the work), and I know a lot of people are going to be grateful to have these new translations in the game. So a big thank you to everybody who worked on the Chinese translations for this release!
If you play on a desktop class device using a mouse, the Display Mode popup has been replaced by a smaller context menu, which I felt was more appropriate on a desktop device.
Likewise, right-clicking on an option in the build sidebar now gives you a new "Bookmark" option, which allows you to add your favorite buildings to a new Bookmarks list, which will appear as an option in your build categories dropdown. This way you can create your own custom list of buildings that you like best. Bookmarks are saved on a per-city basis.
I know there is an issue , recently reiterated to me by @Electrogamer1943 , where iPhones can not bring up the long-press context menus in the game, due to their 3D Force Touch gesture. I put in a little code that might mitigate the issue, but at the time of this writing I did not have an iPhone on hand to test it out yet, so I give it a 50/50 chance of being fixed. If it's not, I will just have to switch to a double-tap style gesture for iPhones.
Moving right along. Ever since Regions were created, there has been an issue where people can not back up Region save files, since behind the scenes a Region is broken out into multiple save files, and the existing backup utility would only export the regional overview map, making it impossible to backup a region on most devices. This issue has now been addressed, and I have now added two new ways to backup your game files in this update.
The first new method is in the Game Statistics screen, down in the Game Data tab. You will see a new "Backup Copy" option at the bottom which will export a backup of your save file to your computer or device. If you are in a region, you must do this from the Region Overview map. Once you have your backup, you can re-import it into the game from the Game Data menu on the title screen.
Now if you are playing on a tablet or desktop, there is another new interface for managing your game data. When you click on Load Colony at the title screen, you will be presented with the new Load Colony window.
From this window, you can manage all of your saved files, see detailed information about each, conduct backups and delete old games. You also have hyperlink access to your colony's websites on both my-colony.com and on Coloniae. Keep in mind that the extended information for your save files will not show up until you have opened them at least once using v1.5.0 or newer.
Next up, the Auto Trade feature has been completely reworked in this release, and is no longer directly tied to the Galactic Board of Trade. Auto Trade now conducts resource Imports and Exports, at the prices you would normally get from buildings like the Galactic Freight or the Star Gate. While on the surface this does make it a worse deal as the Import/Export features come with massive fees and penalties, for many resources it will actually be better for the player, as a large percentage of the Auto Trade contracts on the GBT had previously gone unsold.
This will also go a long way towards cleaning up the GBT, since it has become so loaded with Auto Trade contracts set in unusual quantities, that it was difficult to find anything real.
Switching Auto Trade to the Import/Export facility did bring another change though, in the form of Global Resource Pools on the My Colony server. This facility is largely invisible to the player, but does have an impact on the overall resource price. Whenever a resource is exported in the game, the quantity is added to the Global Resource Pool on the server. Likewise, an import reduces the quantity of the global pool. The server watches the levels of these new global pools and uses that information to calculate the demand of various resources, and can make pricing adjustments accordingly. The server also has the ability to purchase contracts on the GBT if a resource pool is empty, although to prevent gaming of the system it will not purchase any contracts that are not priced in a range that the server sees as reasonable.
The new trading system might potentially have a large impact on the GBT and on pricing in general (hopefully a positive impact) so I will be monitoring it over the coming days/weeks to see what tweaks are needed. This new system can largely be tweaked from the server, so any fix should be able to be implemented without requiring a game update.
To go along with this change, the Import/Export feature has been added directly to the GBT, and as long as you have a GBT building you can now import and export resources at maximum quantity from one centralized location.
Now let's talk a bit more about Mass Transit. The ultimate goal is to have transit capabilities within a city and across a region. For this update, I have started with the Regional transit first, as it has the larger implication to the game engine and requires the most work.
For this first release of the feature, Human colonies get a new structure called the Regional Busing Authority, which is unlocked with the new Public Transportation technology. As of this update, you can build this structure on a non-region game, but it won't really do anything. On a region game though, each bus stop adds to your city's regional transit capacity (in this case, each stop adds 250). This capacity allows your citizens to travel between neighboring cities on the regional map for work. So if you have a transit capacity of 250 in your city, it means that 250 citizens can work in a different city, and also 250 citizens can work in your city from a neighboring city. Note that it is 250 both ways in separate pools, so the total citizens moving back and forth can be 500.
When the game decided what jobs are going to be filled, they all go to local residents first, the same as it has always worked. However, when jobs are left unfilled, for whatever reason, the game looks at which neighboring cities have unemployed workers available. If unemployed workers are available, the jobs will fill up from those available workers, up to the point that your transit capacity is used up, provided there are bus stops in range of your worksites. Likewise, if you have unemployed workers, they will look at the jobs available in neighboring cities and fill them up to the point that your outgoing transit capacity is used up, provided there are bus stops in range of their houses.
Right now the bus stop range is super high, so I think one bus stop pretty much covers any small or medium sized map, which is all you have in a region. I don't expect it to stay like that though, so bus stops should ideally be placed throughout the city.
The Economy tab on the Game Statistics window will give you some idea of what is going on with your mass transit. Under the number of total unemployed, you will now see a Remote Workers stat, which tells you how many of your people are working in neighboring cities. Likewise, in the pie graph below, the number of filled jobs is now broken down into Local Workers and Foreign Commuters, telling you how many of your jobs are being filled by workers from neighboring cities.
There is still a lot of work to be done on the Mass Transit, but it actually has pretty big implications for the way Region games are played, as it is now possible to separate out your housing from your industry. It still needs to be refined, and I need to add the ability for colonists to actually migrate from one city to the next, and that is coming soon.
To go along with Mass Transit, I have added the capability for buildings to add non-player Decorative Units to the game. You can see this when you build a bus stop, you will now see small bus rovers driving around your town.
These units do not actually do anything, they just serve to make your city look more alive. I plan on adding other kinds of decorative units soon, such as police cars and ambulances.
So that about wraps it up for this release. The next update will continue to build out the Mass Transit, bringing it to other races and making it work within a city itself. Beyond that, I also need to do a complete overhaul of Multiplayer Regions, which are barely functional at the moment. This is the next item on the list after I finish Mass Transit.
Thank you all for playing the game, keep the suggestions coming, and let me know what issues you find in this release!
I have started putting together an early concept for a new game I have been thinking about for a few years now called My Starship, which is loosely modeled on an old Android game I used to play called Star Traders RPG. In My Starship, you captain a ship and must make money by conducting favorable trades between colonies and by going on missions for the various planetary governments. The game map, planets, missions, and interplanetary relations are all procedurally generated, and no two playthroughs will ever be the same. You can find up to date download links at the following address, or try the game on the Ape Apps Launcher.
http://apps.ape-apps.com/my-starship/
The game is currently in a very early beta state, and as of yet, there is still not much to do. The purpose of this thread is to take comments and suggestions of things to add to the game. I will also keep this post updated with my current plans/to-do/progress list. I want to say up front though, that there are no plans to tie My Starship in to the My Colony server. I have decided that this would be better off as a stand-alone game.
The purpose of this early beta is to get feedback and suggestions on where to take the game, and also to guage interest so I can know how much time to put into development. The beta will be available for testing on Web, Android, Desktop, and Windows 10 at first, with an iOS release coming once the game is further along.
Current Build: v0.15.0
Current To-Do List (in no particular order):
So anyway, this thread is the place for all things My Starship related, as of right now. I will be embedding a link to the thread from within the game, and will be keeping the top post updated as I make progress and updates to the game. If the idea gains any users or traction, I will upgrade it to it's own forum section, but it is really not necessary at the moment. I plan on working on the game every week or so, or whenever I have time. That will increase or decrease based on the reception (or lack thereof) of the concept. Enjoy!
Changelog
20210418 - v0.15.0
Added some Chinese translations
Updated menu icons to conform to ADL
Addressed "Cargo is Full" bug
Added Harvest Resources to the planet popup window on uninhabited planets
20200922 - v0.14.0
AI fuel tankers now have a chance to just get more fuel
Player is now warned if cargo is full while harvesting
Added Aluminum requirement to the Uranium Enrichment Facility
Started migrating ship stats screen format into a My Colony-like general stats window
New Resources Added:
- Spice
- Oil
- Plastic
Added Factory:
- Plastic Factory
20200508 - v0.13.0
You can no longer buy/steal goods above your cargo hold space
New Upgrades Added:
- Shield Module Mk2
- Torpedo Tubes
New Ships Added:
- Strut MkVI
- Torpedojager
- Draconian Destroyer
New Resource Added:
- Aluminum
20191118 - v0.12.0
Planets in comm range will show a fuel icon now if they have available fuel for sale
Added a 'Quick Refuel' option to planet options box
Expanded information on the Ship Stats screen
Ships can now travel at diagonal angles
20191010 - v0.11.0
Added Combat!
- You can attack anyship you come across
- Each attack turn you can Fight, try to Run, or attempt to Board
- Boarding let's you take their resources
Added Captain game object, each ship now represented by a Captain
Captains are pulled from roaming tokens from My Tokens
Player automatically assigned to their account default Token
Ships for sale at dock are now sorted by price
Docks now offer starship repair services
Planets now show civilization, contracts, and dock indicators
Civilization capitol now shows an indicator
When zoomed out, Map shows current ship marker and lines between civs
The Planet Stats popup now finally works
Added a pending contract display to the main hud
20190826 - v0.10.0
Planets with a Dock and enough money/parts will now construct new starships
Planets will commission new starships under their flag
You can now buy new starships from the Docks of a planet that has starship inventory
You can now only see other ships that are in your radar range
You can now harvest natural resources from uninhabited planets
- the AI ships will also do this
Ships out of fuel (including yours) will now send out a distress signal within their communications range
AI fuel tankers and government ships will now respond to distress calls
AI ships will now trade with each other
Added back button handling (for devices with a back button)
New ship classes:
- Galactic Freight Hauler
- Galactic Freight Heavy
- Space Jumper
New upgrade modules:
- Shield Module
- Laser Cannons
- Small Hangar Bay
- Guest Pod
- Improved Radar
- Transceiver Upgrade
Added Factories:
- Uranium Enrichment Facility
- Gold Synthesis Lab
- Ore Fraking Operation
20190301 - v0.9.0
Minor bug fix release
20180925 - v0.8.0
Planets will now build Ports when they have the resources
AI ships now conduct expanded business with planets
Fuel Tankers now purchase significantly more fuel from planets
Ships can now purchase upgrades from star ports
First upgrades are:
- Hyperdrive Upgrade
- Cargo Pods
- Hull Plating
20180825 - v0.7.0
Last saved game now appears on title screen
Added Factories, which planets will automatically construct when they meet certain conditions
First factories are:
- Ore Refinery
- Microchip Factory
- Rum Distillery
- Starship Parts Factory
Added Resource:
- Starship Parts
20180611 - v0.6.0
Games can now be saved/loaded
User now prompted to name ship at new game
Civilization governments now start with their own ship fleets
Changes to AI ship movement, destination selection
Government ships will not do quests, but will conduct trades between other government planets
Independent traders will now trade in other goods besides fuel, if the price is good
Added Ship Classes:
- Light Fighter
- Patrouilleschip
- Draconian Patrol
New Missions:
- Compromising Position
- No Laughing Matter
- Emergency Treatment
20180512 - v0.5.0
Implemented Gamepad control support
You can now interact with planets that are within 1 tile by clicking/tapping on them
Added new Ship Stats screen
You can now rename your ship
You can now change ship color
AI ships are now assigned a random ship color
Different ship classes can now start with specific resource overrides
Added Ship Classes:
- Klein Vrachtschip
- Draconian Cutter
- Uranium Tanker
New Missions:
- Conspiracy
- Proof of Loyalty
- Death Celebration
- Body Part Delivery
- Trojan Horse Attack
- Making Amends
20180507 - v0.4.0
Bug fixes
Engine now supports "Linked" missions
Contract timeout fails now work
Added 'Pending Contracts' option to main menu
Added Missions:
- Starvation
- Poisonous Revenge
- Wedding Delivery
Added Ship Classes:
- Delta Runner
20180503 - v0.3.0
Added Ship Contact screen when coming in contact with another ship
Can now conduct ship to ship trades
Global resource prices now slowly and randomly fluctuate over time
Raised the number of independent traders in the galaxy
Game ticks now keep happening when ship runs out of fuel
New planet type: Water World
20180430 - v0.2.0
Resource icon now shows up on trade menus
Changed the Fuel/Cargo readout bars on larger screens
Starting AI merchant ships are now picked from a random ship class
Added Settings button to the top UI bar
Added Resources:
- Ore
- Gold
- Steel
- Microchip
Added Ship Class:
- Draconian Sloop
- Ruimteschip
Added Mission:
- Rum Party
http://apps.ape-apps.com/my-starship/
The game is currently in a very early beta state, and as of yet, there is still not much to do. The purpose of this thread is to take comments and suggestions of things to add to the game. I will also keep this post updated with my current plans/to-do/progress list. I want to say up front though, that there are no plans to tie My Starship in to the My Colony server. I have decided that this would be better off as a stand-alone game.
The purpose of this early beta is to get feedback and suggestions on where to take the game, and also to guage interest so I can know how much time to put into development. The beta will be available for testing on Web, Android, Desktop, and Windows 10 at first, with an iOS release coming once the game is further along.
Current Build: v0.15.0
Current To-Do List (in no particular order):
- Save game progress.
- Choose your own starting civilization and ship, captain name, ship color, etc.
- Interaction with other ships, including trade, missions, battle, piracy, capture, etc.
- Captain skills progression, stats, leveling up, etc.
- Planet stardocks with ship upgrades, buy/sell new ships, ship repairs, etc.
- Resource harvesting on empty planets.
- Distress call when ship out of fuel, or:
- Escape pod when ship out of fuel or loses a battle.
- Attack, bombard, or blockade a planet.
- Capture, take control of a planet and it's industrial output.
- Hire starship crew, manage crew relations, keep them happy, prevent mutiny.
- Factories on planets which produce additional resources. Planets AI automatically upgrade themselves, conduct their own trades with passing ships.
- Military ships controlled by the main factions which patrol their own space, protect their colonies, respond to distress calls.
- Gamepad + Android TV/Amazon Fire TV/Xbox One support
- Local (LAN/Wifi) Multiplayer
So anyway, this thread is the place for all things My Starship related, as of right now. I will be embedding a link to the thread from within the game, and will be keeping the top post updated as I make progress and updates to the game. If the idea gains any users or traction, I will upgrade it to it's own forum section, but it is really not necessary at the moment. I plan on working on the game every week or so, or whenever I have time. That will increase or decrease based on the reception (or lack thereof) of the concept. Enjoy!
Changelog
20210418 - v0.15.0
Added some Chinese translations
Updated menu icons to conform to ADL
Addressed "Cargo is Full" bug
Added Harvest Resources to the planet popup window on uninhabited planets
20200922 - v0.14.0
AI fuel tankers now have a chance to just get more fuel
Player is now warned if cargo is full while harvesting
Added Aluminum requirement to the Uranium Enrichment Facility
Started migrating ship stats screen format into a My Colony-like general stats window
New Resources Added:
- Spice
- Oil
- Plastic
Added Factory:
- Plastic Factory
20200508 - v0.13.0
You can no longer buy/steal goods above your cargo hold space
New Upgrades Added:
- Shield Module Mk2
- Torpedo Tubes
New Ships Added:
- Strut MkVI
- Torpedojager
- Draconian Destroyer
New Resource Added:
- Aluminum
20191118 - v0.12.0
Planets in comm range will show a fuel icon now if they have available fuel for sale
Added a 'Quick Refuel' option to planet options box
Expanded information on the Ship Stats screen
Ships can now travel at diagonal angles
20191010 - v0.11.0
Added Combat!
- You can attack anyship you come across
- Each attack turn you can Fight, try to Run, or attempt to Board
- Boarding let's you take their resources
Added Captain game object, each ship now represented by a Captain
Captains are pulled from roaming tokens from My Tokens
Player automatically assigned to their account default Token
Ships for sale at dock are now sorted by price
Docks now offer starship repair services
Planets now show civilization, contracts, and dock indicators
Civilization capitol now shows an indicator
When zoomed out, Map shows current ship marker and lines between civs
The Planet Stats popup now finally works
Added a pending contract display to the main hud
20190826 - v0.10.0
Planets with a Dock and enough money/parts will now construct new starships
Planets will commission new starships under their flag
You can now buy new starships from the Docks of a planet that has starship inventory
You can now only see other ships that are in your radar range
You can now harvest natural resources from uninhabited planets
- the AI ships will also do this
Ships out of fuel (including yours) will now send out a distress signal within their communications range
AI fuel tankers and government ships will now respond to distress calls
AI ships will now trade with each other
Added back button handling (for devices with a back button)
New ship classes:
- Galactic Freight Hauler
- Galactic Freight Heavy
- Space Jumper
New upgrade modules:
- Shield Module
- Laser Cannons
- Small Hangar Bay
- Guest Pod
- Improved Radar
- Transceiver Upgrade
Added Factories:
- Uranium Enrichment Facility
- Gold Synthesis Lab
- Ore Fraking Operation
20190301 - v0.9.0
Minor bug fix release
20180925 - v0.8.0
Planets will now build Ports when they have the resources
AI ships now conduct expanded business with planets
Fuel Tankers now purchase significantly more fuel from planets
Ships can now purchase upgrades from star ports
First upgrades are:
- Hyperdrive Upgrade
- Cargo Pods
- Hull Plating
20180825 - v0.7.0
Last saved game now appears on title screen
Added Factories, which planets will automatically construct when they meet certain conditions
First factories are:
- Ore Refinery
- Microchip Factory
- Rum Distillery
- Starship Parts Factory
Added Resource:
- Starship Parts
20180611 - v0.6.0
Games can now be saved/loaded
User now prompted to name ship at new game
Civilization governments now start with their own ship fleets
Changes to AI ship movement, destination selection
Government ships will not do quests, but will conduct trades between other government planets
Independent traders will now trade in other goods besides fuel, if the price is good
Added Ship Classes:
- Light Fighter
- Patrouilleschip
- Draconian Patrol
New Missions:
- Compromising Position
- No Laughing Matter
- Emergency Treatment
20180512 - v0.5.0
Implemented Gamepad control support
You can now interact with planets that are within 1 tile by clicking/tapping on them
Added new Ship Stats screen
You can now rename your ship
You can now change ship color
AI ships are now assigned a random ship color
Different ship classes can now start with specific resource overrides
Added Ship Classes:
- Klein Vrachtschip
- Draconian Cutter
- Uranium Tanker
New Missions:
- Conspiracy
- Proof of Loyalty
- Death Celebration
- Body Part Delivery
- Trojan Horse Attack
- Making Amends
20180507 - v0.4.0
Bug fixes
Engine now supports "Linked" missions
Contract timeout fails now work
Added 'Pending Contracts' option to main menu
Added Missions:
- Starvation
- Poisonous Revenge
- Wedding Delivery
Added Ship Classes:
- Delta Runner
20180503 - v0.3.0
Added Ship Contact screen when coming in contact with another ship
Can now conduct ship to ship trades
Global resource prices now slowly and randomly fluctuate over time
Raised the number of independent traders in the galaxy
Game ticks now keep happening when ship runs out of fuel
New planet type: Water World
20180430 - v0.2.0
Resource icon now shows up on trade menus
Changed the Fuel/Cargo readout bars on larger screens
Starting AI merchant ships are now picked from a random ship class
Added Settings button to the top UI bar
Added Resources:
- Ore
- Gold
- Steel
- Microchip
Added Ship Class:
- Draconian Sloop
- Ruimteschip
Added Mission:
- Rum Party
Whilst I enjoy playing the game on Android there is one UI feature lacking that makes the android (and probably iOS) platform EXTREMELY ANNOYING!
When playing any game with ritch resource maps, deleting resources and building (but mainly resources) is extremely time consuming and annoying as unlike the desktop and browser platforms players are unable to delete resources in bulk.
What I mean by this is when building on mobile platform a player can select one tile and then another one on the same horizontal and vertical axis and the UI will fill up the tiles between so the player doesn't need to select each tile to fill.
The same feature is drastically needed in reverse for demolition where the player can select one active tile on horizontal and vertical axes and delete everything between.
Currently without a physical keyboard + without a keyboard UI within the game the player needs to select every tile that they wish to remove. This can take hours to remove all excess tiles in its current build, which takes too much of the time away from creating .
When playing any game with ritch resource maps, deleting resources and building (but mainly resources) is extremely time consuming and annoying as unlike the desktop and browser platforms players are unable to delete resources in bulk.
What I mean by this is when building on mobile platform a player can select one tile and then another one on the same horizontal and vertical axis and the UI will fill up the tiles between so the player doesn't need to select each tile to fill.
The same feature is drastically needed in reverse for demolition where the player can select one active tile on horizontal and vertical axes and delete everything between.
Currently without a physical keyboard + without a keyboard UI within the game the player needs to select every tile that they wish to remove. This can take hours to remove all excess tiles in its current build, which takes too much of the time away from creating .