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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.
This planet has a vast landscape of ruined cities built by a long-extinct race that were likely responsible for rendering the planet uninhabitable. The history of this race is long-gone, probably degraded by the torrential downpours of radioactive acid rain and the ever-churning acidic oceans that would dissolve even the largest of marine vehicles within hours. Most races in existence today avoid this place like the plague and treat it like a dumping ground, jettisoning toxic and radioactive waste into the atmosphere from space with their waste transport ships, so waste of all sorts can be found here, even the dangerous kinds. Will anyone dare attempt to return this planet to it's life-giving state? Will the mistakes of it's former inhabitants ever be undone? Only time will tell. But for now, the glowing green planet will remain desolate, inhospitable to all life that we know.
This map idea was inspired by the toxic planet in starbound, where oceans of toxic water exist with an entire ecosystem of creatures adapted to live in the toxic water. On that planet, you can also see ruined cityscapes in the background as you traverse the dangerous planet. The radioactive element was inspired by the fallout series, which many of you probably know about.
Instead of ore and gold nodes dotting the map, ruined towers and skyscrapers would dominate the landscape, creating an ancient cityscape. Each tower would provide a large amount of ore, steel, and gold. Eventually the player will be able to build ore fracking plants, gold labs, and steel refineries. These towers would not be removeable without harvesting them. This means that you can't destroy them with the bulldoze tool and there is no option to remove in the options menu. These towers should be an obstacle to the player's attempts to expand and organize their colony layout.
The map should contain generated rivers of glowing green water. The land itself is not dangerous, but the water is. When waterbots try to collect water from the rivers, they end up collecting defiled water, just like my previous map idea(The Bog). Colonists will drink regular clean water when they can, but when they run out, they'll get despeate and start drinking from your defiled water reserves to stay hydrated, which should ultimately result in severe to fatal illnesses. This poses a challenge in that you need to make sure that you have plenty of water for the amount of people, because your colonists would likely be better off going without any water at all then drinking defiled water, since drinking it has a high chance to cause illnesses that rapidly reduce health. The same concept applies in real life to salt water, which when drank rapidly dehydrates the body due to the excess sodium in the salt water, ultimately leaving the drinker worse off than they would've been going without water. Any water vehicles and structures should take damage over time and explode when out of health. This also includes structures straddling water and land.
Another thing to watch out for is the radioactive waste dumps that dot the map. Colonists and organic workers should accumulate radiation when they stand near these. Their radiation percentage is directly subtracted from their health and will be fatal when 100% is reached or sooner if the unit is already damaged by sickness, starvation, or another factor. Hospitals should be able to slowly reduce radiation levels in an organic unit. However, these areas can be harvested with uranium rover to collect large amounts of uranium. Even after these area ares depleted and start disappearing from the map, uranium fracking plants can be dug into the earth to harvest uranium indefinately from the endless waste buried below. In fact, if you have a waste reclamation plant, it should be able to produce all kinds of random resources by extracting waste from below and refining it.
Acid rain should be a thing, and it should rain every now and then, doing decent damage to buildings and causing organic unit's radiation levels to rise slowly. Always inspect your buildings to make sure that their damages are repaired so they don't explode. That is until you get a consulate, where you can auto-repair buildings. Always build plently of hospitals as well to provide radiation treatment for your organic units. For draconians, their inability to care about their insectoid slave workers means that they will constantly be replacing their slaves, since it is against draconian law to admit insectoids into their hospitals. For zolarg, you may want to build better hospitals. The insectoid carapace of the zolarg people are impervious to acid, but aren't impervious to radiation, so watch out for that.
meteors of radioactive waste should fall to the ground on rare occasions, providing random resources when harvested but also destroying buildings in a small radius and causing radiation damage to every organic unit in the vicinity. This should be added because as I mentioned before, trash is jettisoned into the planet by waste transport ships and falls to the ground. This is why there is so much radioactive waste. As you play, those ships won't even notice a colony on the planet at first, but as you terraform the land, those bombardments will slowly reduce in frequency. If you wanted to leave the planet in its toxic state, but you didn't want the bombardments to continue, you could implement a beam beacon that can be seen from space in order to let ships know not to drop anymore waste. That beacon should be a late game thing.
On top of all of this, the atmosphere should be several times thicker than earthlike levels. This is to simulate the immense industrial pollution in the atmosphere that rendered the planet toxic in the first place. This would require colonists to wear their astronaut suites to avoid breathing in the toxic air.
Just like my previous map idea, this map should be terraformable as well. Once the atmosphere is reduced to earth-like levels, the map will become and earth-like map, with the same ground texture and with trees generating in the free spaces of the map(s).Thus, the planet is returned to it's inhabitable and life-preserving state. It may not be feasible, but I would make it so that any planet that reaches above a certain atmosphere level should become a toxic planet, where any water becomes toxic water and snow and rain are replaced with acid rain.
Those are my ideas, I'll try to come up with more in the future. Let me know what you think.
This map idea was inspired by the toxic planet in starbound, where oceans of toxic water exist with an entire ecosystem of creatures adapted to live in the toxic water. On that planet, you can also see ruined cityscapes in the background as you traverse the dangerous planet. The radioactive element was inspired by the fallout series, which many of you probably know about.
Instead of ore and gold nodes dotting the map, ruined towers and skyscrapers would dominate the landscape, creating an ancient cityscape. Each tower would provide a large amount of ore, steel, and gold. Eventually the player will be able to build ore fracking plants, gold labs, and steel refineries. These towers would not be removeable without harvesting them. This means that you can't destroy them with the bulldoze tool and there is no option to remove in the options menu. These towers should be an obstacle to the player's attempts to expand and organize their colony layout.
The map should contain generated rivers of glowing green water. The land itself is not dangerous, but the water is. When waterbots try to collect water from the rivers, they end up collecting defiled water, just like my previous map idea(The Bog). Colonists will drink regular clean water when they can, but when they run out, they'll get despeate and start drinking from your defiled water reserves to stay hydrated, which should ultimately result in severe to fatal illnesses. This poses a challenge in that you need to make sure that you have plenty of water for the amount of people, because your colonists would likely be better off going without any water at all then drinking defiled water, since drinking it has a high chance to cause illnesses that rapidly reduce health. The same concept applies in real life to salt water, which when drank rapidly dehydrates the body due to the excess sodium in the salt water, ultimately leaving the drinker worse off than they would've been going without water. Any water vehicles and structures should take damage over time and explode when out of health. This also includes structures straddling water and land.
Another thing to watch out for is the radioactive waste dumps that dot the map. Colonists and organic workers should accumulate radiation when they stand near these. Their radiation percentage is directly subtracted from their health and will be fatal when 100% is reached or sooner if the unit is already damaged by sickness, starvation, or another factor. Hospitals should be able to slowly reduce radiation levels in an organic unit. However, these areas can be harvested with uranium rover to collect large amounts of uranium. Even after these area ares depleted and start disappearing from the map, uranium fracking plants can be dug into the earth to harvest uranium indefinately from the endless waste buried below. In fact, if you have a waste reclamation plant, it should be able to produce all kinds of random resources by extracting waste from below and refining it.
Acid rain should be a thing, and it should rain every now and then, doing decent damage to buildings and causing organic unit's radiation levels to rise slowly. Always inspect your buildings to make sure that their damages are repaired so they don't explode. That is until you get a consulate, where you can auto-repair buildings. Always build plently of hospitals as well to provide radiation treatment for your organic units. For draconians, their inability to care about their insectoid slave workers means that they will constantly be replacing their slaves, since it is against draconian law to admit insectoids into their hospitals. For zolarg, you may want to build better hospitals. The insectoid carapace of the zolarg people are impervious to acid, but aren't impervious to radiation, so watch out for that.
meteors of radioactive waste should fall to the ground on rare occasions, providing random resources when harvested but also destroying buildings in a small radius and causing radiation damage to every organic unit in the vicinity. This should be added because as I mentioned before, trash is jettisoned into the planet by waste transport ships and falls to the ground. This is why there is so much radioactive waste. As you play, those ships won't even notice a colony on the planet at first, but as you terraform the land, those bombardments will slowly reduce in frequency. If you wanted to leave the planet in its toxic state, but you didn't want the bombardments to continue, you could implement a beam beacon that can be seen from space in order to let ships know not to drop anymore waste. That beacon should be a late game thing.
On top of all of this, the atmosphere should be several times thicker than earthlike levels. This is to simulate the immense industrial pollution in the atmosphere that rendered the planet toxic in the first place. This would require colonists to wear their astronaut suites to avoid breathing in the toxic air.
Just like my previous map idea, this map should be terraformable as well. Once the atmosphere is reduced to earth-like levels, the map will become and earth-like map, with the same ground texture and with trees generating in the free spaces of the map(s).Thus, the planet is returned to it's inhabitable and life-preserving state. It may not be feasible, but I would make it so that any planet that reaches above a certain atmosphere level should become a toxic planet, where any water becomes toxic water and snow and rain are replaced with acid rain.
Those are my ideas, I'll try to come up with more in the future. Let me know what you think.
This post is basically like my old post(link below) but some of the ideas below were outdated and had to be refined, so here we are.
https://www.ape-apps.com/viewpage.php?p=3932
Firstly, before I present any new ideas, I want to say that I am supportive of bast's focusing on game quality over content. I also don't expect any of these ideas to just be copied and pasted into the game as is, although it would be nice. The main reason for why I create these posts full of ideas is so that bast has a lot of ideas to think about and gain inspiration from when developing his own ideas for mc. I'm going to try my best to generalize my ideas without trying to name specific buildings and units to be added, as it's bast's job to think of the specifics. Now with that out of the way, let's begin.
The rigidity of MC's atmospherics:
My colony is one of my favorite games to play, so I mean no offense in saying this, but I have to say it. My colony is very rigid when it comes to how the planets respond to terraforming. For most planets, you get from 0 to 5 mil atmosphere and then the planet is fully terraformed, and stays that way even if you run out of atmosphere or accumulate 500 mil atmosphere. There's no consequence for failing to manage the atmosphere, and the terraformation process is very short, in fact, it's so short that you can terraform the planet relatively quickly just with industry alone. You should not be able to do that, and the journey of terraforming a planet should be much much longer than it is now, especially for regions. In real life, it takes hundreds of years, an unimaginable amount of money, and countless workers to terraform a planet. While I'm not saying it should take hundreds of years to terraform a planet in mc, I do think a significantly larger amount of effort, resources, and time should be required than what is now. Also, another way that mc is rigid is that it only takes into account atmosphere when there are other factors to consider, like heat, moisture/sea level, gravity, radiation exposure, Planetary core condition, ozone level, etc. This thread will discuss all of these factors as well. Now, with all of that out of the way, let's talk about some general atmospheric dynamics.
General Dynamics:
Step one: In order to get a good start on smoothing out the rigidity of mc's atmospherics, we need to start by raising the atmosphere requirements for each atmosphere stage.This elongates the journey of terraformation. For instance, stage -2(microbial stage) could be at 1.25 mil atmosphere, stage -1(plant stage) could be at 5 mil, and stage 0(earthlike) could be at 25, so we would be making the process 5 time longer. Now some would say "but that's boring, if it lasts longer, we'd just be doing the same thing for much longer," and I would agree with you. That's why I've come up with some ideas of different features to add to each stage to make each stage feel like a giant leap for your colony, but we will talk about those later.
Step two: We need to add upper limits to each stage that must be met in order to be in that stage. The upper limit for each stage is equal to the lower limit of the stag above it. This ensures that if you drain your atmosphere, you will also digress through the stages until you eventually end up with a barren planet, no matter what planet you start on. if you have any buildings that require a certain stage greater than -3, those should deactivate once their requirements are no longer met. This is what I was talking about regarding consequences for not managing your atmosphere, but since industry always aids in increasing atmosphere, and since the stages are much further apart, it would also be 5 times easier to maintain that it currently is, and currently it's very difficult to keep atmosphere between 5-15 mil in end-game, however, keeping atmosphere between 25-75 mil is a different story.
Step three: add the upper stages. These stages determine what happens when atmosphere get's too high. Stage 1 could start at 75 mil and would cause any buildings with stage 0 requirements to shut down. Stage 2 would be at 150 mil mil and would cause any buildings that require stage -1 requirements to shut down. Stage 3 is the highest atmospheric stage and could start at 500 mil and would shut down any buildings with stage -2 requirements. So think of the stages as a bullseye, with nested rings. the closer you get to the center, the more buildings you can build and the more earthlike a planet is, but the farther away you are to each side, the more barren a planet is. So all buildings will have 1 out of the following four requirements: -3 or 3(barren stages), -2 or 2(microbial stages), -1 or 1(plant/fish stages), and 0(animal stage/earthlike). Additionally, the upper stages could add haziness in increasing density to simulate a dense atmosphere. So you could tell the difference between a barren planet with no atmosphere and a barren planet with too much atmosphere.
Step four: add in special effects. Each stage should look different that all of the others. In a way, mc already does this by changing the ground texture, but I believe that more differences should be added. For instance, the dry lake-bed terrain that I've spoke of several times could come in handy here. in stages -3 and 3, these tiles will resemble dry lakebeds, but in any other stage, these tiles turn into water. it's the same for water that is already added to some planet types, if you were to drain waterworld of its atmosphere or overload it with atmosphere, the entire map should dry up and leave you free to walk about and build where the water used to be. In stages -2 and 2, plants cannot exist, so trees would disappear and most farms would become inoperable. upon entering stage -1 or 1, trees could be generated around the map and would be left to spread around the map. That's really all that I have for this step for now, but I have an even bigger idea coming up soon.
Heat:
This section discusses ways that we could implement a heat aspect to the terraformation process to make reaching an earthlike state more challenging. I'd like you to remember the bullseye example that i talked about earlier, but now instead of a 1D line, going from left to right(atmosphere), add a second line going up and down(heat). This system creates an imaginary grid that your planet's status is on. Not only can your planet be hot and high and low pressure, but it can be high heat with low pressure, or low heat with high pressure, or vice versa. This greatly increases the factor of choice when it comes to terraforming your planet. This illustration is just to show you how these two factors of terraforming can be tied together.
The combination of heat and atmosphere exponentially increase the possibilities for new planet types. There would be consequences for not maintaining heat as well, along with rewards for keeping heat and atmosphere at an optimal medium. New structures would be needed in order to manage heat levels, as well as buildings that take advantage of colder or warmer climates. In fact, heat could also be a biproduct that's released by all buildings that release atmosphere as a biproduct. This would simulate a more accurate global warming effect. As for special effects, I wouldn't go too far out, but maybe give the lighting a dark red hue that grows denser as heat increases, and a light-blue hue as heat decreases. Obviously these should have limits, or else the entire screen could turn opaque red if too much heat is gained. Maybe some black particles for ash can be seen falling on hot planets at a certain heat level, while snow, which already has its own particle effect, could fall on cold planets at a certain heat level.
If atmosphere is low, heat will slowly decrease, if atmosphere is high, heat will slowly increase.
Water:
This section talks about a sea level feature. This third element adds a 3rd dimension to the bullseye diagram, creating yet exponentially more options and outcomes. Bast can choose how to display or organize these three factors. It really doesn't matter how they are displayed, even if it's just in the form of three separate status bars, the bullseye illustration is just to show you how all three of these elements tie together
The basis for the effect that sea level has on a planet revolves around 3 additional terrain types, high ground which is mountainous territory, middle ground for hilly territory, the main mc ground that we build on now would be known as low ground, which is optimal sea level. And finally, when sea level depletes, a new lower level is revealed, called the dry lakebed level, and the water eventually disappears, leaving a ground of dried lake bed in it's place. However, if sea level grows too much, it'll become level with middle ground, then high ground, and then eventually the entire map/region will be covered in water. When water covers a level, everything on that level is utterly destroyed except for any buildings that are supposed to be in the water, and vice versa, if a water building is built on water, but then the sea level recedes, and the tile that it was built on becomes land, it will also be destroyed.
Obviously we would need buildings that can manage sea level and buildings that can take advantage of high or low sea level. If heat is low, water will become ice, if heat is high, sea level will slowly boil off and recede.
Gravity:
Gravity should be a less-important feature to mc, but I still think it would enhance the terraforming system. Each planet starts off with the same atmosphere, heat, and sea level depending on planet type, but regardless of planet type, gravity should be randomized upon planet generation, creating a different result for each new game. This simulates how planets can be of the same type but vary greatly in size and mass. Too much gravity reduces colonist tolerable commute distance and increases heat due to more volcanic activity, not enough gravity will lower colonist maximum health and slowly drain the atmosphere. Certain buildings cannot be built when exposed to certain gravity levels, and some end-game solutions to undesired gravity level should be available.
radiation, core condition, and ozone levels:
Radiation should be fixed in it's amount depending on the planet type. This could allow for more planet type varieties. Radiation isn't like all of the other factors; instead of there being a happy medium for radiation, no radiation is good, so in perfect conditions, a planet has no radiation. Radiation at any level will damage colonists over time. Now, there are two ways to solve the radiation proble, and both methods are naturally used on earth:
Raise ozone level: In real life, the ozone layer of our atmosphere protects us from some radiation, but not all types of radiation. Perhaps you could add buildings that consume atmosphere and other resources to produce ozone, and then the higher the ozone layer, the less radiation exposure you have.
Secondly, in real life, our molten iron core creates a magnetic field that gaurds from most kinds of radiation. You can accomplish this in mc simply by adding more buildings that benefit from the deep digging tech and consume heat and steel to increase core health. The high the core health, the lower the radiation level.
Whichever way is simplest to you. Just know that certain buildings shouldn't be available when radiation goes over certain points. higher radiation should leech away atmosphere and increase planetary heat.
biospheres:
This section will be more complicated than the former sections. Biospheres adds a very dynamic feature to terraforming, and this feature makes each stage of terraforming feel like it's an accomplishment. First off, let's do a quick description. Biospheres is all about living organisms and how they interact and support each other and the environment. This system would allow you to create and customize(to an extent) the appearance and abilities of the organisms and have them spread over the map. The system would have two main categories, land and sea, and would have four sub-categories under that for microbes, plants, herbivores, and carnivores. Each organism produces support for the next tier of organism based on the abilities you give it, and can also be given abilities to affect the environment in certain ways. Each creature has a maximum amount to the abilities that you can give it, and the more abilities you give to an organism, the more support it requires from organisms from the tier below. Some organisms will be hardier than others, and some will need more support than others. The support system goes like this:
Microbes don't need to rely on support and provide support for plants.
Plants need support from Microbes and provide support for herbivores.
Herbivores needs support from plants and provide support to carnivores. Carnivores need support from both herbivores and other carnivores., as their support adds to the same type as herbivores.
The way that we will apply this system to each stage will be by requiring different atmosphere, heat, and sea levels for each catagory of organism. Seeing unique looking trees and grass spreading across the map and seeing creatures roam about the land would be amazing, especially if it happened in stages.
In stage -3 and 3, the planet is barren, but in stage -2 and 2, you can start utilizing microbes to produce many different resources and terraform, and in stages -1 and 1 you can start using plants, which opens up many different possibilities for resource production, since you should be able to farm your own custom plants for different resources. Then in stage 0, you gain access to animals, which you should be able to farm your own unique animals for different resources.
each organism, whether on land or in the sea, needs to be maintained. You must have enough land slots in order to create a new land organism, and the same applies to sea organisms and slots. Slots are given by structures that maintain the organisms, and more advanced structures have more slots. This prevents a player from easily amassing creatures that can quickly produce a certain resource or terraform the planet quickly. Each organism also has a health percentage that determines how well it's species is doing. If the percentage reaches 0, the species goes extinct and it's slot is freed up for another organism, but the higher the health percentage, the more support a species produces, the more effective you can be at exploiting it for resources, and the more effect it has on the planet. The health percentage has no upper limit, but it depends on how much support it has and how suitable the environment is for it.
Hopefully I've described this system well, but i believe that this system can bring life to mc and make it a more dynamic game and should increase it's value as a game.
Conclusion:
To wrap this up, I think we all have witnessed how rigid mc's terraforming system is and I think that these ideas would expand the possibilities for more planet types and would make the game more of a journey to terraform than just a waiting game. I hope everyone else feels the same, but once again, I don't put these ideas out there just for people to agree with me or for every detail to be copied and pasted into the game, I do it to provide ideas for bast to think about when he runs out of them.
https://www.ape-apps.com/viewpage.php?p=3932
Firstly, before I present any new ideas, I want to say that I am supportive of bast's focusing on game quality over content. I also don't expect any of these ideas to just be copied and pasted into the game as is, although it would be nice. The main reason for why I create these posts full of ideas is so that bast has a lot of ideas to think about and gain inspiration from when developing his own ideas for mc. I'm going to try my best to generalize my ideas without trying to name specific buildings and units to be added, as it's bast's job to think of the specifics. Now with that out of the way, let's begin.
The rigidity of MC's atmospherics:
My colony is one of my favorite games to play, so I mean no offense in saying this, but I have to say it. My colony is very rigid when it comes to how the planets respond to terraforming. For most planets, you get from 0 to 5 mil atmosphere and then the planet is fully terraformed, and stays that way even if you run out of atmosphere or accumulate 500 mil atmosphere. There's no consequence for failing to manage the atmosphere, and the terraformation process is very short, in fact, it's so short that you can terraform the planet relatively quickly just with industry alone. You should not be able to do that, and the journey of terraforming a planet should be much much longer than it is now, especially for regions. In real life, it takes hundreds of years, an unimaginable amount of money, and countless workers to terraform a planet. While I'm not saying it should take hundreds of years to terraform a planet in mc, I do think a significantly larger amount of effort, resources, and time should be required than what is now. Also, another way that mc is rigid is that it only takes into account atmosphere when there are other factors to consider, like heat, moisture/sea level, gravity, radiation exposure, Planetary core condition, ozone level, etc. This thread will discuss all of these factors as well. Now, with all of that out of the way, let's talk about some general atmospheric dynamics.
General Dynamics:
Step one: In order to get a good start on smoothing out the rigidity of mc's atmospherics, we need to start by raising the atmosphere requirements for each atmosphere stage.This elongates the journey of terraformation. For instance, stage -2(microbial stage) could be at 1.25 mil atmosphere, stage -1(plant stage) could be at 5 mil, and stage 0(earthlike) could be at 25, so we would be making the process 5 time longer. Now some would say "but that's boring, if it lasts longer, we'd just be doing the same thing for much longer," and I would agree with you. That's why I've come up with some ideas of different features to add to each stage to make each stage feel like a giant leap for your colony, but we will talk about those later.
Step two: We need to add upper limits to each stage that must be met in order to be in that stage. The upper limit for each stage is equal to the lower limit of the stag above it. This ensures that if you drain your atmosphere, you will also digress through the stages until you eventually end up with a barren planet, no matter what planet you start on. if you have any buildings that require a certain stage greater than -3, those should deactivate once their requirements are no longer met. This is what I was talking about regarding consequences for not managing your atmosphere, but since industry always aids in increasing atmosphere, and since the stages are much further apart, it would also be 5 times easier to maintain that it currently is, and currently it's very difficult to keep atmosphere between 5-15 mil in end-game, however, keeping atmosphere between 25-75 mil is a different story.
Step three: add the upper stages. These stages determine what happens when atmosphere get's too high. Stage 1 could start at 75 mil and would cause any buildings with stage 0 requirements to shut down. Stage 2 would be at 150 mil mil and would cause any buildings that require stage -1 requirements to shut down. Stage 3 is the highest atmospheric stage and could start at 500 mil and would shut down any buildings with stage -2 requirements. So think of the stages as a bullseye, with nested rings. the closer you get to the center, the more buildings you can build and the more earthlike a planet is, but the farther away you are to each side, the more barren a planet is. So all buildings will have 1 out of the following four requirements: -3 or 3(barren stages), -2 or 2(microbial stages), -1 or 1(plant/fish stages), and 0(animal stage/earthlike). Additionally, the upper stages could add haziness in increasing density to simulate a dense atmosphere. So you could tell the difference between a barren planet with no atmosphere and a barren planet with too much atmosphere.
Step four: add in special effects. Each stage should look different that all of the others. In a way, mc already does this by changing the ground texture, but I believe that more differences should be added. For instance, the dry lake-bed terrain that I've spoke of several times could come in handy here. in stages -3 and 3, these tiles will resemble dry lakebeds, but in any other stage, these tiles turn into water. it's the same for water that is already added to some planet types, if you were to drain waterworld of its atmosphere or overload it with atmosphere, the entire map should dry up and leave you free to walk about and build where the water used to be. In stages -2 and 2, plants cannot exist, so trees would disappear and most farms would become inoperable. upon entering stage -1 or 1, trees could be generated around the map and would be left to spread around the map. That's really all that I have for this step for now, but I have an even bigger idea coming up soon.
Heat:
This section discusses ways that we could implement a heat aspect to the terraformation process to make reaching an earthlike state more challenging. I'd like you to remember the bullseye example that i talked about earlier, but now instead of a 1D line, going from left to right(atmosphere), add a second line going up and down(heat). This system creates an imaginary grid that your planet's status is on. Not only can your planet be hot and high and low pressure, but it can be high heat with low pressure, or low heat with high pressure, or vice versa. This greatly increases the factor of choice when it comes to terraforming your planet. This illustration is just to show you how these two factors of terraforming can be tied together.
The combination of heat and atmosphere exponentially increase the possibilities for new planet types. There would be consequences for not maintaining heat as well, along with rewards for keeping heat and atmosphere at an optimal medium. New structures would be needed in order to manage heat levels, as well as buildings that take advantage of colder or warmer climates. In fact, heat could also be a biproduct that's released by all buildings that release atmosphere as a biproduct. This would simulate a more accurate global warming effect. As for special effects, I wouldn't go too far out, but maybe give the lighting a dark red hue that grows denser as heat increases, and a light-blue hue as heat decreases. Obviously these should have limits, or else the entire screen could turn opaque red if too much heat is gained. Maybe some black particles for ash can be seen falling on hot planets at a certain heat level, while snow, which already has its own particle effect, could fall on cold planets at a certain heat level.
If atmosphere is low, heat will slowly decrease, if atmosphere is high, heat will slowly increase.
Water:
This section talks about a sea level feature. This third element adds a 3rd dimension to the bullseye diagram, creating yet exponentially more options and outcomes. Bast can choose how to display or organize these three factors. It really doesn't matter how they are displayed, even if it's just in the form of three separate status bars, the bullseye illustration is just to show you how all three of these elements tie together
The basis for the effect that sea level has on a planet revolves around 3 additional terrain types, high ground which is mountainous territory, middle ground for hilly territory, the main mc ground that we build on now would be known as low ground, which is optimal sea level. And finally, when sea level depletes, a new lower level is revealed, called the dry lakebed level, and the water eventually disappears, leaving a ground of dried lake bed in it's place. However, if sea level grows too much, it'll become level with middle ground, then high ground, and then eventually the entire map/region will be covered in water. When water covers a level, everything on that level is utterly destroyed except for any buildings that are supposed to be in the water, and vice versa, if a water building is built on water, but then the sea level recedes, and the tile that it was built on becomes land, it will also be destroyed.
Obviously we would need buildings that can manage sea level and buildings that can take advantage of high or low sea level. If heat is low, water will become ice, if heat is high, sea level will slowly boil off and recede.
Gravity:
Gravity should be a less-important feature to mc, but I still think it would enhance the terraforming system. Each planet starts off with the same atmosphere, heat, and sea level depending on planet type, but regardless of planet type, gravity should be randomized upon planet generation, creating a different result for each new game. This simulates how planets can be of the same type but vary greatly in size and mass. Too much gravity reduces colonist tolerable commute distance and increases heat due to more volcanic activity, not enough gravity will lower colonist maximum health and slowly drain the atmosphere. Certain buildings cannot be built when exposed to certain gravity levels, and some end-game solutions to undesired gravity level should be available.
radiation, core condition, and ozone levels:
Radiation should be fixed in it's amount depending on the planet type. This could allow for more planet type varieties. Radiation isn't like all of the other factors; instead of there being a happy medium for radiation, no radiation is good, so in perfect conditions, a planet has no radiation. Radiation at any level will damage colonists over time. Now, there are two ways to solve the radiation proble, and both methods are naturally used on earth:
Raise ozone level: In real life, the ozone layer of our atmosphere protects us from some radiation, but not all types of radiation. Perhaps you could add buildings that consume atmosphere and other resources to produce ozone, and then the higher the ozone layer, the less radiation exposure you have.
Secondly, in real life, our molten iron core creates a magnetic field that gaurds from most kinds of radiation. You can accomplish this in mc simply by adding more buildings that benefit from the deep digging tech and consume heat and steel to increase core health. The high the core health, the lower the radiation level.
Whichever way is simplest to you. Just know that certain buildings shouldn't be available when radiation goes over certain points. higher radiation should leech away atmosphere and increase planetary heat.
biospheres:
This section will be more complicated than the former sections. Biospheres adds a very dynamic feature to terraforming, and this feature makes each stage of terraforming feel like it's an accomplishment. First off, let's do a quick description. Biospheres is all about living organisms and how they interact and support each other and the environment. This system would allow you to create and customize(to an extent) the appearance and abilities of the organisms and have them spread over the map. The system would have two main categories, land and sea, and would have four sub-categories under that for microbes, plants, herbivores, and carnivores. Each organism produces support for the next tier of organism based on the abilities you give it, and can also be given abilities to affect the environment in certain ways. Each creature has a maximum amount to the abilities that you can give it, and the more abilities you give to an organism, the more support it requires from organisms from the tier below. Some organisms will be hardier than others, and some will need more support than others. The support system goes like this:
Microbes don't need to rely on support and provide support for plants.
Plants need support from Microbes and provide support for herbivores.
Herbivores needs support from plants and provide support to carnivores. Carnivores need support from both herbivores and other carnivores., as their support adds to the same type as herbivores.
The way that we will apply this system to each stage will be by requiring different atmosphere, heat, and sea levels for each catagory of organism. Seeing unique looking trees and grass spreading across the map and seeing creatures roam about the land would be amazing, especially if it happened in stages.
In stage -3 and 3, the planet is barren, but in stage -2 and 2, you can start utilizing microbes to produce many different resources and terraform, and in stages -1 and 1 you can start using plants, which opens up many different possibilities for resource production, since you should be able to farm your own custom plants for different resources. Then in stage 0, you gain access to animals, which you should be able to farm your own unique animals for different resources.
each organism, whether on land or in the sea, needs to be maintained. You must have enough land slots in order to create a new land organism, and the same applies to sea organisms and slots. Slots are given by structures that maintain the organisms, and more advanced structures have more slots. This prevents a player from easily amassing creatures that can quickly produce a certain resource or terraform the planet quickly. Each organism also has a health percentage that determines how well it's species is doing. If the percentage reaches 0, the species goes extinct and it's slot is freed up for another organism, but the higher the health percentage, the more support a species produces, the more effective you can be at exploiting it for resources, and the more effect it has on the planet. The health percentage has no upper limit, but it depends on how much support it has and how suitable the environment is for it.
Hopefully I've described this system well, but i believe that this system can bring life to mc and make it a more dynamic game and should increase it's value as a game.
Conclusion:
To wrap this up, I think we all have witnessed how rigid mc's terraforming system is and I think that these ideas would expand the possibilities for more planet types and would make the game more of a journey to terraform than just a waiting game. I hope everyone else feels the same, but once again, I don't put these ideas out there just for people to agree with me or for every detail to be copied and pasted into the game, I do it to provide ideas for bast to think about when he runs out of them.
High atmosphere effects on colony:
Bast has already developed penalties for high atmospheric levels but hasn’t turned them on yet. Hopefully my ideas are mendable with the penalty system that he has already put in place. Here are my ideas for high atmosphere penalties:
-Buildings damaged twice as fast once atmosphere is over 15 million. There is also the chance that once the structure is under 25% health, it has the chance to implode instantly for each 1% health lost after that point, regardless of whether the structure had remaining health. This is to simulate the fact that a structure under immense atmospheric pressure could just suddenly implode if part of it’s structure was weakened, even if that was the only part that was weakened.
-rovers have health and are damaged by the intense atmosphere and must be parked in shelter in order to be safe from the atmosphere and to repair damages. Rovers lose their health 5 times faster than structures. I would suggest that small, medium, and large rover/worker shelters be implemented for all races to replace the parking command on the rovers/workers. On other worlds, rovers/works could also have health that can be damaged, but only half as much as on a high atmosphere planet.
When a planet’s atmosphere is too high, a new resource, tallorium, will be the first step in massive atmosphere reduction. Tallorium is a (fictional) specific blend of superheated and super compressed metals that fuse over long periods of time and become stronger and harder than diamond. Tallorium will be naturally occurring on superheated, super atmosphere planets such as my planet idea below. In planets that don’t have naturally occurring Tallorium, the resource would appear as a higher tech resource that can be fabricated by blending other resources together, such as antanium and gold, or triantanium and uranium. Tallorium could also be used to make next gen buildings that are more advanced than alien buildings.
The second step would be to consume atmosphere to produce a new resource, Gas Canisters. One canister = 1 atmospheric unit. A high tech gas canister factory on a world where Tallorium needs to be fabricated would consume large amounts of atmosphere and small amounts of Tallorium to produce the canisters. These canisters could be used to produce h3 and water and can be used as a power source. These canisters could also be tradable and could be released in low atmosphere planets to raise the atmosphere at a fast rate. The canisters should be a very pricy product on GBT and should not be readily accessible to beginner colonies unless they are given gas canisters by their commonwealth. This aspect would allow those who have super advanced independent colonies to develop sub-colonies without the long hassle of terraforming each sub-colony. The gas canisters could also provide a way for a red planet colony to produce h3 without having to buy it. If you don’t like the idea of a red planet producing h3 on it’s own, or the idea of using gas canisters to raise a beginner planet’s atmo level rapidly, the Tallorium and gas canister system will still work without these two aspects.
- Since colonists could not survive walking around outside in a very high pressure atmosphere(since they would be crushed), even with their space suits on, I would create new avatars for them for going outside in a high pressure atmosphere. Perhaps they walk around in metal environmental suits and require a very small but constant supply of tallorium in addition to the water and food that they already require.
The Tallorium and gas canister system may be implementable before the penalties are turned on and before any high atmo planet types are created, and this would allow for players to get ready for the penalty activation since this system would lower atmosphere at a very high rate.
The heat terraforming aspect:
Adding a heat aspect to terraforming will make terraforming a more in-depth part of the game and the user will now have to handle controlling planetary heat as well as atmosphere. This will also open the door for new planet types and structures that take advantage of the planetary heat levels. However, it would prove to be a big change to the way each planet looks as it is terraformed, since now you would have to worry about what the soil looks like when heat is high and atmosphere is low, or vice versa. However, it would be well worth it in my opinion. Here are my ideas of the effects that high and low heat would have on a given colony.
-The optimal heat range would be between 5 mil and 15 mil, just like atmosphere. 0 heat means that the planet is at absolute zero, so I wouldn’t start any planets off at zero, maybe 500k or something.
-High heat would cause colonists to consume twice as much water. Any structures that require near-earth conditions will be destroyed and colonists will be less tolerant of long commute distances when the heat level is outside of the optimal heat range(too low or too high). Structures would also consume 1 water unit per 30 seconds in high heat. Structures and rovers/workers are damaged twice as fast and will need to be repaired more often.
-Low to earth-like heat is required for the growing of crystalline, while high to earth-like heat is required for the fabricating of Tallorium. So an earthlike planet could potentially produce crystalline and Tallorium simultaneously given the right resources.
-Low heat would cause colonists to consume twice as much food. Rover/worker and colonist speed is reduced by 1 and rover and structure build speed times are doubled. Resource production times could also be reduced by a reasonable amount.
A thermal energy plant could be used as a mid-level power supply and would consume a moderate amount of heat from the planet, whereas an absolute zero generator would absorb massive amounts of heat and power and would provide mid level research. A charcoal combuster would use charcoal to release heat into the atmosphere, while a nuclear agitation center would use the power of nuclear fission to produce massive amounts of heat.
The addition of the heat terraforming aspect is not required to implement the Tallorium and gas canister system.
Planet type suggestion: Hell
Atmosphere: 25 million
Temperature: 25 million
This planet will be for LIS and UE for now, but as bast adds races the planet might apply to them as well.
Difficulty: Medium for both human factions. Might be easier or harder for other factions to come.
-Structures and rovers/workers are damaged four times as fast as normal due to the stacked effects from high heat and high atmosphere.
-Instead of regolith, crystalline, or ore, Tallorium can be mined. Tallorium will be used to dig into the super compressed ground in search of ore, build basic structures at the start of the game, and is instrumental in gas canister production.
The player will need to use Tallorium to build a gas collector, which employs 1 person and produces gas canisters by sucking in atmosphere and consuming 1 tallorium for every canister made. The gas canisters can be turned into drinkable water via a structure called a water condensator. Then, a talloric greenhouse can be built with 150 Tallorium and an ore drill must be set up to mine ore through the thick and hard crust. The drill will cost 5,000 Tallorium and will indefinitely produce a small amount of ore at each interval, so many more drills will need to be built in order to jumpstart the colony. Once the planet’s atmosphere is reduced enough, ore fracking facilities can be built to supply a more efficient source of ore. Of course, in order to do all of that you need power, so a pressure turbine made with 500 tallorium would generate power, but would put air back into the atmosphere for each canister it opens.
After all of that is in place, the player can continue to follow the human path since they now have an ore supply as gold, aluminium, and uranium will still be present on the map.
So these are my ideas. Let me know if they are interesting are whether or not you want me to keep developing these ideas. I can't draw worth a crap but feel free to draw the structures, ground tiles, planet type symbols, and resource symbols that I mentioned on here if you think that at least some of these ideas should be added.
Bast has already developed penalties for high atmospheric levels but hasn’t turned them on yet. Hopefully my ideas are mendable with the penalty system that he has already put in place. Here are my ideas for high atmosphere penalties:
-Buildings damaged twice as fast once atmosphere is over 15 million. There is also the chance that once the structure is under 25% health, it has the chance to implode instantly for each 1% health lost after that point, regardless of whether the structure had remaining health. This is to simulate the fact that a structure under immense atmospheric pressure could just suddenly implode if part of it’s structure was weakened, even if that was the only part that was weakened.
-rovers have health and are damaged by the intense atmosphere and must be parked in shelter in order to be safe from the atmosphere and to repair damages. Rovers lose their health 5 times faster than structures. I would suggest that small, medium, and large rover/worker shelters be implemented for all races to replace the parking command on the rovers/workers. On other worlds, rovers/works could also have health that can be damaged, but only half as much as on a high atmosphere planet.
When a planet’s atmosphere is too high, a new resource, tallorium, will be the first step in massive atmosphere reduction. Tallorium is a (fictional) specific blend of superheated and super compressed metals that fuse over long periods of time and become stronger and harder than diamond. Tallorium will be naturally occurring on superheated, super atmosphere planets such as my planet idea below. In planets that don’t have naturally occurring Tallorium, the resource would appear as a higher tech resource that can be fabricated by blending other resources together, such as antanium and gold, or triantanium and uranium. Tallorium could also be used to make next gen buildings that are more advanced than alien buildings.
The second step would be to consume atmosphere to produce a new resource, Gas Canisters. One canister = 1 atmospheric unit. A high tech gas canister factory on a world where Tallorium needs to be fabricated would consume large amounts of atmosphere and small amounts of Tallorium to produce the canisters. These canisters could be used to produce h3 and water and can be used as a power source. These canisters could also be tradable and could be released in low atmosphere planets to raise the atmosphere at a fast rate. The canisters should be a very pricy product on GBT and should not be readily accessible to beginner colonies unless they are given gas canisters by their commonwealth. This aspect would allow those who have super advanced independent colonies to develop sub-colonies without the long hassle of terraforming each sub-colony. The gas canisters could also provide a way for a red planet colony to produce h3 without having to buy it. If you don’t like the idea of a red planet producing h3 on it’s own, or the idea of using gas canisters to raise a beginner planet’s atmo level rapidly, the Tallorium and gas canister system will still work without these two aspects.
- Since colonists could not survive walking around outside in a very high pressure atmosphere(since they would be crushed), even with their space suits on, I would create new avatars for them for going outside in a high pressure atmosphere. Perhaps they walk around in metal environmental suits and require a very small but constant supply of tallorium in addition to the water and food that they already require.
The Tallorium and gas canister system may be implementable before the penalties are turned on and before any high atmo planet types are created, and this would allow for players to get ready for the penalty activation since this system would lower atmosphere at a very high rate.
The heat terraforming aspect:
Adding a heat aspect to terraforming will make terraforming a more in-depth part of the game and the user will now have to handle controlling planetary heat as well as atmosphere. This will also open the door for new planet types and structures that take advantage of the planetary heat levels. However, it would prove to be a big change to the way each planet looks as it is terraformed, since now you would have to worry about what the soil looks like when heat is high and atmosphere is low, or vice versa. However, it would be well worth it in my opinion. Here are my ideas of the effects that high and low heat would have on a given colony.
-The optimal heat range would be between 5 mil and 15 mil, just like atmosphere. 0 heat means that the planet is at absolute zero, so I wouldn’t start any planets off at zero, maybe 500k or something.
-High heat would cause colonists to consume twice as much water. Any structures that require near-earth conditions will be destroyed and colonists will be less tolerant of long commute distances when the heat level is outside of the optimal heat range(too low or too high). Structures would also consume 1 water unit per 30 seconds in high heat. Structures and rovers/workers are damaged twice as fast and will need to be repaired more often.
-Low to earth-like heat is required for the growing of crystalline, while high to earth-like heat is required for the fabricating of Tallorium. So an earthlike planet could potentially produce crystalline and Tallorium simultaneously given the right resources.
-Low heat would cause colonists to consume twice as much food. Rover/worker and colonist speed is reduced by 1 and rover and structure build speed times are doubled. Resource production times could also be reduced by a reasonable amount.
A thermal energy plant could be used as a mid-level power supply and would consume a moderate amount of heat from the planet, whereas an absolute zero generator would absorb massive amounts of heat and power and would provide mid level research. A charcoal combuster would use charcoal to release heat into the atmosphere, while a nuclear agitation center would use the power of nuclear fission to produce massive amounts of heat.
The addition of the heat terraforming aspect is not required to implement the Tallorium and gas canister system.
Planet type suggestion: Hell
Atmosphere: 25 million
Temperature: 25 million
This planet will be for LIS and UE for now, but as bast adds races the planet might apply to them as well.
Difficulty: Medium for both human factions. Might be easier or harder for other factions to come.
-Structures and rovers/workers are damaged four times as fast as normal due to the stacked effects from high heat and high atmosphere.
-Instead of regolith, crystalline, or ore, Tallorium can be mined. Tallorium will be used to dig into the super compressed ground in search of ore, build basic structures at the start of the game, and is instrumental in gas canister production.
The player will need to use Tallorium to build a gas collector, which employs 1 person and produces gas canisters by sucking in atmosphere and consuming 1 tallorium for every canister made. The gas canisters can be turned into drinkable water via a structure called a water condensator. Then, a talloric greenhouse can be built with 150 Tallorium and an ore drill must be set up to mine ore through the thick and hard crust. The drill will cost 5,000 Tallorium and will indefinitely produce a small amount of ore at each interval, so many more drills will need to be built in order to jumpstart the colony. Once the planet’s atmosphere is reduced enough, ore fracking facilities can be built to supply a more efficient source of ore. Of course, in order to do all of that you need power, so a pressure turbine made with 500 tallorium would generate power, but would put air back into the atmosphere for each canister it opens.
After all of that is in place, the player can continue to follow the human path since they now have an ore supply as gold, aluminium, and uranium will still be present on the map.
So these are my ideas. Let me know if they are interesting are whether or not you want me to keep developing these ideas. I can't draw worth a crap but feel free to draw the structures, ground tiles, planet type symbols, and resource symbols that I mentioned on here if you think that at least some of these ideas should be added.
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
The planet terraforming atm don't have much sense. Few hundred of heavy industries (like adv robot) should don't have the power to increase the atmosphere like a open faucet in a bathtub.
Is to easy to increase atmosphere, is far to ease to decrease atmosphere (but.. in region map balance the atm is a mess).
All concept below born for the necessity to decrease the atmosphere production, in order to require weeks if not months for increase the atmosphere in the hardest map, and be very very hard to decrease it artificial way, in order to require work "before" the situation become unmanageable.
Suggestion:
Gravity-dependent atmosphere
Maps with low gravity, should have a decrease atmosphere coefficient every min, map with high gravity should be very hard to decrease atmosphere.
Asteroid: no way someone cold build air in this condition.. at least without a big overlying shield.
Decrease coefficient 100% (all air produced disappears)
Lunar: very very hard to increase air, but.. in some moon (not earth moon), is possible with huge effort.
Decrease coefficient 50%
Red Planet: Mars don't have earth gravity (and other stuff, like a magnetic poll.. and other UV shields, even with air we will fry without suit), but with some effort is possible.
Decrease coefficient 20%
Earthlike planet (eartlike, forest world, sugarland, ice world, desert world, water world), all planet similar to the earth, should be just fine.
No coefficient, all the air remain on the planet
Abandoned world: i don't know why, but i am imagine this planet, like a huge planet
In this case, when the planet have more earth gravity, the decrease atmosphere building should have a penalty.
Lava World:
The worse planet, in this situation should be impossible to decrease atmosphere, since will be the planet in self to produce it.
Update for terraforming building:
All building with the ability to increase / decrease atmosphere should be decreased by at least 20/30 time (es: the Ancient Alien Condenser shouldn't be able to remove large quantitative of atmosphere , since should be able to remove just the water from the air..)
Insane. Atmosphere Gen
The easy way to increase a planet atmosphere, in theory, is to detonate nuclear weapons in the poles. I just suggest to change or adding a new building, with the ability to increase the atmosphere by nuclear detonation. Easy graphics, just a silos, consume uranium / steel / microchips and some rum for the propulsion.
Should be able to operate only until the atmosphere reaches 10/15 millions, not over
Large Atmosphere scrubber
For clean the air, we will need insane large / tall structure, not fans able to change the air in a pub.
Building like the Space Elevator, maybe 4 elevator group together, black or golden varnish, able to produce large quantitative of helium (the only gas in game), of course will consume insane power, like 500k.
Should be able to operate only until the atmosphere reaches 5 millions. not below
Atmosphere effect
For now.. something simple:
If the atmosphere is below 500k, colonists will not have enough air for breathe properly, move will become more difficult (increasing the fatigue), and they will consume more food.
If the atmosphere is over 15M, colonists will not have enough clean air for breathe properly, move will become more difficult (increasing the fatigue), and they will consume more food.
Is to easy to increase atmosphere, is far to ease to decrease atmosphere (but.. in region map balance the atm is a mess).
All concept below born for the necessity to decrease the atmosphere production, in order to require weeks if not months for increase the atmosphere in the hardest map, and be very very hard to decrease it artificial way, in order to require work "before" the situation become unmanageable.
Suggestion:
Gravity-dependent atmosphere
Maps with low gravity, should have a decrease atmosphere coefficient every min, map with high gravity should be very hard to decrease atmosphere.
Asteroid: no way someone cold build air in this condition.. at least without a big overlying shield.
Decrease coefficient 100% (all air produced disappears)
Lunar: very very hard to increase air, but.. in some moon (not earth moon), is possible with huge effort.
Decrease coefficient 50%
Red Planet: Mars don't have earth gravity (and other stuff, like a magnetic poll.. and other UV shields, even with air we will fry without suit), but with some effort is possible.
Decrease coefficient 20%
Earthlike planet (eartlike, forest world, sugarland, ice world, desert world, water world), all planet similar to the earth, should be just fine.
No coefficient, all the air remain on the planet
Abandoned world: i don't know why, but i am imagine this planet, like a huge planet
In this case, when the planet have more earth gravity, the decrease atmosphere building should have a penalty.
Lava World:
The worse planet, in this situation should be impossible to decrease atmosphere, since will be the planet in self to produce it.
Update for terraforming building:
All building with the ability to increase / decrease atmosphere should be decreased by at least 20/30 time (es: the Ancient Alien Condenser shouldn't be able to remove large quantitative of atmosphere , since should be able to remove just the water from the air..)
Insane. Atmosphere Gen
The easy way to increase a planet atmosphere, in theory, is to detonate nuclear weapons in the poles. I just suggest to change or adding a new building, with the ability to increase the atmosphere by nuclear detonation. Easy graphics, just a silos, consume uranium / steel / microchips and some rum for the propulsion.
Should be able to operate only until the atmosphere reaches 10/15 millions, not over
Large Atmosphere scrubber
For clean the air, we will need insane large / tall structure, not fans able to change the air in a pub.
Building like the Space Elevator, maybe 4 elevator group together, black or golden varnish, able to produce large quantitative of helium (the only gas in game), of course will consume insane power, like 500k.
Should be able to operate only until the atmosphere reaches 5 millions. not below
Atmosphere effect
For now.. something simple:
If the atmosphere is below 500k, colonists will not have enough air for breathe properly, move will become more difficult (increasing the fatigue), and they will consume more food.
If the atmosphere is over 15M, colonists will not have enough clean air for breathe properly, move will become more difficult (increasing the fatigue), and they will consume more food.
So just want to say that I'm enjoying the new lava world and it's a real challenge to keep a colony going long enough to reduce the atmosphere to below 15 mil in this planet type. I appreciate bast using some of my suggestions and incorporating them into his scheme of things, and I think that with a few tweaks, this planet could be even more awesome and attract more people to it. So here are a bunch of my ideas for how this world could be amped up.
1.) Since it would make sense that a flying object would not be affected by anything that happens on the ground, I would love to see that same rule be put in place by my colony. This way, you can have queens in the air at all times in case an eruption goes off and kills all of your mounds. Then you have a guarantee to start over and not lose the game. then, if someone loses their mounds with no queens in the air, it's on them for not taking precautions.
2.) eruptions stop when the atmosphere is under 50 million, but lava still spreads until the atmosphere gets under 1 million atmosphere. Once the atmosphere is at optimum range, the player should attempt to put the lava out of it's misery since they would have idea number 3.
3.) Obsidian extractors. The lava planet is just awash in lava, and has been like that since it was formed. Therefore, layers of obsidian deposited by lava flows over time are buried beneath the planets surface and can be harvested via an obsidian extractor once the atmosphere is under 15 mil. This is optional, because yes, the obsidian is supposed to be a hard-to-get resource. However, if a player survives long enough to reduce the atmosphere all the way down from 500 to below 15 million, I would think that they deserve a safe supply of obsidian.
4.) sugar furnaces. These would be made from obsidian and would burn sugar hotter and produces as much power as a power spire. Small amounts of obsidian are constantly consumed, since some obsidian is mixed with the sugar to maintain a high temperature burn. Use this idea if wood is not going to be a viable resource on the lava world, which I doubt it is.
5. Dark versions of all of the buildings that require wood if wood isn't going to be an acquirable resource on this world. obsidian can take the place of the wood requirement in many advanced buildings if you make dark versions that resemble obsidian.
6. Dynamic planetary response to atmosphere level. It would be nice to make the lava world turn into an earth-like world when it reaches optimum atmosphere level, and crystal deposits could turn purple or green or some other color that's not being implemented right now. And then it would be nice to see the planet change from an earth-like world to an ice world once the atmosphere is below 1 mil atmosphere, at which no more lava flows and the crystals turn blue. What do yall think, wouldn't that make it more interesting? In fact, you could make all planets turn into a lava world and cause lava to spread once the planet gains too much atmosphere in my opinion. And then you can make them turn to ice worlds or red planet-like worlds when the atmosphere gets too low. Those would be the ultimate penalties for not managing your atmosphere correctly. I would still only allow obsidian extractors on worlds that began as lava worlds though.
7.) obsidian made structures are resistant to lava, but not lava proof. Obsidian structures that are contacted by lava will sustain constant and mild to moderate damage. More advanced buildings will be more resistant to lava, and some may even be impervious depending on their function. This could be another function of obsidian, since, if bast were to follow my idea of replacing the wood requirement with obsidian, then lots of buildings would have dark versions that have obsidian in place of wood, and wouldn't ya think that obsidian would have a natural resistance to lava. Anything that is made even of a little bit of obsidian should have at least a small resistance to lava.
8.) Lava world for humans. Since one of my ideas was to make all planets turn into lava worlds when they become shrouded in dense atmosphere, it would be fitting to give humans a crack at the lava world as well. I mean, they have more advanced technology than zolarg, so if zolarg can do it, why can't humans do it?
Well, those are my ideas, hope yall like them. Again, I'm very grateful for how the lava world turned out and these are not complaints, I just want to give some ideas that would do the lava world some justice.
.
1.) Since it would make sense that a flying object would not be affected by anything that happens on the ground, I would love to see that same rule be put in place by my colony. This way, you can have queens in the air at all times in case an eruption goes off and kills all of your mounds. Then you have a guarantee to start over and not lose the game. then, if someone loses their mounds with no queens in the air, it's on them for not taking precautions.
2.) eruptions stop when the atmosphere is under 50 million, but lava still spreads until the atmosphere gets under 1 million atmosphere. Once the atmosphere is at optimum range, the player should attempt to put the lava out of it's misery since they would have idea number 3.
3.) Obsidian extractors. The lava planet is just awash in lava, and has been like that since it was formed. Therefore, layers of obsidian deposited by lava flows over time are buried beneath the planets surface and can be harvested via an obsidian extractor once the atmosphere is under 15 mil. This is optional, because yes, the obsidian is supposed to be a hard-to-get resource. However, if a player survives long enough to reduce the atmosphere all the way down from 500 to below 15 million, I would think that they deserve a safe supply of obsidian.
4.) sugar furnaces. These would be made from obsidian and would burn sugar hotter and produces as much power as a power spire. Small amounts of obsidian are constantly consumed, since some obsidian is mixed with the sugar to maintain a high temperature burn. Use this idea if wood is not going to be a viable resource on the lava world, which I doubt it is.
5. Dark versions of all of the buildings that require wood if wood isn't going to be an acquirable resource on this world. obsidian can take the place of the wood requirement in many advanced buildings if you make dark versions that resemble obsidian.
6. Dynamic planetary response to atmosphere level. It would be nice to make the lava world turn into an earth-like world when it reaches optimum atmosphere level, and crystal deposits could turn purple or green or some other color that's not being implemented right now. And then it would be nice to see the planet change from an earth-like world to an ice world once the atmosphere is below 1 mil atmosphere, at which no more lava flows and the crystals turn blue. What do yall think, wouldn't that make it more interesting? In fact, you could make all planets turn into a lava world and cause lava to spread once the planet gains too much atmosphere in my opinion. And then you can make them turn to ice worlds or red planet-like worlds when the atmosphere gets too low. Those would be the ultimate penalties for not managing your atmosphere correctly. I would still only allow obsidian extractors on worlds that began as lava worlds though.
7.) obsidian made structures are resistant to lava, but not lava proof. Obsidian structures that are contacted by lava will sustain constant and mild to moderate damage. More advanced buildings will be more resistant to lava, and some may even be impervious depending on their function. This could be another function of obsidian, since, if bast were to follow my idea of replacing the wood requirement with obsidian, then lots of buildings would have dark versions that have obsidian in place of wood, and wouldn't ya think that obsidian would have a natural resistance to lava. Anything that is made even of a little bit of obsidian should have at least a small resistance to lava.
8.) Lava world for humans. Since one of my ideas was to make all planets turn into lava worlds when they become shrouded in dense atmosphere, it would be fitting to give humans a crack at the lava world as well. I mean, they have more advanced technology than zolarg, so if zolarg can do it, why can't humans do it?
Well, those are my ideas, hope yall like them. Again, I'm very grateful for how the lava world turned out and these are not complaints, I just want to give some ideas that would do the lava world some justice.
.
This post is a collection of a lot of ideas and features I think need to be added. Some of these have been requested by other people but I am putting it all in a big collection and explaining how it would work together. I will be working on this post for a few days so expect to see edits adding new ideas. I will make the textures, with help from a friend, if this post becomes popular enough. Considering the amount of ideas here, this will take a while. I understand all this could be an unrealistic amount of additions but I am doing my best to make it reuse all of the existing code to the fullest. Thank you for still reading, a lot of people would have left by now!.
Please tell me what you think of all my ideas!
The first part of my ideas is a new planet type: Geyser World. I already made a post on it but I will go more in depth here:
Planet Details:
Buildable Rovers at Start(UE):
-Lunar Rover
-Rover
Starting Rovers(UE)
-Lunar Rover
-Rover
Non-Buildable Buildings:
Small Water Pump
Small Solar Panel
Starting Atmosphere: 10 million
Resources Contained(numbers are for medium world):
Ore deposits(around 7)
Regolith deposits(around 5)
Steam Vents(around 10)
Rock Fissures(around 20)
New Resources (items):
-Boiling Water: Looks a lot like water
-Mineral Water: Looks like water but with little spots in it.
New Vehicles:
-Heat Resistant Waterbot: Collects boiling water from boiling water deposits.
Cost: ore: 100 steel: 2 wheel: 6
Tech Required: Geyser World Base, Human Base.
-Treated Waterbot:
-Heat Resistant Waterbot: Collects mineral water from mineral water deposits.
Cost: ore: 1000 steel: 20 wheel: 6
Tech Required:Basic Mineral Resistance.
New Tech:
-Basic Mineral Resistance:
Cost: 20 steel
Prerequisites: Geyser World Base, Human Base
Unlocks: Tiny Mineral Extractor
-Mineral Resistance:
Cost: 25 research
Prerequisites: Basic Mineral Resistance
Unlocks: Small Mineral Extractor
-Thermodynamics:
Cost: 500 research
Prerequisites: Geyser World Base, Human Base, Mineral Resistance
Unlocks: Thermoelectric Generator, Advanced Water Condenser
New Resource tiles:
-Steam Vent(1x1): Just a tile that exists. Looks like a crack in the ground, has a puff of steam coming out. Counts as another kind of terrain, kind of like salt water or lava. Damages rovers and buildings nearby, similar to lava. Will not spread. Contains no resources.
-Rock Fissure(1x1): Just a tile that exists. Looks like a crack in the ground with obsidian inside Counts as another kind of terrain, kind of like salt water or lava. Damages rovers and buildings nearby, similar to lava. Will not spread. Contains no resources.
New Buildings:
-Water Condenser(1x1): Built on steam vents.
Power Used:2
Resource Production: Twice as much water as small water pump.
Tech Required: Geyser World Base, Human Base
Build Cost:500 ore, 20 steel, 1 gold
Built By: Builder Bot
Upgrades to: Advanced Water Condenser
-Tiny Thermoelectric Generator(1x1): Built on steam vents.
Power Generated: 2
Tech Required: Geyser World Base, Human Base
Build Cost: 200 ore, 200 regolith
Upgrades to: thermoelectric generator
-Thermoelectric Generator(1x1): Built on steam vents.
Power Generated: 5
Tech Required: Thermodynamics
Build Cost: 2000 ore, 250 steel, 5 gold
-Advanced Water Condenser(1x1): Built on steam vents.
Power Used:5
Resource Production: Six times as much water as small water pump.
Tech Required: Thermodynamics, Advanced Construction
Build Cost:5000 ore, 200 steel, 100 gold, 50 aluminum
Built By: Advanced Builder Bot
-Tiny Water Conditioner(1x1): Built on normal terrain.
Power Used:2
Resource Production: Turns boiling water into water, same amount as the water produced by a small water pump
Tech Required: Geyser World Base, Human Base
Build Cost:500 ore, 20 steel
Built By: Builder Bot
-Small Water Conditioner(1x1): Built on normal terrain.
Power Used:5
Resource Production: Turns boiling water into water, same amount as six small water pumps
Tech Required: Thermodynamics, Advanced Construction
Build Cost:2500 ore, 50 steel, 10 gold, 2 aluminum
Built By: Advanced Builder Bot
-Tiny Mineral Extractor:
Power Used:5
Workers:1
Resource Production:Turns mineral water into a very small amount of gold.
-Small Mineral Extractor:
Power Used:5
Workers:1
Resource Production:Turns mineral water into a very small amount of gold.
The second part of my ideas is another new planet type: Soaring Cliffs. It is a similar idea to the water world but will play differently. It goes great with the avian race idea below.
Planet Details:
Buildable Rovers at Start(UE):
-Rover
-forest rover
Starting Rovers(UE)
-Rover
-forest rover
Buildable Workers at Start(Zolarg):all
Non-Buildable Buildings: none
Starting Atmosphere:5 million
Resources Contained(numbers are for medium world):
Ore deposits(around 5)
Fir Trees(a lot, similar to forest world)
Cliff Face(replaces large drops that are adjacent to land)
Large Drop(generated similar to water on the water world)
New Resources (items):
-Krypton Gas: Think Helium-3 but its Krypton
New Tech:
-Rare Animal Zoology:
Cost: 20000 research
Prerequisites: low atmospheric zoology, 5 mil atmosphere
New Buildings:
-Mountain Goat Pen(2x2):
Build Cost:200 wood, 20 ore
Built By: Forest Rover, Greenbot.
Resource Production: Wool 10/Minute
Required Tech: Human Base OR Avian Base, Soaring Cliffs Base OR Rare Animal Zoology, 5 mil atmosphere
-Weaver's House(1x1):
Build Cost:200 wood, 20 ore, 10 wool
Built By: Forest Rover, Greenbot, lumberbot.
Resource Production: Wool 10/Minute
Required Tech: Human Base OR Avian Base 5 mil atmosphere
-Rope Bridge(1x1):Built over water, salt water, ether, gas deposits(see next suggestion) or air.
Build Cost:20 wood, 10 ore, 2 cloth
Built By: Rover, Avian Rover, Forest Rover, Avian Forest Rover, Builder Bot
Required Tech: Human Base OR Avian Base, 5 mil atmosphere
-Rope Bridge NS(1x1):Built over water, salt water, ether, gas deposits(see next suggestion) or air.
Build Cost:20 wood, 10 ore, 2 cloth
Built By: Rover, Avian Rover, Forest Rover, Avian Forest Rover, Builder Bot
Required Tech: Human Base OR Avian Base, 5 mil atmosphere
-Rope Bridge Anchor(1x1):Built on land and cliff faces. Just a decorative road to go along with the rope bridge.
Build Cost:20 wood, 10 ore, 2 cloth
Built By: Rover, Avian Rover, Forest Rover, Avian Forest Rover, Builder Bot
Required Tech: Human Base OR Avian Base, 5 mil atmosphere
The third part of my ideas is yet another new planet type: Gas Giant. The Progression would be based around floating helium balloons due to how easy it is to float in a planet with a very dense atmosphere.
Planet Details:
Buildable Rovers at Start(UE,LIS):
-Balloon Rover
Starting Rovers(UE,LIS):
-Balloon Rover
Custom Lander(UE,LIS):
-Balloon Lander
Non-Buildable Buildings: none
Starting Atmosphere:500 billion
Resources Contained(numbers are for medium world):
Regolith deposits(around 5)
Gas Deposit(contains infinite xenon, covers most of the world. Generates like water in water world but even more frequent.)
New Vehicles:
-Ballon Rover: Works similar to a lunar rover but can fly over buildings.
Cost: ore: 100 helium:20 wheel: 6
Tech Required: Geyser World Base, Human Base.
Can Build:Tiny helium-3 condenser, helium-3 condenser, helium compactor, regolith compactor, storage tank, suspended storage tank, regolith crusher.
-Ballon Builder Bot: Works like a normal builder bot but can fly over buildings
Cost: ore:100 wheel:6 helium:50
Tech Required: Geyser World Base, Human Base
-Small Builder Zeppelin: Works like a normal advanced builder bot but can fly on gas deposits.
Cost: ore:1000 wheel:6
Tech Required: Geyser World Base, Human Base, advanced small scale construction
-Balloon Lander Airborne: Airborne version of balloon lander. Can land on gas deposits or normal land.
New Resources (items):
-Xenon Gas: Think Helium-3 but its Xenon
New Buildings:
-Balloon Lander(1x1): Can be built on Gas Deposits or on normal land.
Power Produced:2
Housing: 2 colonists
Can Build: Balloon Rover.
-Tiny Helium-3 Condenser:(1x1):
Power Used:1
Build cost: Regolith 20
Resource Production: Turns atmosphere to helium-3 at a quarter of the rate of a helium-3 extractor.
-Helium-3 Condenser:(1x1):
Power Used:1
Build cost: ore 20
Resource Production: Turns atmosphere to helium-3 at the rate of a helium-3 extractor.
-Helium Compactor:(1x1):
Power Used:1
Build cost: regolith 20 helium-3 20
Resource Production: Turns helium-3 into a small amount of regolith
-Storage Tank(1x1):
Storage: Ore 1000 Regolith 2000 Helium-3 500 food 100 water 100
Build Cost: Ore 100 Helium-3 25
-Suspended Storage Tank(1x1): Built on Gas Deposits
Storage: Ore 1000 Regolith 2000 Helium-3 750 food 100 water 100
Build Cost: Ore 150 Helium-3 100
-Floating Helium-3 Condenser(1x1): Built on Gas Deposits. Looks like a water condenser but white and with a balloon on top.
Power Used:1
Resource Production: Turns atmosphere to helium-3 at the rate of a helium-3 extractor.
The fourth part of my ideas is a new race: Avians. These part people part birds have close ties with united earth, and use many similar technologies. Some of the items here are from the soaring cliffs idea listed above gas giants.
Avian Tech:
Low atmospheric zoology and rare animal zoology they can unlock the same way as humans.
New Resources (items):
-Feather: Used to make some flying vehicles.
-Bird Steel: A lightweight yet strong metal used in more advanced flying vehicles.
New Vehicles:
-Avian Rover: Works like a normal rover but can fly over buildings and terrain features, similar to the airborne lander.
Cost: ore: 5 wheel: 6 Feather: 6
Tech Required: Avian Base
Can Build: Small solar panel, small vehicle factory, small water pump, greenhouse.
-Avian Forest Rover: Works like a normal forest rover but can fly over buildings and terrain features, similar to the airborne lander.
Cost: wood: 40 wheel: 6 Feather: 6
Tech Required: Avian Base
Can Build: Fir Trees, Charcoal Hut, Wood Hut, Goat Pen, Chicken Coop, Water Well
-Avian Builder Bot: Works like a normal builder bot but can fly over buildings and terrain features, similar to the airborne lander.
Cost: ore: 15 wheel: 6 Feather: 6
Tech Required: Avian Base
Can Build: everything the builder bot can
-Avian Constructor: Builds some unique avian builds/
Cost: ore: 150 wheel: 8 gold:20 Feather: 6
Tech Required: Avian Base
Can Build: everything the builder bot can
Avian Lander Airborne: Airborne version of Avian Lander.
New Buildings:
-Avian Lander(1x1): Similar to the normal UE lander, the lander the Avians start with.
Power Produced:2
Housing: 2 colonists
Can Build: rover, forest rover, Avian rover, avian forest rover.
-Chicken Coop(2x2):
Description: "Avians like Chickens a lot, so they keep them as pets. Many think that avians evolved from chickens, although the more plausible theory is that they actually evolved from a white variant ravens."
Resource Production:Feather 10/minute
Cost: Wood:200 Ore:20
Built By: Forest Rover, Avian Forest rover
Requirements:Avian Base, 5 mil atmosphere
-Enclosed Chicken Coop(2x2): An enclosed version of the chicken coop
Resource Production:Feather 10/minute
Cost: Ore:2000, steel 250, gold 100
Built By: Builder Bot, Avian Builder Bot
Requirements:Avian Base or rare animal zoology, low atmospheric zoology
-Avian Solar Panel(1x1): A version of the normal solar panel that can be placed in the air or on land.
Power Production: 8
Cost: Ore:250, steel 10, feather 10
Built By: Buildr Bot, Avian Builder Bot
Requirements:Avian Base
-Wind Generator(1x1): A passive generator that must be built in the air.
Power Production: 12
Cost: Ore:250, steel 20,gold 10, feather 20
Built By: Avian Builder Bot
Requirements:Avian Base
Some WIP textures are below, along with a few pictures of what this would look like in-game:
Soaring Cliffs as Avian Race:
Gas Giant with United Earth:
Textures(WIP):
I'm making a texture pack with the textures if anyone's interested.
Cliff Terrain:
Cliff Face:
Air:
Gas Deposit:
Please tell me what you think of all my ideas!
The first part of my ideas is a new planet type: Geyser World. I already made a post on it but I will go more in depth here:
Planet Details:
Buildable Rovers at Start(UE):
-Lunar Rover
-Rover
Starting Rovers(UE)
-Lunar Rover
-Rover
Non-Buildable Buildings:
Small Water Pump
Small Solar Panel
Starting Atmosphere: 10 million
Resources Contained(numbers are for medium world):
Ore deposits(around 7)
Regolith deposits(around 5)
Steam Vents(around 10)
Rock Fissures(around 20)
New Resources (items):
-Boiling Water: Looks a lot like water
-Mineral Water: Looks like water but with little spots in it.
New Vehicles:
-Heat Resistant Waterbot: Collects boiling water from boiling water deposits.
Cost: ore: 100 steel: 2 wheel: 6
Tech Required: Geyser World Base, Human Base.
-Treated Waterbot:
-Heat Resistant Waterbot: Collects mineral water from mineral water deposits.
Cost: ore: 1000 steel: 20 wheel: 6
Tech Required:Basic Mineral Resistance.
New Tech:
-Basic Mineral Resistance:
Cost: 20 steel
Prerequisites: Geyser World Base, Human Base
Unlocks: Tiny Mineral Extractor
-Mineral Resistance:
Cost: 25 research
Prerequisites: Basic Mineral Resistance
Unlocks: Small Mineral Extractor
-Thermodynamics:
Cost: 500 research
Prerequisites: Geyser World Base, Human Base, Mineral Resistance
Unlocks: Thermoelectric Generator, Advanced Water Condenser
New Resource tiles:
-Steam Vent(1x1): Just a tile that exists. Looks like a crack in the ground, has a puff of steam coming out. Counts as another kind of terrain, kind of like salt water or lava. Damages rovers and buildings nearby, similar to lava. Will not spread. Contains no resources.
-Rock Fissure(1x1): Just a tile that exists. Looks like a crack in the ground with obsidian inside Counts as another kind of terrain, kind of like salt water or lava. Damages rovers and buildings nearby, similar to lava. Will not spread. Contains no resources.
New Buildings:
-Water Condenser(1x1): Built on steam vents.
Power Used:2
Resource Production: Twice as much water as small water pump.
Tech Required: Geyser World Base, Human Base
Build Cost:500 ore, 20 steel, 1 gold
Built By: Builder Bot
Upgrades to: Advanced Water Condenser
-Tiny Thermoelectric Generator(1x1): Built on steam vents.
Power Generated: 2
Tech Required: Geyser World Base, Human Base
Build Cost: 200 ore, 200 regolith
Upgrades to: thermoelectric generator
-Thermoelectric Generator(1x1): Built on steam vents.
Power Generated: 5
Tech Required: Thermodynamics
Build Cost: 2000 ore, 250 steel, 5 gold
-Advanced Water Condenser(1x1): Built on steam vents.
Power Used:5
Resource Production: Six times as much water as small water pump.
Tech Required: Thermodynamics, Advanced Construction
Build Cost:5000 ore, 200 steel, 100 gold, 50 aluminum
Built By: Advanced Builder Bot
-Tiny Water Conditioner(1x1): Built on normal terrain.
Power Used:2
Resource Production: Turns boiling water into water, same amount as the water produced by a small water pump
Tech Required: Geyser World Base, Human Base
Build Cost:500 ore, 20 steel
Built By: Builder Bot
-Small Water Conditioner(1x1): Built on normal terrain.
Power Used:5
Resource Production: Turns boiling water into water, same amount as six small water pumps
Tech Required: Thermodynamics, Advanced Construction
Build Cost:2500 ore, 50 steel, 10 gold, 2 aluminum
Built By: Advanced Builder Bot
-Tiny Mineral Extractor:
Power Used:5
Workers:1
Resource Production:Turns mineral water into a very small amount of gold.
-Small Mineral Extractor:
Power Used:5
Workers:1
Resource Production:Turns mineral water into a very small amount of gold.
The second part of my ideas is another new planet type: Soaring Cliffs. It is a similar idea to the water world but will play differently. It goes great with the avian race idea below.
Planet Details:
Buildable Rovers at Start(UE):
-Rover
-forest rover
Starting Rovers(UE)
-Rover
-forest rover
Buildable Workers at Start(Zolarg):all
Non-Buildable Buildings: none
Starting Atmosphere:5 million
Resources Contained(numbers are for medium world):
Ore deposits(around 5)
Fir Trees(a lot, similar to forest world)
Cliff Face(replaces large drops that are adjacent to land)
Large Drop(generated similar to water on the water world)
New Resources (items):
-Krypton Gas: Think Helium-3 but its Krypton
New Tech:
-Rare Animal Zoology:
Cost: 20000 research
Prerequisites: low atmospheric zoology, 5 mil atmosphere
New Buildings:
-Mountain Goat Pen(2x2):
Build Cost:200 wood, 20 ore
Built By: Forest Rover, Greenbot.
Resource Production: Wool 10/Minute
Required Tech: Human Base OR Avian Base, Soaring Cliffs Base OR Rare Animal Zoology, 5 mil atmosphere
-Weaver's House(1x1):
Build Cost:200 wood, 20 ore, 10 wool
Built By: Forest Rover, Greenbot, lumberbot.
Resource Production: Wool 10/Minute
Required Tech: Human Base OR Avian Base 5 mil atmosphere
-Rope Bridge(1x1):Built over water, salt water, ether, gas deposits(see next suggestion) or air.
Build Cost:20 wood, 10 ore, 2 cloth
Built By: Rover, Avian Rover, Forest Rover, Avian Forest Rover, Builder Bot
Required Tech: Human Base OR Avian Base, 5 mil atmosphere
-Rope Bridge NS(1x1):Built over water, salt water, ether, gas deposits(see next suggestion) or air.
Build Cost:20 wood, 10 ore, 2 cloth
Built By: Rover, Avian Rover, Forest Rover, Avian Forest Rover, Builder Bot
Required Tech: Human Base OR Avian Base, 5 mil atmosphere
-Rope Bridge Anchor(1x1):Built on land and cliff faces. Just a decorative road to go along with the rope bridge.
Build Cost:20 wood, 10 ore, 2 cloth
Built By: Rover, Avian Rover, Forest Rover, Avian Forest Rover, Builder Bot
Required Tech: Human Base OR Avian Base, 5 mil atmosphere
The third part of my ideas is yet another new planet type: Gas Giant. The Progression would be based around floating helium balloons due to how easy it is to float in a planet with a very dense atmosphere.
Planet Details:
Buildable Rovers at Start(UE,LIS):
-Balloon Rover
Starting Rovers(UE,LIS):
-Balloon Rover
Custom Lander(UE,LIS):
-Balloon Lander
Non-Buildable Buildings: none
Starting Atmosphere:500 billion
Resources Contained(numbers are for medium world):
Regolith deposits(around 5)
Gas Deposit(contains infinite xenon, covers most of the world. Generates like water in water world but even more frequent.)
New Vehicles:
-Ballon Rover: Works similar to a lunar rover but can fly over buildings.
Cost: ore: 100 helium:20 wheel: 6
Tech Required: Geyser World Base, Human Base.
Can Build:Tiny helium-3 condenser, helium-3 condenser, helium compactor, regolith compactor, storage tank, suspended storage tank, regolith crusher.
-Ballon Builder Bot: Works like a normal builder bot but can fly over buildings
Cost: ore:100 wheel:6 helium:50
Tech Required: Geyser World Base, Human Base
-Small Builder Zeppelin: Works like a normal advanced builder bot but can fly on gas deposits.
Cost: ore:1000 wheel:6
Tech Required: Geyser World Base, Human Base, advanced small scale construction
-Balloon Lander Airborne: Airborne version of balloon lander. Can land on gas deposits or normal land.
New Resources (items):
-Xenon Gas: Think Helium-3 but its Xenon
New Buildings:
-Balloon Lander(1x1): Can be built on Gas Deposits or on normal land.
Power Produced:2
Housing: 2 colonists
Can Build: Balloon Rover.
-Tiny Helium-3 Condenser:(1x1):
Power Used:1
Build cost: Regolith 20
Resource Production: Turns atmosphere to helium-3 at a quarter of the rate of a helium-3 extractor.
-Helium-3 Condenser:(1x1):
Power Used:1
Build cost: ore 20
Resource Production: Turns atmosphere to helium-3 at the rate of a helium-3 extractor.
-Helium Compactor:(1x1):
Power Used:1
Build cost: regolith 20 helium-3 20
Resource Production: Turns helium-3 into a small amount of regolith
-Storage Tank(1x1):
Storage: Ore 1000 Regolith 2000 Helium-3 500 food 100 water 100
Build Cost: Ore 100 Helium-3 25
-Suspended Storage Tank(1x1): Built on Gas Deposits
Storage: Ore 1000 Regolith 2000 Helium-3 750 food 100 water 100
Build Cost: Ore 150 Helium-3 100
-Floating Helium-3 Condenser(1x1): Built on Gas Deposits. Looks like a water condenser but white and with a balloon on top.
Power Used:1
Resource Production: Turns atmosphere to helium-3 at the rate of a helium-3 extractor.
The fourth part of my ideas is a new race: Avians. These part people part birds have close ties with united earth, and use many similar technologies. Some of the items here are from the soaring cliffs idea listed above gas giants.
Avian Tech:
Low atmospheric zoology and rare animal zoology they can unlock the same way as humans.
New Resources (items):
-Feather: Used to make some flying vehicles.
-Bird Steel: A lightweight yet strong metal used in more advanced flying vehicles.
New Vehicles:
-Avian Rover: Works like a normal rover but can fly over buildings and terrain features, similar to the airborne lander.
Cost: ore: 5 wheel: 6 Feather: 6
Tech Required: Avian Base
Can Build: Small solar panel, small vehicle factory, small water pump, greenhouse.
-Avian Forest Rover: Works like a normal forest rover but can fly over buildings and terrain features, similar to the airborne lander.
Cost: wood: 40 wheel: 6 Feather: 6
Tech Required: Avian Base
Can Build: Fir Trees, Charcoal Hut, Wood Hut, Goat Pen, Chicken Coop, Water Well
-Avian Builder Bot: Works like a normal builder bot but can fly over buildings and terrain features, similar to the airborne lander.
Cost: ore: 15 wheel: 6 Feather: 6
Tech Required: Avian Base
Can Build: everything the builder bot can
-Avian Constructor: Builds some unique avian builds/
Cost: ore: 150 wheel: 8 gold:20 Feather: 6
Tech Required: Avian Base
Can Build: everything the builder bot can
Avian Lander Airborne: Airborne version of Avian Lander.
New Buildings:
-Avian Lander(1x1): Similar to the normal UE lander, the lander the Avians start with.
Power Produced:2
Housing: 2 colonists
Can Build: rover, forest rover, Avian rover, avian forest rover.
-Chicken Coop(2x2):
Description: "Avians like Chickens a lot, so they keep them as pets. Many think that avians evolved from chickens, although the more plausible theory is that they actually evolved from a white variant ravens."
Resource Production:Feather 10/minute
Cost: Wood:200 Ore:20
Built By: Forest Rover, Avian Forest rover
Requirements:Avian Base, 5 mil atmosphere
-Enclosed Chicken Coop(2x2): An enclosed version of the chicken coop
Resource Production:Feather 10/minute
Cost: Ore:2000, steel 250, gold 100
Built By: Builder Bot, Avian Builder Bot
Requirements:Avian Base or rare animal zoology, low atmospheric zoology
-Avian Solar Panel(1x1): A version of the normal solar panel that can be placed in the air or on land.
Power Production: 8
Cost: Ore:250, steel 10, feather 10
Built By: Buildr Bot, Avian Builder Bot
Requirements:Avian Base
-Wind Generator(1x1): A passive generator that must be built in the air.
Power Production: 12
Cost: Ore:250, steel 20,gold 10, feather 20
Built By: Avian Builder Bot
Requirements:Avian Base
Some WIP textures are below, along with a few pictures of what this would look like in-game:
Soaring Cliffs as Avian Race:
Gas Giant with United Earth:
Textures(WIP):
I'm making a texture pack with the textures if anyone's interested.
Cliff Terrain:
Cliff Face:
Air:
Gas Deposit:
Until now, reaching 15,000,000 atmosphere in your colony would generate a warning that 'colonists are beginning to complain about pollution in the colony,' but there was no harmful impact. Starting in 0.44.0, atmosphere > 15mil will start causing sickness throughout the colony. The effect will be subtle, but can become problematic if your atmosphere levels get very high.
So starting soon, you will need to begin balancing your atmosphere later in the game. This means getting rid of old atmosphere generators and possibly building more condensers, but you also need to take care not to let your atmosphere dip too low so that you regress to an earlier stage. Colonies with heavy pollution will see massive sickness and death, along with a gray/brown haze filling the sky.
In addition to atmosphere, a new toxic resource is being added - trash. Trash will be generated by residential buildings and will need to be taken care of. New structures will be added to deal with trash, including a recycling center for turning it into plastic, and an incinerator for turning it into electricity.
I am also thinking of adding drugs as a toxic resource, but that will come later with the crime update.
So starting soon, you will need to begin balancing your atmosphere later in the game. This means getting rid of old atmosphere generators and possibly building more condensers, but you also need to take care not to let your atmosphere dip too low so that you regress to an earlier stage. Colonies with heavy pollution will see massive sickness and death, along with a gray/brown haze filling the sky.
In addition to atmosphere, a new toxic resource is being added - trash. Trash will be generated by residential buildings and will need to be taken care of. New structures will be added to deal with trash, including a recycling center for turning it into plastic, and an incinerator for turning it into electricity.
I am also thinking of adding drugs as a toxic resource, but that will come later with the crime update.
I don't think so. I think that the system is fine like it is. Those who choose to have a permanent colony here can work to put out the flames, but they will loose any chance of getting more obsidian.
However, I would expect to see all of the lava cool off when the atmosphere gets under a certain amount. and then the player should be rewarded with obsidian extractors for surviving long enough to reduce the atmosphere to that point. At that point, the colony would become a permanent colony since there would be no lava to destroy it anymore. I mean, if you can survive long enough to go from 500 mil atmosphere to 5 mil atmosphere, you deserve to have a permanent colony with a permanent and safe supply of obsidian. Just be careful not to completely strip the planet of atmosphere, because then you've gone too far. And with the efficient atmosphere reduction buldings that I'm fairly certain that bast will add, it would be all too easy to completely deplete the planet's atmosphere, at which point you now have to add atmosphere production facilities that are slower and take a long time to bring the atmosphere back up to 5 mil. I would also make the planet look like the ice planet or red planet with no atmosphere and make it look like a forest-like planet with 5-15 mil atmosphere. Actually, doing that for all planets would make the game more dynamic and give atmosphere a bigger role in the game than it already has.
However, I would expect to see all of the lava cool off when the atmosphere gets under a certain amount. and then the player should be rewarded with obsidian extractors for surviving long enough to reduce the atmosphere to that point. At that point, the colony would become a permanent colony since there would be no lava to destroy it anymore. I mean, if you can survive long enough to go from 500 mil atmosphere to 5 mil atmosphere, you deserve to have a permanent colony with a permanent and safe supply of obsidian. Just be careful not to completely strip the planet of atmosphere, because then you've gone too far. And with the efficient atmosphere reduction buldings that I'm fairly certain that bast will add, it would be all too easy to completely deplete the planet's atmosphere, at which point you now have to add atmosphere production facilities that are slower and take a long time to bring the atmosphere back up to 5 mil. I would also make the planet look like the ice planet or red planet with no atmosphere and make it look like a forest-like planet with 5-15 mil atmosphere. Actually, doing that for all planets would make the game more dynamic and give atmosphere a bigger role in the game than it already has.
H3110 guys! :3
When looking at your planet, no matter on what planets, you might feel your colony is somehow, lifeless.
I do mean, even with trees, something is missing on your plot of land...
Meanwhile some developed colonies - While the colonists suffering from the factory smokes and dust, inside their heart, do they want something green and lively?
Or, colony commanders. Do you want new challenges fighting between the nature and your brave conquest?
Here, I have come over with something new inside my mind -
WILDLIFE & ECOLOGY!
When looking at your planet, no matter on what planets, you might feel your colony is somehow, lifeless.
I do mean, even with trees, something is missing on your plot of land...
Meanwhile some developed colonies - While the colonists suffering from the factory smokes and dust, inside their heart, do they want something green and lively?
Or, colony commanders. Do you want new challenges fighting between the nature and your brave conquest?
Here, I have come over with something new inside my mind -
WILDLIFE & ECOLOGY!
- NEW ECOLOGY SYSTEM
Ecology would be the new challenge to be introduced to the players, you have to manage your balance between natural environment and your colony development. Ecology is activated once you have reached terraforming stage 3 (vegetation stage, which you unlocks trees), and this will gradually becoming the concerns of your colonists.
Ecology is evaluated as the follows:
- Carbon Emission
This is a very classic evaluation factor. Once you have unlocked ecology, industries and colonists begins generating carbon emissions. Mind that carbon emissions accumulates over time. Once you have reached a certain extent of accumulation, here comes Mr. Global Warming, and you know the rest of these...
You can lower the net carbon emission through atmosphere scrubbers and plantations such as sugarcanes and trees. - Nature Reservations
Nature reservations means how much greening or nature objects you have kept inside the colony. This includes (non- hostile) alien lives, trees, lawns, greened buildings, e.t.c. The more you reserved, the more your colonists satisfied with the environment.
Zoos also counts into nature reservations.
Green dome doesn't count. - Pollution
Everybody knows what's pollution, right?
Pollution is counted by trashes.
Nature Reservation Points (NRP) - Carbon Emission Points (CEP) - Trash amount - Carbon Emission
- REWORK TERRAFORMING
Let's say, the terraforming system needs re-design.
The 'atmosphere' in the game is not specific enough, it can actually also referring to alien unbreathable atmosphere.
Adding earth atmosphere onto the existing atmosphere seems not a wise concept too. It may cause atmosphere overpressure.
This time, I'll show you my ideas that will bring a more logical terraforming system.
- First, the atmosphere is removed from a member of resources.
- Terraforming will be determined by Planet Type. Each planet will require different extent of terraforming to unlock new items.
- Terraforming is divided into different parts and are counted by various Terraforming Points (TP).
- Temperature (degree Celsius). Increased by colony activities, volcanoes, geysers and AtmoHeaters. Decreased by AtmoChillers and ice. Heat production is multiplied by carbon footprints but can be reduced by natural water bodies or artificial one.
- Atmosphere Pressure (kg). Increased by AtmoGenerators. Decreased by AtmoPumps and Atmosphere Condensers.
- Atmosphere gas (%). Alien gas can be removed using AtmoPumps or converted into Breathable Gas using Atmoconvertors. AtmoScrubbers and AtmoFilters removes pollutants. Atmosphere Condensers removes any type of gas slowly.
- Soil condition (%). Once the atmosphere can support microbe activities, you can begin improve soil using Bacteria Farms.
So, my idea is about a planet that start off at a high atmosphere and forces the player to survive in harsh environments until they lower the atmosphere to below 15 million. The pictures below are for the UE game style, I will include LIS later, but my pictures and description below should be good enough for bast to just plop everything into place in case he happens to like my idea enough to include it in the game.
Red crystalline deposit
Crystal resource indicator option in place of regular blue.
"Hell" rover, mines crystaline and builds basic structures.
The state of the ground when the game is started. The planet will have an atmosphere of 40,000,000. When my idea is done, LIS will have greater atmosphere reduction potential due to having access to diamonds. UE won't have it so easy here though.
at 30,000,000 atmosphere
at 20,000,000 atmosphere
at 15,ooo,ooo atmosphere.
Normal colonist wearing high atmo gear instead of low atmo gear.
Dark Micromine. white areas are transparent so don't pay attention to those. Only UE will use these.
Dark Regolith furnace. The white areas are transparent and the image will show up black against the dark ground.
This map will be brutal for UE but medium for LIS. The main reason being that UE doesn't have a brutal world and LIS needs some easier worlds. LIS will be able to use crystalline to gain direct access to ore, while UE will have to use crystalline to mine regolith, with they can convert to ore. Lis will also be able to access diamond mines because diamonds will be instrumental in making more effective terraforming structures than those of UE. As a result of LIS having better terraforming equipment due to diamonds, they will be able to reduce atmosphere faster but UE will be in it for the long haul.
Here are the playing styles for LIS and UE:
UE:
Start with one hell rover, which collects crystalline, and one dark lunar rover(image will be added) for regolith mining. Once you have 200 crystalline, build a dark micromine. Use the lunar rovers to collect regolith from that and continue to collect crystalline and build more dark micromines. Then, build a he3 extractor, regolith compactor, and a water extractor, which uses he3 and regolith, just like the normal one. Use crystalline to build a dark regolith furnace(image will be added) for more power and crystalline storage. Simply put, it's the same brutal playing style as the ice world except flipped on it's head and with UE instead of LIS.
The player will continue to build up their he3 and ore production as normal and build their colony normally, but they will have to hurry because they will have to build up their rum production to make more crytalline via the same green crystalline patches as ice planet. Once the player has enough rum production to produce enough crystalline, they will continue on the regular UE path. I will also be throwing in a crystalline generator later in the game, since a big colony would need to stop micromanaging eventually. There is not a big demand on crystalline yet but I'm sure that bast will come up with something to balance the scales, so a crystalline generator for UE/LIS should be added to the game.
Once the atmosphere is at 30 million, regolith extractors will become available, and that's when everything starts to get a lot easier for UE players, but from 40 to 30 million, UE will have a hard time. I will be making images for a more advanced UE atmosphere reducer soon. We already have small and medium reducers.
As for LIS, I will keep developing their strategy. I wanted to do the ultimate simplification for bast so that if he wanted to, he could plop this into the game and it would be just the same as the ice planet for LIS. All dark version structures on this planet would cost the same as original structures. For instance, a dark regolith furnace would produce as much power and consume as much regolith and cost as much crystalline as the regular regolith furnace. The same goes for the dark micromine and any future dark structures added for this planet. If I'm right, aside from the additional atmosphere reduction building that I am making, everything should be able to be plopped right into the game with no added work, and no numbers are needed on my part since the only new structures are dark structures that have the same stats as their lighter counterparts. That only reason for the dark versions is because the light versions would've looked out of place as they were white and blue while this planet is dark and red.
Red crystalline deposit
Crystal resource indicator option in place of regular blue.
"Hell" rover, mines crystaline and builds basic structures.
The state of the ground when the game is started. The planet will have an atmosphere of 40,000,000. When my idea is done, LIS will have greater atmosphere reduction potential due to having access to diamonds. UE won't have it so easy here though.
at 30,000,000 atmosphere
at 20,000,000 atmosphere
at 15,ooo,ooo atmosphere.
Normal colonist wearing high atmo gear instead of low atmo gear.
Dark Micromine. white areas are transparent so don't pay attention to those. Only UE will use these.
Dark Regolith furnace. The white areas are transparent and the image will show up black against the dark ground.
This map will be brutal for UE but medium for LIS. The main reason being that UE doesn't have a brutal world and LIS needs some easier worlds. LIS will be able to use crystalline to gain direct access to ore, while UE will have to use crystalline to mine regolith, with they can convert to ore. Lis will also be able to access diamond mines because diamonds will be instrumental in making more effective terraforming structures than those of UE. As a result of LIS having better terraforming equipment due to diamonds, they will be able to reduce atmosphere faster but UE will be in it for the long haul.
Here are the playing styles for LIS and UE:
UE:
Start with one hell rover, which collects crystalline, and one dark lunar rover(image will be added) for regolith mining. Once you have 200 crystalline, build a dark micromine. Use the lunar rovers to collect regolith from that and continue to collect crystalline and build more dark micromines. Then, build a he3 extractor, regolith compactor, and a water extractor, which uses he3 and regolith, just like the normal one. Use crystalline to build a dark regolith furnace(image will be added) for more power and crystalline storage. Simply put, it's the same brutal playing style as the ice world except flipped on it's head and with UE instead of LIS.
The player will continue to build up their he3 and ore production as normal and build their colony normally, but they will have to hurry because they will have to build up their rum production to make more crytalline via the same green crystalline patches as ice planet. Once the player has enough rum production to produce enough crystalline, they will continue on the regular UE path. I will also be throwing in a crystalline generator later in the game, since a big colony would need to stop micromanaging eventually. There is not a big demand on crystalline yet but I'm sure that bast will come up with something to balance the scales, so a crystalline generator for UE/LIS should be added to the game.
Once the atmosphere is at 30 million, regolith extractors will become available, and that's when everything starts to get a lot easier for UE players, but from 40 to 30 million, UE will have a hard time. I will be making images for a more advanced UE atmosphere reducer soon. We already have small and medium reducers.
As for LIS, I will keep developing their strategy. I wanted to do the ultimate simplification for bast so that if he wanted to, he could plop this into the game and it would be just the same as the ice planet for LIS. All dark version structures on this planet would cost the same as original structures. For instance, a dark regolith furnace would produce as much power and consume as much regolith and cost as much crystalline as the regular regolith furnace. The same goes for the dark micromine and any future dark structures added for this planet. If I'm right, aside from the additional atmosphere reduction building that I am making, everything should be able to be plopped right into the game with no added work, and no numbers are needed on my part since the only new structures are dark structures that have the same stats as their lighter counterparts. That only reason for the dark versions is because the light versions would've looked out of place as they were white and blue while this planet is dark and red.
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Index > Forum > Games > My Colony > Game Ideas, Suggestions, and Feedback
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[Poll] New Alien Tech
DillGuy9 #1 2018-02-27 22:21:40
I've looked through the encyclopedia, and noticed that there is no Ancient Alien Atmosphere Generator, or even a direct upgrade to the Medium Atmosphere Generator.
New Tech- Advanced Terraforming
Once your Atmosphere Condensors begin to drain your atmosphere, or you need to get it up very quickly, look to the Ancients and advanced human ingenuity for solutions.
Large Atmosphere Generator-
Consumes 500 power and a constant stream of Helium 3 to create lots of atmosphere. 1 by 1 25000o, 25000g, 15000s, 5000mc, 2500al, 2500h3;
Ancient Alien Atmosphere Generator-
Unlock the terraforming secrets of the Ancients to create unholy amounts of atmosphere. Cosumes Helium 3, Alien Artifacts, robots, and water. 1000 power 1 by 1 25000o, 25000g, 15000s, 10000mc, 5000al, 100r, 25ar, 5000h3, 250u;
Ancient Alien Terraforming Facility-
An upgrade to the Bacteria Farm. A partially automated facility that takes atmosphere, Helium 3, Water, and Oil and combines them over a vat of uranium and Ancient Alien Artifacts to create unheard amounts of atmosphere. 25 workers and consumes robots, uranium, artifacts, helium 3, water, atmosphere, oil, and water. 2 by 3 100000o, 35000g, 25000mc, 50000s, 10000al, 250ar, 65000h3, 5000u, 1000r, 2500oi, and 25000w;
Thanks! More will be added. Keep adding!
| Forum | DillGuy9
Index > Forum > Games > My Colony > Game Ideas, Suggestions, and Feedback
New Reply
[Poll] New Alien Tech
DillGuy9 #1 2018-02-27 22:21:40
I've looked through the encyclopedia, and noticed that there is no Ancient Alien Atmosphere Generator, or even a direct upgrade to the Medium Atmosphere Generator.
New Tech- Advanced Terraforming
Once your Atmosphere Condensors begin to drain your atmosphere, or you need to get it up very quickly, look to the Ancients and advanced human ingenuity for solutions.
Large Atmosphere Generator-
Consumes 500 power and a constant stream of Helium 3 to create lots of atmosphere. 1 by 1 25000o, 25000g, 15000s, 5000mc, 2500al, 2500h3;
Ancient Alien Atmosphere Generator-
Unlock the terraforming secrets of the Ancients to create unholy amounts of atmosphere. Cosumes Helium 3, Alien Artifacts, robots, and water. 1000 power 1 by 1 25000o, 25000g, 15000s, 10000mc, 5000al, 100r, 25ar, 5000h3, 250u;
Ancient Alien Terraforming Facility-
An upgrade to the Bacteria Farm. A partially automated facility that takes atmosphere, Helium 3, Water, and Oil and combines them over a vat of uranium and Ancient Alien Artifacts to create unheard amounts of atmosphere. 25 workers and consumes robots, uranium, artifacts, helium 3, water, atmosphere, oil, and water. 2 by 3 100000o, 35000g, 25000mc, 50000s, 10000al, 250ar, 65000h3, 5000u, 1000r, 2500oi, and 25000w;
Thanks! More will be added. Keep adding!
Ansom said:
Maps with low gravity, should have a decrease atmosphere coefficient every min, map with high gravity should be very hard to decrease atmosphere.
Asteroid: no way someone cold build air in this condition.. at least without a big overlying shield.
Decrease coefficient 100% (all air produced disappears)
Lunar: very very hard to increase air, but.. in some moon (not earth moon), is possible with huge effort.
Decrease coefficient 50%
Red Planet: Mars don't have earth gravity (and other stuff, like a magnetic poll.. and other UV shields, even with air we will fry without suit), but with some effort is possible.
Decrease coefficient 20%
Earthlike planet (eartlike, forest world, sugarland, ice world, desert world, water world), all planet similar to the earth, should be just fine.
No coefficient, all the air remain on the planet
Abandoned world: i don't know why, but i am imagine this planet, like a huge planet
In this case, when the planet have more earth gravity, the decrease atmosphere building should have a penalty.
Lava World:
The worse planet, in this situation should be impossible to decrease atmosphere, since will be the planet in self to produce it.
Hi @Ansom!
Really like your idea about it!
BUT very sure you’ll need something to resist the atmosphere penality in order to protect your colony...
So here I would suggest something here:
Electromagnetic AtmoDome Generator
Decreases the atmosphere loss penality by 20%.
Eliminates the self-atmosphere generation effect of the planet on the colony.
For Alpha Dracos and Insectnoids...
Atmo-Magnet
Atmosphere Trap Projector Node
They also do similar things.
Also, with something like a planetary gravity adjuster to 100% eliminate all sorts of atmosphere penality.
I was thinking about the retirement function in my colony and it's relatively underutilized. I believe that more needs to be done in this area. So I propose the creation of the "Retirement Plan" tech path. It could cost mere 10k-15k research, but if you want to be funny you could make it cost 401k money/civics/research, (personally I would want 10k research & 401k money). All of the following will require at least Advanced Building Technology (except small old folks hab). It will be in successive tiers starting from Eldercare Essentials and ending in Cryogenics I know this is exhaustive but I hope some of the features get implemented or can be built off of, as I think it would lead to a better simulation and make the retirees and the older age group in My Colony.
*The biggest feature would be allowing control over the retirement age, potentially bringing back stimulus, and most importantly having the policy of deportation come sooner then Level 7 Government… should be closer to Level 4-5.
Human Technologies: (The order is tiered meaning you need that tech to unlock the next)
- Eldercare Essentials (Early Game)
- Retirement Planning (Mid Game)
- Advanced Eldercare (Mid Game)
- Cryogenics (Late Game)
Humans Eldercare Essentials:[/u]
(Requires: 10,000 Atmosphere) (Colonists: 20, Jobs: 5 *unskilled*) (Size 2*2) (Colonial Finance Theory)
- Colonial Elks Club/Colonial Branch Office of the Benevolent and Protective Order of Elks:
A fun place to hang out where you can listen to your music from 60 years ago. Provides entertainment to the retired and a place for them to hang out so they don't get depressed. Requires a small rum and food to keep the party going.
(Requires: 10,000 Atmosphere, Power: 6) (Entertains: 25, Jobs: 5 *White Collar?*) (Colonial Finance Theory, Microgravity Brewing)(Size: 1 * 2)
- Old Folks Home: A nice housing unit that takes care of retirees like Grandpa and Grandma so they don't take up homes meant for workers. Requires a modest amount of money and food to keep them out of your way but produce some civics and cloth from all those quilts they make.
(Requires: 5,000,000 Atmosphere) (Colonists: 60, Jobs: 20 *Unskilled? Heals: 2) (Low Gravity Manufacturing, Colonial Civics, Low Gravity Masonry). *Building produces cloth based on the number of residences?* (Size: 2 * 5, 1-2 stories)
- Senior’s Living Chamber: A small housing unit for the retired that want a little privacy, costs little to no maintenance and prioritizes retirees over working citizens.
(Requires: 10,000 Atmosphere, Power:1) (Colonists: 4) (size 1 * 1)
- Humans (Retirement Plan):
- Slot Machine: An automated slot machine booth that will entertain your people for days while slowly pouring their money into your pockets. (Requires: 0 Atmosphere, Power: 4) (Tourist Traps, Eldercare) (Entertains: 2, Tourists: 2) (Size: 1*1) (Produces: 5-30 money per minute depending on use?)
- CAARP: The Colonial Auto & Home Insurance Program is here to insure your housing unit and rover against the dangers of colonial life. Generates Civics and Money by assuring citizens they won't lose it all.
(Requires: Atmosphere: 10,000, Power: 50, Bandwidth: 10) (Galactic Commerce, Eldercare, I.T,Low Gravity Manufacturing) (Jobs: 45) (Size: 4 * 2)
- 401k Consult: A quaint place to plan your future retirement. Using the power of software you can raise, or lower, the retirement cutoff to a certain extent. *This may be overpowered* *Maybe just produce civics or help lower the poverty line?* *may not be necessary*
(Requires: 10,000 Atmosphere, Power:35, Bandwidth: 25) (Galactic Commerce, Solar Governance, IT, Eldercare) (Jobs:35 *white collar*) (Size: 2*2)
Advanced Eldercare:
- Medium Old Folks Hab: A larger and better version of the Small Old Folks Hab. You can use it to shove dozens of retirees into the same space and make some money well your at it. Requires employees to oversee those who live there and ensure they are well taken care of. They might also use some software out of thin air by watching all those relatives on the net.
- Office of the Old: A new job sink for educated workers at low wages. Also used to give seminars to colonists over the age of 50 or retired, giving them an intelligence boost and a quiet reminder to go back into the workforce.
(Requires: 10,000 Atmosphere, Power: 60, Bandwidth: 35) (Self Government, Nationalism, Low Gravity Manufacturing). (Jobs:80 *Unskilled* *people with IQ over 90) (Size: 2*2)
- Golf Course: A place for people to have fun, hit a few holes, and make deals. A must-have for any self-respecting colony. Use the magic of aluminum golf balls and rum to make lots of money, civics, and keep people entertained. (Large size use… requires atmosphere)
- Integrated (Seniors) Living Chamber: Using the magic of software and robots, scientists have created an amazing house fully automated to provide premium assisted living. Seniors will likely spend all their time talking to their robot pals so you never have to call.
- Retirement Community: A large living complex suited especially for the retired population. Provides large entertainment, and produces pottery and paintings from all those art classes. Basically a human version of a Zolarg labor camp… but with pickling classes. (requires atmosphere and bricks to make… not sure of quantity).
Cryogenics:
Essentially allows you to extend the lifespan of citizens and improve health. Precursor to Nano-Clincs? Could use Cobalt, Crystalline and Ant paste as part of the storage process. *Maybe could effect food use*
*The biggest feature would be allowing control over the retirement age, potentially bringing back stimulus, and most importantly having the policy of deportation come sooner then Level 7 Government… should be closer to Level 4-5.
Human Technologies: (The order is tiered meaning you need that tech to unlock the next)
- Eldercare Essentials (Early Game)
- Retirement Planning (Mid Game)
- Advanced Eldercare (Mid Game)
- Cryogenics (Late Game)
Humans Eldercare Essentials:[/u]
(Requires: 10,000 Atmosphere) (Colonists: 20, Jobs: 5 *unskilled*) (Size 2*2) (Colonial Finance Theory)
- Colonial Elks Club/Colonial Branch Office of the Benevolent and Protective Order of Elks:
A fun place to hang out where you can listen to your music from 60 years ago. Provides entertainment to the retired and a place for them to hang out so they don't get depressed. Requires a small rum and food to keep the party going.
(Requires: 10,000 Atmosphere, Power: 6) (Entertains: 25, Jobs: 5 *White Collar?*) (Colonial Finance Theory, Microgravity Brewing)(Size: 1 * 2)
- Old Folks Home: A nice housing unit that takes care of retirees like Grandpa and Grandma so they don't take up homes meant for workers. Requires a modest amount of money and food to keep them out of your way but produce some civics and cloth from all those quilts they make.
(Requires: 5,000,000 Atmosphere) (Colonists: 60, Jobs: 20 *Unskilled? Heals: 2) (Low Gravity Manufacturing, Colonial Civics, Low Gravity Masonry). *Building produces cloth based on the number of residences?* (Size: 2 * 5, 1-2 stories)
- Senior’s Living Chamber: A small housing unit for the retired that want a little privacy, costs little to no maintenance and prioritizes retirees over working citizens.
(Requires: 10,000 Atmosphere, Power:1) (Colonists: 4) (size 1 * 1)
- Humans (Retirement Plan):
- Slot Machine: An automated slot machine booth that will entertain your people for days while slowly pouring their money into your pockets. (Requires: 0 Atmosphere, Power: 4) (Tourist Traps, Eldercare) (Entertains: 2, Tourists: 2) (Size: 1*1) (Produces: 5-30 money per minute depending on use?)
- CAARP: The Colonial Auto & Home Insurance Program is here to insure your housing unit and rover against the dangers of colonial life. Generates Civics and Money by assuring citizens they won't lose it all.
(Requires: Atmosphere: 10,000, Power: 50, Bandwidth: 10) (Galactic Commerce, Eldercare, I.T,Low Gravity Manufacturing) (Jobs: 45) (Size: 4 * 2)
- 401k Consult: A quaint place to plan your future retirement. Using the power of software you can raise, or lower, the retirement cutoff to a certain extent. *This may be overpowered* *Maybe just produce civics or help lower the poverty line?* *may not be necessary*
(Requires: 10,000 Atmosphere, Power:35, Bandwidth: 25) (Galactic Commerce, Solar Governance, IT, Eldercare) (Jobs:35 *white collar*) (Size: 2*2)
Advanced Eldercare:
- Medium Old Folks Hab: A larger and better version of the Small Old Folks Hab. You can use it to shove dozens of retirees into the same space and make some money well your at it. Requires employees to oversee those who live there and ensure they are well taken care of. They might also use some software out of thin air by watching all those relatives on the net.
- Office of the Old: A new job sink for educated workers at low wages. Also used to give seminars to colonists over the age of 50 or retired, giving them an intelligence boost and a quiet reminder to go back into the workforce.
(Requires: 10,000 Atmosphere, Power: 60, Bandwidth: 35) (Self Government, Nationalism, Low Gravity Manufacturing). (Jobs:80 *Unskilled* *people with IQ over 90) (Size: 2*2)
- Golf Course: A place for people to have fun, hit a few holes, and make deals. A must-have for any self-respecting colony. Use the magic of aluminum golf balls and rum to make lots of money, civics, and keep people entertained. (Large size use… requires atmosphere)
- Integrated (Seniors) Living Chamber: Using the magic of software and robots, scientists have created an amazing house fully automated to provide premium assisted living. Seniors will likely spend all their time talking to their robot pals so you never have to call.
- Retirement Community: A large living complex suited especially for the retired population. Provides large entertainment, and produces pottery and paintings from all those art classes. Basically a human version of a Zolarg labor camp… but with pickling classes. (requires atmosphere and bricks to make… not sure of quantity).
Cryogenics:
Essentially allows you to extend the lifespan of citizens and improve health. Precursor to Nano-Clincs? Could use Cobalt, Crystalline and Ant paste as part of the storage process. *Maybe could effect food use*
CodyStormz said:I was thinking about the retirement function in my colony and it's relatively underutilized. I believe that more needs to be done in this area. So I propose the creation of the "Retirement Plan" tech path. It could cost mere 10k-15k research, but if you want to be funny you could make it cost 401k money/civics/research, (personally I would want 10k research & 401k money). All of the following will require at least Advanced Building Technology (except small old folks hab). It will be in successive tiers starting from Eldercare Essentials and ending in Cryogenics I know this is exhaustive but I hope some of the features get implemented or can be built off of, as I think it would lead to a better simulation and make the retirees and the older age group in My Colony.
*The biggest feature would be allowing control over the retirement age, potentially bringing back stimulus, and most importantly having the policy of deportation come sooner then Level 7 Government… should be closer to Level 4-5.
Human Technologies: (The order is tiered meaning you need that tech to unlock the next)
- Eldercare Essentials (Early Game)
- Retirement Planning (Mid Game)
- Advanced Eldercare (Mid Game)
- Cryogenics (Late Game)
Humans Eldercare Essentials:[/u]
(Requires: 10,000 Atmosphere) (Colonists: 20, Jobs: 5 *unskilled*) (Size 2*2) (Colonial Finance Theory)
- Colonial Elks Club/Colonial Branch Office of the Benevolent and Protective Order of Elks:
A fun place to hang out where you can listen to your music from 60 years ago. Provides entertainment to the retired and a place for them to hang out so they don't get depressed. Requires a small rum and food to keep the party going.
(Requires: 10,000 Atmosphere, Power: 6) (Entertains: 25, Jobs: 5 *White Collar?*) (Colonial Finance Theory, Microgravity Brewing)(Size: 1 * 2)
- Old Folks Home: A nice housing unit that takes care of retirees like Grandpa and Grandma so they don't take up homes meant for workers. Requires a modest amount of money and food to keep them out of your way but produce some civics and cloth from all those quilts they make.
(Requires: 5,000,000 Atmosphere) (Colonists: 60, Jobs: 20 *Unskilled? Heals: 2) (Low Gravity Manufacturing, Colonial Civics, Low Gravity Masonry). *Building produces cloth based on the number of residences?* (Size: 2 * 5, 1-2 stories)
- Senior’s Living Chamber: A small housing unit for the retired that want a little privacy, costs little to no maintenance and prioritizes retirees over working citizens.
(Requires: 10,000 Atmosphere, Power:1) (Colonists: 4) (size 1 * 1)
- Humans (Retirement Plan):
- Slot Machine: An automated slot machine booth that will entertain your people for days while slowly pouring their money into your pockets. (Requires: 0 Atmosphere, Power: 4) (Tourist Traps, Eldercare) (Entertains: 2, Tourists: 2) (Size: 1*1) (Produces: 5-30 money per minute depending on use?)
- CAARP: The Colonial Auto & Home Insurance Program is here to insure your housing unit and rover against the dangers of colonial life. Generates Civics and Money by assuring citizens they won't lose it all.
(Requires: Atmosphere: 10,000, Power: 50, Bandwidth: 10) (Galactic Commerce, Eldercare, I.T,Low Gravity Manufacturing) (Jobs: 45) (Size: 4 * 2)
- 401k Consult: A quaint place to plan your future retirement. Using the power of software you can raise, or lower, the retirement cutoff to a certain extent. *This may be overpowered* *Maybe just produce civics or help lower the poverty line?* *may not be necessary*
(Requires: 10,000 Atmosphere, Power:35, Bandwidth: 25) (Galactic Commerce, Solar Governance, IT, Eldercare) (Jobs:35 *white collar*) (Size: 2*2)
Advanced Eldercare:
- Medium Old Folks Hab: A larger and better version of the Small Old Folks Hab. You can use it to shove dozens of retirees into the same space and make some money well your at it. Requires employees to oversee those who live there and ensure they are well taken care of. They might also use some software out of thin air by watching all those relatives on the net.
- Office of the Old: A new job sink for educated workers at low wages. Also used to give seminars to colonists over the age of 50 or retired, giving them an intelligence boost and a quiet reminder to go back into the workforce.
(Requires: 10,000 Atmosphere, Power: 60, Bandwidth: 35) (Self Government, Nationalism, Low Gravity Manufacturing). (Jobs:80 *Unskilled* *people with IQ over 90) (Size: 2*2)
- Golf Course: A place for people to have fun, hit a few holes, and make deals. A must-have for any self-respecting colony. Use the magic of aluminum golf balls and rum to make lots of money, civics, and keep people entertained. (Large size use… requires atmosphere)
- Integrated (Seniors) Living Chamber: Using the magic of software and robots, scientists have created an amazing house fully automated to provide premium assisted living. Seniors will likely spend all their time talking to their robot pals so you never have to call.
- Retirement Community: A large living complex suited especially for the retired population. Provides large entertainment, and produces pottery and paintings from all those art classes. Basically a human version of a Zolarg labor camp… but with pickling classes. (requires atmosphere and bricks to make… not sure of quantity).
Cryogenics:
Essentially allows you to extend the lifespan of citizens and improve health. Precursor to Nano-Clincs? Could use Cobalt, Crystalline and Ant paste as part of the storage process. *Maybe could effect food use*
I could really use this for Terra Nova ngl. I am starting to ramp up my old people population. Even some of my reptillian and insectoid immigrants are getting old lol. I hope that bast notices this.
Here are some of my ideas for new planet types
Water world:
This planet is a giant water ball floating in space, there is no ground to land on so you will need to build ground before you place any buildings down. Your lander will provide you with the first 10 ground tiles, but you will have to make the rest.
Titan like moon:
This moon is similar to titan, which means that it has low gravity, an atmosphere made of methane, and methane lakes due to the cold temperatures.
Gas gaint:
This planet is like the water world but much harder. You have nothing to land on so all your buildings will have to be fitted with rocket engines and supplied with fuel 24/7, you have no water source so you will need lots of dehumidifiers, and there are no solid resources for you to mine, so you will need to have a steady supply of ore and other materials shipped to your colony.
Death star (metal) planet:
The ancients decided to build many giant planet sized weapons, but due to budget cuts and mismanagement they had to cancel their project and left these metal spheres everywhere. These planets are very difficult to colonize because they have a limited amount of water, so once you run out your colony will need to import it to survive. On the plus side though the whole planet is made of all kinds of rare metals, so if you survive the early stages you will be rich.
Toxic waste planet:
This planet is made up of trash and other pollutants that the ancients threw away. The ground is made of trash and the rivers out of toxic sludge. Living here won't be easy, but once you unlock recycling it will be like your sitting on a gold mine. You can recycle the garbage into aluminum and methane, and reproccess the toxic sludge into water and basic chemicals like acid.
Water world:
This planet is a giant water ball floating in space, there is no ground to land on so you will need to build ground before you place any buildings down. Your lander will provide you with the first 10 ground tiles, but you will have to make the rest.
Titan like moon:
This moon is similar to titan, which means that it has low gravity, an atmosphere made of methane, and methane lakes due to the cold temperatures.
Gas gaint:
This planet is like the water world but much harder. You have nothing to land on so all your buildings will have to be fitted with rocket engines and supplied with fuel 24/7, you have no water source so you will need lots of dehumidifiers, and there are no solid resources for you to mine, so you will need to have a steady supply of ore and other materials shipped to your colony.
Death star (metal) planet:
The ancients decided to build many giant planet sized weapons, but due to budget cuts and mismanagement they had to cancel their project and left these metal spheres everywhere. These planets are very difficult to colonize because they have a limited amount of water, so once you run out your colony will need to import it to survive. On the plus side though the whole planet is made of all kinds of rare metals, so if you survive the early stages you will be rich.
Toxic waste planet:
This planet is made up of trash and other pollutants that the ancients threw away. The ground is made of trash and the rivers out of toxic sludge. Living here won't be easy, but once you unlock recycling it will be like your sitting on a gold mine. You can recycle the garbage into aluminum and methane, and reproccess the toxic sludge into water and basic chemicals like acid.
Welcome to another exciting edition of the My Colony release notes! There were several changes made to the engine on this update, so let's see what all is new and what has changed.
My Colony v0.46.0 Changelog
New Stuff
The biggest change was the addition of the day/night cycle to the game, which has been requested several times before. It can be turned off if you do not like it. I was hesitant to add it because I though I would need to draw new night-time graphics for all of the buildings, but instead I made it so that buildings and vehicles can generate light sources. On my computer, iPhone, and 2 Android devices, I did not see any noticeable lag associated with adding light, but that does not mean it can't hurt performance, especially on a large colony. That is why the setting can be turned off in the engine settings, as can night-time mode altogether. There is still work to be done on the lighting effect, most notably the fact that lights can be seen through buildings when they should be covered. Blocking the lights will require more calculations and might impact performance, so I am looking at options of how to do it correctly. I think the lighting though adds a nice look to the game's graphics, without requiring any extra art skills on my behalf :-)
Some changes were made to make Zolarg ice map a bit easier. The Mound now produces some food on its own (without requiring sugar), and there is a new Paste Boiler building that is like a Zolarg version of the Atmosphere Generator. In terms of strength, it's actually somewhere between the regular human Atmosphere Generator and the Medium Atmosphere Generator.
Humans get a new Atmosphere Scrubber building which should help manage atmosphere levels. I have not turned on the negative atmosphere effects yet, since I realize that people who have been playing a long time probably have a ton of atmosphere built up, and I don't want to damage their colonies. The game is balanced to where a new colony starting out should be able to easily contain atmosphere before it becomes a problem, but for existing colonies, turning on the penalty right now could be an issue, so I will continue to wait on it.
The new (work in progress) construction bar for Desktop and Tablet users has been implemented. It shows the number of buildings you have queued up and their total cost. I think this will be helpful information, since a lot of times it can be easy to get a bunch of buildings ready to go and then run out of resources. Let me know on ways that I can improve it.
I also brought back the 'Private Charter' option, which can be found on the statistics screen. I didn't even know that it was removed, which was an oversight on my part. Should be back to working like it always has though. Additionally, more engine settings have been added, including the often requested 'Disable Animations' setting, although I don't know why you would want to turn off my glorious animations!
The next few updates will probably focus on new content/structures more than engine changes, although fixes will always be made. I also plan on further changes and refinement over the next few weeks, as I want everything with the engine to look polished before the release of Antiquitas later this fall. Since Antiquitas will not be receiving near-weekly updates like My Colony does (and it wont be released as a beta), I want things to be fairly locked up on that game by the time it's out. Speaking of Antiquitas, I've got a bunch of new structures coming over the next few days, featuring amazing artwork from our own forum user @jova , so stay tuned for that!
Anyway, that's it for this update. Stay tuned, cause there is a lot more to come!
My Colony v0.46.0 Changelog
New Stuff
- Added new experimental lighting engine to the game
- Colonies now go through a day/night cycle
- Added in-game link to the release notes
- New engine settings: Building Animations, Lighting Effects, Day/Night Cycle, Particle Effects
- New structures: Small Light Post, Glow Goo, Paste Boiler, Atmosphere Scrubber
- New ad-free content: Small Red Light Post, Small Green Light Post, Security Wall, Security Wall Light
- Zolarg Mound now produces a small amount of food even if you have no sugar
- All buildings can now be built in "chain" mode, regardless of size
- When the game has a display width > 1000px, there is a new building confirmation window at the bottom of the screen that shows total cost of all queued buildings
- The ice world is now a bit darker by default
The biggest change was the addition of the day/night cycle to the game, which has been requested several times before. It can be turned off if you do not like it. I was hesitant to add it because I though I would need to draw new night-time graphics for all of the buildings, but instead I made it so that buildings and vehicles can generate light sources. On my computer, iPhone, and 2 Android devices, I did not see any noticeable lag associated with adding light, but that does not mean it can't hurt performance, especially on a large colony. That is why the setting can be turned off in the engine settings, as can night-time mode altogether. There is still work to be done on the lighting effect, most notably the fact that lights can be seen through buildings when they should be covered. Blocking the lights will require more calculations and might impact performance, so I am looking at options of how to do it correctly. I think the lighting though adds a nice look to the game's graphics, without requiring any extra art skills on my behalf :-)
Some changes were made to make Zolarg ice map a bit easier. The Mound now produces some food on its own (without requiring sugar), and there is a new Paste Boiler building that is like a Zolarg version of the Atmosphere Generator. In terms of strength, it's actually somewhere between the regular human Atmosphere Generator and the Medium Atmosphere Generator.
Humans get a new Atmosphere Scrubber building which should help manage atmosphere levels. I have not turned on the negative atmosphere effects yet, since I realize that people who have been playing a long time probably have a ton of atmosphere built up, and I don't want to damage their colonies. The game is balanced to where a new colony starting out should be able to easily contain atmosphere before it becomes a problem, but for existing colonies, turning on the penalty right now could be an issue, so I will continue to wait on it.
The new (work in progress) construction bar for Desktop and Tablet users has been implemented. It shows the number of buildings you have queued up and their total cost. I think this will be helpful information, since a lot of times it can be easy to get a bunch of buildings ready to go and then run out of resources. Let me know on ways that I can improve it.
I also brought back the 'Private Charter' option, which can be found on the statistics screen. I didn't even know that it was removed, which was an oversight on my part. Should be back to working like it always has though. Additionally, more engine settings have been added, including the often requested 'Disable Animations' setting, although I don't know why you would want to turn off my glorious animations!
The next few updates will probably focus on new content/structures more than engine changes, although fixes will always be made. I also plan on further changes and refinement over the next few weeks, as I want everything with the engine to look polished before the release of Antiquitas later this fall. Since Antiquitas will not be receiving near-weekly updates like My Colony does (and it wont be released as a beta), I want things to be fairly locked up on that game by the time it's out. Speaking of Antiquitas, I've got a bunch of new structures coming over the next few days, featuring amazing artwork from our own forum user @jova , so stay tuned for that!
Anyway, that's it for this update. Stay tuned, cause there is a lot more to come!
I have just put the finishing touches on the v0.75.0 update to My Colony, and will begin pushing it out to all platforms tomorrow (Thursday) morning, possibly even tonight if I get time. This is a huge update in terms of "under the hood" changes, and so there is a lot to cover here. It also marks the beginning of a series of "online" focused updates which will be taking place between now and the end of the year.
Now that My Colony has arrived on Steam (which you can find here), I have decided to shift focus a bit more away from the mobile side of things, towards the Desktop and online side of things. My Colony has always played better on the Desktop, but since the majority of users were on mobile, a lot of the design of the game had to be made with that reality in mind. As some of you already know, a few months ago, Google Play blacklisted My Colony from their store search results, cratering the mobile downloads of the game by over 90%. As a result, the My Colony user base has transformed from over 90% mobile users, to now almost 50/50 with Desktop users, spread out between my website, the Ape Apps Launcher, Windows 10, Chrome OS, Facebook Games, and now Steam. And even though the crash ratings on Google Play are back down under 2% and the downloads have picked back up slightly, it is still nowhere near where it once was. On top of that, the experience did open my eyes as to how Google Play operates, and demonstrated the risk involved with being tied so heavily to one platform. On Desktop, things are spread fairly evenly between the distribution networks (too early to tell on Steam yet), so there is a little bit of safety that comes with that situation. Plus, as I said, the game is just 10 times better on Desktop anyway.
So, just to be clear, I am not abandoning Android and iOS, and those platforms will continue to receive all of the latest updates. I am just not going to be focused on mobile first, and some features may not work on mobile platforms, as you will soon see below.
But enough of the intro, you are here to see what is new in this version, and there is quite a bit. So let's take a look!
First I want to go through some of the bugs that were addressed in this release, as one of them has a pretty large impact on later-stage Human colonies. So during this update, I discovered a mistake in the code that was majorly"nerfing" building consumption and production when the building had a very low "tick" phase. The two prime examples where the Ancient Alien Condenser and the Atmosphere Scrubber, but it would also impact buildings with tons of employees, like the Investment Bank.
Essentially, if the production/consumption tick phase was lower than that of the overall simulation's building tick phase, a bunch of update cycles for that building would get skipped, causing it to produce or consume resources at a far slower rate than it was supposed to. As far as I can tell, this issue has been baked into the game for ages, and when adding new content, I have just set the stats in a way to compensate for it, not even realizing it was there. As soon as I fixed the glitch though, the impact on Atmosphere was immediately apparent.
Ancient Alien Condensers and the Atmosphere Scrubber immediately went into "beast mode", chewing through millions of atmosphere in a matter of minutes. This brought my Atmosphere down to zero, causing all of the condensers in the colony to shut down, since they were out of "fuel". This led to an immediate water shortage which was difficult to get on top of, since I could not generate new atmosphere fast enough to keep up with the consumption of the condensers. I eventually just had to import a ton of water from the Star Gate.
Anyway, to address this, I slightly nerfed the stats on the Condenser, and introduced a new upgraded Large Atmosphere Generator to assist in rebuilding Atmosphere. I kept the Scrubbers running in beast mode though, I figured at their new consumption level, one Atmosphere Scrubber can take care of a pretty good sized colony.
So be aware of this new change, and modify your colony accordingly. I already know the bug reports section will be full of "I updated and now all of my Water is gone" reports, so just be aware of what is happening. It is not exactly a bug, but the result of the fix of a bug.
The next fix is related to Creative Mode in Region games. Basically, it didn't work before, and now it should.
Speaking of Regions, there was a glitch where Resource decay would be greatly amplified on Region maps. This has been corrected. I have also implemented several changes which I hope address the issue people have on Regions where tech/resources are lost. I cannot reproduce this issue on my own, so I hope the fix works. I know you will make me aware if it doesn't though!
Next, a lot of changes were made to the server this update. I am getting ready to add in-game moderators to My Colony, which I had hoped to have ready by now, but the server needed so many changes to accommodate for it, that I just didn't get to it. Just know that it is coming soon though.
The first big change comes with authenticated API calls. Aside from the public API's, you basically need to be logged in to your Ape Apps account to do anything on the server now. This requirement seems like a no brainer, but you have to realize that the My Colony server predates the Ape Apps Account server, and there were originally no account requirements at all.
Due to this change, the tie between your Ape Apps Account, your online colony, and the website is now pretty solid. If you happen to get banned from Ape Apps for some unrelated reason, your colony is pretty much inaccessible too, and you will need to send me an email convincing me why you should be able to get back in.
All colony resources are now stored on the server as well. They have actually been stored on the server for some time, but the server would never override the resources saved to your game file. Now it will. The server now keeps a timestamp and checksum synchronized to your online game saves, so that it can detect if you have decided to go back and restore a backup game file. This is to help detect different forms of cheating that are out there, and while restoring a backup does not flag you as a cheater, it is logged and will be available for review by the soon-to-be-announced in-game moderators.
Next up, in-game private messaging has been moved from the my-colony.com servers to the main ape-apps.com servers. As a result, you can now view and reply to your in-game private messages from right here on ape-apps.com. They will also soon be available on my-colony.com. Currently, they don't render very well on the website, but I will be making it all look pretty shortly. In-game it doesn't look much different from before, but in theory the message size limit is gone, although the game still doesn't let you write more characters. The website does though. In the coming updates though, the entire in-game messaging interface will be rewritten to take advantage of the new features available by using ape-apps.com messaging.
The next big change in the game, which I have mentioned already in another thread and some may not be pleased with, is the complete rewrite of how colonial GDP is calculated. In short, it is now an actual GDP calculation, instead of just the sum of all of your resources. So now instead of measuring just how rich you are, which anybody can attain by simply getting a big gift from another colony or from the Galactic Emperor, it is now a measure of the current productive output of all of your buildings, tax collections, and resource collections. In this way, your GDP only grows if your industrial output is growing. If you are maxed out with full storage, then your GDP will be stagnant. I might adjust it next update to have GBT profits figured into the calculation as well, since it is technically a sale of goods. I haven't decided yet.
The game tracks your GDP over time, and will give you both quarterly and annual prints. It takes about two hours of game time to collect enough data to get a full GDP reading, so be aware of that. In your stats, the large GDP number is your current quarterly rate, and the smaller number is the annual rate. One game "year" is roughly equivalent to one real life hour. The quarterly and annual growth percentages also factor GBT price inflation into their calculations, so that large fluctuations in GBT prices do not throw the GDP growth values way off. In addition, the game ai now has "economic analysts" who will try to guess what your GDP growth rate should be every quarter, based on the trends of the last year, and will let you know each quarter if you were on target or below estimates. It's sort of like watching CNBC.
I might start adding other fun little news items to the GBT price ticker on the bottom of the screen too.
Next, there is a new feature that I hope people are able to have some fun with. I have added the ability in-game to stream a live feed of your game play onto your colony website at my-colony.com. On supported platforms, there will now be a "Streaming" button in the bottom right corner of the screen. When you click on it, it will start up your live feed and turn Red, letting you know that it is on.
It also uses your microphone (if available and you give it permission) so that people watching your stream can hear your amazing voice-over commentary. Also when you turn on streaming, the in-game chat channel and the chat channel on your my-colony.com colony site are synchronized, so that you can text-chat directly with those viewing your feed. You will also get a notification in-game when somebody starts watching your live feed.
The in-game streaming works if you are playing on Chrome, Android, Native Client/Steam. It does not currently work on iOS or Windows 10 (Store) edition of the game. I am not sure about Facebook Game Center, as I did not test it.
Moving on, I have decided to merge the in-game popup Commonwealth and Diplomacy windows into the main Statistics window, so that everything is in one place. In-game private messaging will also be moving to this window soon, and eventually, a revamped in-game encyclopedia will be in there as well. I just think it's better to have all of the options in one tidy place.
You may have also noticed a new "Federation" option at the bottom. Federations are headed in-game to My Colony. I have been promising them for a year and a half now, and since I decided to focus on online play for the next couple of months, Federations went ahead and made the cut.
Creating or joining a Federation requires "government level 7", which is game-engine speak for "you need to build the Hall of Congress." This is pretty much the most expensive building in the game, and before now it hasn't really done anything for you. Now it unlocks Federations. Because of this requirement, only United Earth and LIS can make or join Federations, but Reptilians and Zolarg will be getting their own equivalent buildings in 0.76.0.
The only thing you can do with Federations right now is either make one, or join one. Making one is expensive, and joining one is free. However, when you choose to join a Federation, current federation members receive a ballot in their Federation screen and must vote to approve your membership.
Balloting works like this. When a new measure is put up, it will expire in three days. At the end of three days, the yays and nays are counted, and the winner is determined. However, if a measure receives yays (or nays) from over 50% of current Federation members before the three days are up, the vote is also ended.
The balloting system only works for admitting members right now, but it is going to be greatly expanded. Unlike Commonwealths, Federations are an "alliance of equals", with each independent member state getting 1 vote. One colony will be the president, voted on by the other members. The President will be able to put new initiatives up to a vote, and only the president can put a new initiative up, unless that initiative is a vote of no-confidence in the President, which could be needed if the current president goes inactive.
Federations are going to be able to do things that regular colonies cannot do and, for those who wish to enable it, there is going to be an optional PVP element coming for Federations making use of Star Ships. I am not talking about attacking peoples bases or anything, but you might be able to send your fleet to blockade a planet, disrupt communications, etc. I am welcome to ideas on it, but this element will be 100% optional, and you can only do the PVP mode with Federation members who have enabled it. I want people to still be able to play a 100% peaceful mode if they wish.
The Federations are in the early stages, but there will be new Federation stuff with each update, so feel free to start one up and start accepting members, so you are ready for when the fun stuff goes live.
So those are the primary new things in this update, I am sure there are others, but I don't remember off the top of my head. Now I just want to give a quick update on what is coming next.
As I mentioned, Federations are going to be fleshed out over the next few updates. In addition, both Federations and non-federation planets will be able to establish Trade Routes using their Star Ships, and the Colonial Map from the my-colony.com website is going to be accessible in-game soon to aid in this. There are also new interactions coming for Embassies, some of which will only be available to PVP Federations. To support this, both Zolarg and Reptilians are getting new giant 'Hall of Congress' type building soon, as well as Star Ship production.
There are also going to be further changes made to the My Colony website to accommodate all of the new stuff. Federations will each have their own page, and unlike Commonwealths, there will be a few customization options for a Federation page. If you haven't looked at the My Colony website recently, check it out, I've been adding things here and there over the last few weeks: https://www.my-colony.com/
Finally, in-game moderators are on the way. I have several applications, and will be contacting people with offers as soon as the server is ready for them. There is still a bit of server work I need to do to accommodate what I want to do with moderation, but I think when it's all implemented, it will make the online experience a lot better for everybody.
So that is all for this update. This one took me longer than normal to put together, and I have to spend the next few days catching up on other projects, but I should start v0.76.0 mid next-week. Until then, enjoy the update, and it should be hitting all platforms within the coming days!
Now that My Colony has arrived on Steam (which you can find here), I have decided to shift focus a bit more away from the mobile side of things, towards the Desktop and online side of things. My Colony has always played better on the Desktop, but since the majority of users were on mobile, a lot of the design of the game had to be made with that reality in mind. As some of you already know, a few months ago, Google Play blacklisted My Colony from their store search results, cratering the mobile downloads of the game by over 90%. As a result, the My Colony user base has transformed from over 90% mobile users, to now almost 50/50 with Desktop users, spread out between my website, the Ape Apps Launcher, Windows 10, Chrome OS, Facebook Games, and now Steam. And even though the crash ratings on Google Play are back down under 2% and the downloads have picked back up slightly, it is still nowhere near where it once was. On top of that, the experience did open my eyes as to how Google Play operates, and demonstrated the risk involved with being tied so heavily to one platform. On Desktop, things are spread fairly evenly between the distribution networks (too early to tell on Steam yet), so there is a little bit of safety that comes with that situation. Plus, as I said, the game is just 10 times better on Desktop anyway.
So, just to be clear, I am not abandoning Android and iOS, and those platforms will continue to receive all of the latest updates. I am just not going to be focused on mobile first, and some features may not work on mobile platforms, as you will soon see below.
But enough of the intro, you are here to see what is new in this version, and there is quite a bit. So let's take a look!
First I want to go through some of the bugs that were addressed in this release, as one of them has a pretty large impact on later-stage Human colonies. So during this update, I discovered a mistake in the code that was majorly"nerfing" building consumption and production when the building had a very low "tick" phase. The two prime examples where the Ancient Alien Condenser and the Atmosphere Scrubber, but it would also impact buildings with tons of employees, like the Investment Bank.
Essentially, if the production/consumption tick phase was lower than that of the overall simulation's building tick phase, a bunch of update cycles for that building would get skipped, causing it to produce or consume resources at a far slower rate than it was supposed to. As far as I can tell, this issue has been baked into the game for ages, and when adding new content, I have just set the stats in a way to compensate for it, not even realizing it was there. As soon as I fixed the glitch though, the impact on Atmosphere was immediately apparent.
Ancient Alien Condensers and the Atmosphere Scrubber immediately went into "beast mode", chewing through millions of atmosphere in a matter of minutes. This brought my Atmosphere down to zero, causing all of the condensers in the colony to shut down, since they were out of "fuel". This led to an immediate water shortage which was difficult to get on top of, since I could not generate new atmosphere fast enough to keep up with the consumption of the condensers. I eventually just had to import a ton of water from the Star Gate.
Anyway, to address this, I slightly nerfed the stats on the Condenser, and introduced a new upgraded Large Atmosphere Generator to assist in rebuilding Atmosphere. I kept the Scrubbers running in beast mode though, I figured at their new consumption level, one Atmosphere Scrubber can take care of a pretty good sized colony.
So be aware of this new change, and modify your colony accordingly. I already know the bug reports section will be full of "I updated and now all of my Water is gone" reports, so just be aware of what is happening. It is not exactly a bug, but the result of the fix of a bug.
The next fix is related to Creative Mode in Region games. Basically, it didn't work before, and now it should.
Speaking of Regions, there was a glitch where Resource decay would be greatly amplified on Region maps. This has been corrected. I have also implemented several changes which I hope address the issue people have on Regions where tech/resources are lost. I cannot reproduce this issue on my own, so I hope the fix works. I know you will make me aware if it doesn't though!
Next, a lot of changes were made to the server this update. I am getting ready to add in-game moderators to My Colony, which I had hoped to have ready by now, but the server needed so many changes to accommodate for it, that I just didn't get to it. Just know that it is coming soon though.
The first big change comes with authenticated API calls. Aside from the public API's, you basically need to be logged in to your Ape Apps account to do anything on the server now. This requirement seems like a no brainer, but you have to realize that the My Colony server predates the Ape Apps Account server, and there were originally no account requirements at all.
Due to this change, the tie between your Ape Apps Account, your online colony, and the website is now pretty solid. If you happen to get banned from Ape Apps for some unrelated reason, your colony is pretty much inaccessible too, and you will need to send me an email convincing me why you should be able to get back in.
All colony resources are now stored on the server as well. They have actually been stored on the server for some time, but the server would never override the resources saved to your game file. Now it will. The server now keeps a timestamp and checksum synchronized to your online game saves, so that it can detect if you have decided to go back and restore a backup game file. This is to help detect different forms of cheating that are out there, and while restoring a backup does not flag you as a cheater, it is logged and will be available for review by the soon-to-be-announced in-game moderators.
Next up, in-game private messaging has been moved from the my-colony.com servers to the main ape-apps.com servers. As a result, you can now view and reply to your in-game private messages from right here on ape-apps.com. They will also soon be available on my-colony.com. Currently, they don't render very well on the website, but I will be making it all look pretty shortly. In-game it doesn't look much different from before, but in theory the message size limit is gone, although the game still doesn't let you write more characters. The website does though. In the coming updates though, the entire in-game messaging interface will be rewritten to take advantage of the new features available by using ape-apps.com messaging.
The next big change in the game, which I have mentioned already in another thread and some may not be pleased with, is the complete rewrite of how colonial GDP is calculated. In short, it is now an actual GDP calculation, instead of just the sum of all of your resources. So now instead of measuring just how rich you are, which anybody can attain by simply getting a big gift from another colony or from the Galactic Emperor, it is now a measure of the current productive output of all of your buildings, tax collections, and resource collections. In this way, your GDP only grows if your industrial output is growing. If you are maxed out with full storage, then your GDP will be stagnant. I might adjust it next update to have GBT profits figured into the calculation as well, since it is technically a sale of goods. I haven't decided yet.
The game tracks your GDP over time, and will give you both quarterly and annual prints. It takes about two hours of game time to collect enough data to get a full GDP reading, so be aware of that. In your stats, the large GDP number is your current quarterly rate, and the smaller number is the annual rate. One game "year" is roughly equivalent to one real life hour. The quarterly and annual growth percentages also factor GBT price inflation into their calculations, so that large fluctuations in GBT prices do not throw the GDP growth values way off. In addition, the game ai now has "economic analysts" who will try to guess what your GDP growth rate should be every quarter, based on the trends of the last year, and will let you know each quarter if you were on target or below estimates. It's sort of like watching CNBC.
I might start adding other fun little news items to the GBT price ticker on the bottom of the screen too.
Next, there is a new feature that I hope people are able to have some fun with. I have added the ability in-game to stream a live feed of your game play onto your colony website at my-colony.com. On supported platforms, there will now be a "Streaming" button in the bottom right corner of the screen. When you click on it, it will start up your live feed and turn Red, letting you know that it is on.
It also uses your microphone (if available and you give it permission) so that people watching your stream can hear your amazing voice-over commentary. Also when you turn on streaming, the in-game chat channel and the chat channel on your my-colony.com colony site are synchronized, so that you can text-chat directly with those viewing your feed. You will also get a notification in-game when somebody starts watching your live feed.
The in-game streaming works if you are playing on Chrome, Android, Native Client/Steam. It does not currently work on iOS or Windows 10 (Store) edition of the game. I am not sure about Facebook Game Center, as I did not test it.
Moving on, I have decided to merge the in-game popup Commonwealth and Diplomacy windows into the main Statistics window, so that everything is in one place. In-game private messaging will also be moving to this window soon, and eventually, a revamped in-game encyclopedia will be in there as well. I just think it's better to have all of the options in one tidy place.
You may have also noticed a new "Federation" option at the bottom. Federations are headed in-game to My Colony. I have been promising them for a year and a half now, and since I decided to focus on online play for the next couple of months, Federations went ahead and made the cut.
Creating or joining a Federation requires "government level 7", which is game-engine speak for "you need to build the Hall of Congress." This is pretty much the most expensive building in the game, and before now it hasn't really done anything for you. Now it unlocks Federations. Because of this requirement, only United Earth and LIS can make or join Federations, but Reptilians and Zolarg will be getting their own equivalent buildings in 0.76.0.
The only thing you can do with Federations right now is either make one, or join one. Making one is expensive, and joining one is free. However, when you choose to join a Federation, current federation members receive a ballot in their Federation screen and must vote to approve your membership.
Balloting works like this. When a new measure is put up, it will expire in three days. At the end of three days, the yays and nays are counted, and the winner is determined. However, if a measure receives yays (or nays) from over 50% of current Federation members before the three days are up, the vote is also ended.
The balloting system only works for admitting members right now, but it is going to be greatly expanded. Unlike Commonwealths, Federations are an "alliance of equals", with each independent member state getting 1 vote. One colony will be the president, voted on by the other members. The President will be able to put new initiatives up to a vote, and only the president can put a new initiative up, unless that initiative is a vote of no-confidence in the President, which could be needed if the current president goes inactive.
Federations are going to be able to do things that regular colonies cannot do and, for those who wish to enable it, there is going to be an optional PVP element coming for Federations making use of Star Ships. I am not talking about attacking peoples bases or anything, but you might be able to send your fleet to blockade a planet, disrupt communications, etc. I am welcome to ideas on it, but this element will be 100% optional, and you can only do the PVP mode with Federation members who have enabled it. I want people to still be able to play a 100% peaceful mode if they wish.
The Federations are in the early stages, but there will be new Federation stuff with each update, so feel free to start one up and start accepting members, so you are ready for when the fun stuff goes live.
So those are the primary new things in this update, I am sure there are others, but I don't remember off the top of my head. Now I just want to give a quick update on what is coming next.
As I mentioned, Federations are going to be fleshed out over the next few updates. In addition, both Federations and non-federation planets will be able to establish Trade Routes using their Star Ships, and the Colonial Map from the my-colony.com website is going to be accessible in-game soon to aid in this. There are also new interactions coming for Embassies, some of which will only be available to PVP Federations. To support this, both Zolarg and Reptilians are getting new giant 'Hall of Congress' type building soon, as well as Star Ship production.
There are also going to be further changes made to the My Colony website to accommodate all of the new stuff. Federations will each have their own page, and unlike Commonwealths, there will be a few customization options for a Federation page. If you haven't looked at the My Colony website recently, check it out, I've been adding things here and there over the last few weeks: https://www.my-colony.com/
Finally, in-game moderators are on the way. I have several applications, and will be contacting people with offers as soon as the server is ready for them. There is still a bit of server work I need to do to accommodate what I want to do with moderation, but I think when it's all implemented, it will make the online experience a lot better for everybody.
So that is all for this update. This one took me longer than normal to put together, and I have to spend the next few days catching up on other projects, but I should start v0.76.0 mid next-week. Until then, enjoy the update, and it should be hitting all platforms within the coming days!
As I mentioned in my dyson sphere idea, I know that bast is focusing on game quality, I just like to share ideas.
The bog, a treacherous planet, known mainly for the dense swampy climate covering most of it's surface, will give you a run for your money. Similar to the water world in the amount of land available to build on, the terrain consists mostly of bog water and swamp water. The swamp water is impassible and bridges can be built over it, but the bog water is dangerous for reasons we will discuss below. however, it yeilds a very lucrative bounty... oil! Not only are oil patches abundant on the surface of bog water, but the motherload of all oil can be found several hundred feet below bog water. I wonder how many poor creatures had to die to the bog to create this much oil! Sugarcanes also provide a ready source of sugar to all factions, and they can also grow on bog water.
The key challenges of this map are below:
- land is scarce
- colonists and bots can travel on bog water, but very slowly. They also sink into the bog slowly as they traverse it, and if they sink fully into the bog they instantly die or blow up, so be careful not to let your colonists wander, or you might find them at the bottom of the bog. There should be a standard of how many tiles can be traversed on bog water before certain death.
- there is a large chance of disease that comes with swampy and jungle-like areas. Be sure to build ample hospitals from the start as you will need them for sure.
- getting water is not a problem, but drinking it without dying from disease is another. When water bots try to collect water from a bog or swamp water tile, they end up collecting a new untradeable resource called defiled water. This defiled water needs to be purified before drinking, so you would need to implement a way to do that for this map. Eventually you'll get condensers or wet cones and you can forget about purifying your water.
-This planets atmosphere is twice the earthlike atmosphere, and that's what causes it to be a thick and swampy mess. Drain the atmosphere to earthlike levels and you will get rid of the disease and all that bog and swamp water. Basically, a bog planet should become a waterworld planet once it's atmosphere is drained down to earthlike levels, but don't let your industry drive the atmosphere back up, or you could end up with bog water once again, and don't reduce it too much either, or you might end up with a red planet landscape.
-Mines cannot be built on this map until the atmosphere is drained and the soil hardens enough to not collapse when deep holes are dug into it. This means that ore and gold need to be obtained from another source. Swamp rovers are equipped to pump and filter bog water for ore and gold particles, but this eventually turns the bog water permanently into swamp water, which is worthless and won't produce oil later on. The only way to get more bog water would be to reduce atmosphere to earthlike and then increase it again. When you get the ability to extract oil from bog water, you should be able to do so indefinitely, so eventually you will want to stop wasting your bog water in this manner and find another way to get ore and gold.
Luckily, swamps have trees, which can turned into ore the old fashion way. Once you get this method started you can continue. You won't be able to get a better source of gold though until you either progress to the point of making ore labs, or decrease the atmosphere to 9 million, where you can then dig gold mines. Be careful not to decrease the atmosphere to under 6 million or you'll lose your bog water entirely, unless you're main goal is terraforming that is.
To counter the initial gold situation, I have another research structure in mind that doesn't require it, but is made of ore and wood and consumes defiled water to produce research. The idea behind this structure is that it takes defiled water and studies the microbes contained within, producing research. This is just to make sure that players can progress through the game without being too bottlenecked or have to mine all of their bog water tiles to be able to progress.
Other than that, these are my ideas for The Bog. Hope yall enjoyed them.
The bog, a treacherous planet, known mainly for the dense swampy climate covering most of it's surface, will give you a run for your money. Similar to the water world in the amount of land available to build on, the terrain consists mostly of bog water and swamp water. The swamp water is impassible and bridges can be built over it, but the bog water is dangerous for reasons we will discuss below. however, it yeilds a very lucrative bounty... oil! Not only are oil patches abundant on the surface of bog water, but the motherload of all oil can be found several hundred feet below bog water. I wonder how many poor creatures had to die to the bog to create this much oil! Sugarcanes also provide a ready source of sugar to all factions, and they can also grow on bog water.
The key challenges of this map are below:
- land is scarce
- colonists and bots can travel on bog water, but very slowly. They also sink into the bog slowly as they traverse it, and if they sink fully into the bog they instantly die or blow up, so be careful not to let your colonists wander, or you might find them at the bottom of the bog. There should be a standard of how many tiles can be traversed on bog water before certain death.
- there is a large chance of disease that comes with swampy and jungle-like areas. Be sure to build ample hospitals from the start as you will need them for sure.
- getting water is not a problem, but drinking it without dying from disease is another. When water bots try to collect water from a bog or swamp water tile, they end up collecting a new untradeable resource called defiled water. This defiled water needs to be purified before drinking, so you would need to implement a way to do that for this map. Eventually you'll get condensers or wet cones and you can forget about purifying your water.
-This planets atmosphere is twice the earthlike atmosphere, and that's what causes it to be a thick and swampy mess. Drain the atmosphere to earthlike levels and you will get rid of the disease and all that bog and swamp water. Basically, a bog planet should become a waterworld planet once it's atmosphere is drained down to earthlike levels, but don't let your industry drive the atmosphere back up, or you could end up with bog water once again, and don't reduce it too much either, or you might end up with a red planet landscape.
-Mines cannot be built on this map until the atmosphere is drained and the soil hardens enough to not collapse when deep holes are dug into it. This means that ore and gold need to be obtained from another source. Swamp rovers are equipped to pump and filter bog water for ore and gold particles, but this eventually turns the bog water permanently into swamp water, which is worthless and won't produce oil later on. The only way to get more bog water would be to reduce atmosphere to earthlike and then increase it again. When you get the ability to extract oil from bog water, you should be able to do so indefinitely, so eventually you will want to stop wasting your bog water in this manner and find another way to get ore and gold.
Luckily, swamps have trees, which can turned into ore the old fashion way. Once you get this method started you can continue. You won't be able to get a better source of gold though until you either progress to the point of making ore labs, or decrease the atmosphere to 9 million, where you can then dig gold mines. Be careful not to decrease the atmosphere to under 6 million or you'll lose your bog water entirely, unless you're main goal is terraforming that is.
To counter the initial gold situation, I have another research structure in mind that doesn't require it, but is made of ore and wood and consumes defiled water to produce research. The idea behind this structure is that it takes defiled water and studies the microbes contained within, producing research. This is just to make sure that players can progress through the game without being too bottlenecked or have to mine all of their bog water tiles to be able to progress.
Other than that, these are my ideas for The Bog. Hope yall enjoyed them.
Red planet:
Cobalt: Cobalt is a really pretty blue gem that can be made into jewelry, commonly found on mars. Some cobalt is radioactive and can be used to treat cancer, and it is used as a blue color in glass and ceramics. It's also used in batteries because of it's corrosive resistant nature, and it's used in alloys that make up aircrafts. Most of those uses aren't interesting in relation to my colony, but using our fictional imagination, we could find many uses for it.
Cobalt could be required in later game buildings on lava world to prevent corrosion damage from the high atmosphere levels of CO2. In early game on lava world, buildings would wear out very quickly and explode due to the corrosive atmosphere. Thus it would take an abundant amount of cobalt to build up your colony to the point where it is impervious to the atmosphere. Cobalt could also be used to make better solar towers than diamond towers, and it could also be consumed in certain commercial buildings to produce money, as it is a jewel. The more advanced hospitals could also consume cobalt in small amounts periodically. I'm sure that yall could think of some more uses for such a resource. I couldn't think of what resource to give the red planet type and this one seemed the most interesting.
Lava world:
Acid: With lava world having 500 million atmosphere, it's atmosphere becomes very corrosive towards anything that can be eaten by acid. Insectoids get around this with their hard, acid-proof shells, and reptilians have shields that block the air from crushing and eating them up, but without cobalt, humans could never survive under such conditions.
Thus, Xolarg and reptilians gain a new valuable resource called acid, being able to take it directly from the atmosphere of lava planets, rapidly reducing the atmosphere in the process. It's main usage is it's ability to drastically increase a planet's atmosphere, yet only late-game players should be able to use it, or else early game players could be gifted some acid so that they could raise their atmosphere without having to play the game correctly. Acid can also be used to break down more solid organic resources, like plastic and wood, into lots of more abundant and less valueable resources, like sugar, food, and oil.
You could also implement a new policy with this resource: Purge. Purge will eradicate a fraction of you colonists. How big of a portion of you populate is killed off depends upon your choice, but you would need 1 unit of acid per 10 colonists killed off. The real-life principal behind this is simple; randomly select some of your populate and have them poison themselves. The only reason you would need to do this is if you colony has grown too large for your food supply and a mass starvation event would occur that would wipe out your colony, and there may be too many for you to just kill them one by one. A purge would drastically lower happiness, but may save your colony in the long run. For region planets especially, this may be necessary.
Cobalt: Cobalt is a really pretty blue gem that can be made into jewelry, commonly found on mars. Some cobalt is radioactive and can be used to treat cancer, and it is used as a blue color in glass and ceramics. It's also used in batteries because of it's corrosive resistant nature, and it's used in alloys that make up aircrafts. Most of those uses aren't interesting in relation to my colony, but using our fictional imagination, we could find many uses for it.
Cobalt could be required in later game buildings on lava world to prevent corrosion damage from the high atmosphere levels of CO2. In early game on lava world, buildings would wear out very quickly and explode due to the corrosive atmosphere. Thus it would take an abundant amount of cobalt to build up your colony to the point where it is impervious to the atmosphere. Cobalt could also be used to make better solar towers than diamond towers, and it could also be consumed in certain commercial buildings to produce money, as it is a jewel. The more advanced hospitals could also consume cobalt in small amounts periodically. I'm sure that yall could think of some more uses for such a resource. I couldn't think of what resource to give the red planet type and this one seemed the most interesting.
Lava world:
Acid: With lava world having 500 million atmosphere, it's atmosphere becomes very corrosive towards anything that can be eaten by acid. Insectoids get around this with their hard, acid-proof shells, and reptilians have shields that block the air from crushing and eating them up, but without cobalt, humans could never survive under such conditions.
Thus, Xolarg and reptilians gain a new valuable resource called acid, being able to take it directly from the atmosphere of lava planets, rapidly reducing the atmosphere in the process. It's main usage is it's ability to drastically increase a planet's atmosphere, yet only late-game players should be able to use it, or else early game players could be gifted some acid so that they could raise their atmosphere without having to play the game correctly. Acid can also be used to break down more solid organic resources, like plastic and wood, into lots of more abundant and less valueable resources, like sugar, food, and oil.
You could also implement a new policy with this resource: Purge. Purge will eradicate a fraction of you colonists. How big of a portion of you populate is killed off depends upon your choice, but you would need 1 unit of acid per 10 colonists killed off. The real-life principal behind this is simple; randomly select some of your populate and have them poison themselves. The only reason you would need to do this is if you colony has grown too large for your food supply and a mass starvation event would occur that would wipe out your colony, and there may be too many for you to just kill them one by one. A purge would drastically lower happiness, but may save your colony in the long run. For region planets especially, this may be necessary.
Hi! stages are the levels of atmosphere that your colony has. it goes as follows:
Stage 0 - 0 atmosphere
Stage 1 - 250000 atmosphere
Stage 2 - 1 million atmosphere
Stage 3 - 5 million atmosphere
Stage 4 - 15 million atmosphere
Starts being toxic at about 30 million, so be careful.
Stage 0 - 0 atmosphere
Stage 1 - 250000 atmosphere
Stage 2 - 1 million atmosphere
Stage 3 - 5 million atmosphere
Stage 4 - 15 million atmosphere
Starts being toxic at about 30 million, so be careful.
constanryuk said: I think you are really brilliant in coming up with scenarios and possible solutions. Reminds me of my days when I was still writing me thesis on a topic that was not even known in my culture. Anyhow, I can't really say much at this point. I am the type that will always find work around with whatever is given to me. However, I would surely love to see how your suggestions will be given life in the game. That time, I would be able to give more suggestions and potential work around about it.
Challenge that I see though is with the developer. I have interviewed a lot of software developers both who does applications and who work on games. Common concern is that if you have too many resources to consider, you will have to draw up more scenarios on how to prevent the resource from going overboard as well as how it will interact with the current resources in the game. The developer will also have to figure out how to the research bit in the game. I am not a developer so I cannot really provide solutions :( I can just imagine Bast's face while scripting the code for this suggestion hahah
You're right, and I've made multiple changes to my ideas to make them more adherent to the game and in how the resource system would work. I'm still trying to find ways to simplify my ideas. See my other thread on this idea at https://www.ape-apps.com/viewpage.php?p=4501. It has my current idea layout and also comes with several pictures that would help with the developing process. I have yet to crunch the cost and production/consumption numbers though.
Perhaps maybe only one new resource should be added to the game then, the tallorium. If i could come up with a strategy for LIS to get by with using tallorium, then the idea should work.
How about this:
Atmosphere converter: makes he3 from atmosphere
portable condenser: makes water from atmosphere
portable hydrolysis machine: consumes water to produce power. Makes atmosphere as a side effect.
Cloud vacuum: makes diamonds from sucking in tons of carbon in atmosphere. mid grade atmosphere reducer and requires a constant flow of diamonds and tallorium to keep the vacuum blades strong and eficient.
Gas Canister launcher: Consumes a large amount of diamonds, he3, tallorium, and atmosphere. Launches gigantic gas canisters into space using he3 rockets. Would be the most efficient atmosphere reducer.
The only new resource would be tallorium. So far that I've seen though, for almost every new planet that bast adds, he throws in a new resource to shake things up. This planet would be the negative-version of the ice world for UE basically, so it deserves a matching resource in my opinion.
Let me know what you think.
Well, this is good and bad. It would be nice to be able to just set the game down and generate resources for a while and come back to a monstrous amount of it. However, later in the game you cannot gain all resources on a single map (unless you are LIS) but you still have buildings that use those resources you cannot use. If you leave the game running offline you run the risk of running out of those resources you can only import. Atmosphere is also a problem, this is because after you max out the categories of atmosphere (15 million) it is your job to maintain a healthy atmosphere level. When you are generating and consuming tens of thousands of atmosphere at any given time its almost impossible to find a balance where your atmosphere doesn't really move. So either you would leave your game off, generating unhealthy amounts of atmosphere causing your colonists to get sick and die, or you consume all of your atmosphere leaving you with no atmosphere to convert to water causing your colonists to die. No thank you I'm fine with the colony stopping everything when I go offline. Also my base seems to create problems where there are none and just randomly start rioting and killing each other even though I have all the necessary parts to a successful base. 750k population just bugs the game out I guess o.o
At best, make offline production optional and to use at their own risk. But that's a lot of unnecessary work for not a widely used feature.
At best, make offline production optional and to use at their own risk. But that's a lot of unnecessary work for not a widely used feature.
These are some ideas that I have for the regions feature. I have not played the game and experimented with regions, i just now saw the comments for updates 70-72 and I'm excited that this feature was added. I can't wait to get these ideas out so that maybe I could possibly help improve the feature. I'm assuming that all of the resources produced by every map pool together and can be used to improve any map, but I could be wrong and each map has it's own resources and you have to trade between maps to transer resources.
1.) Regional contribution to atmosphere level - This idea is obvious and would probably be implemented without me saying anything. Each region should be able to produce atmosphere that contributes to the atmosphere of the planet as a whole, just like how bast mentioned that each region would contribute to the same research and civics pool. However, if this feature is to be implemented, I recommend a nerf of all terraforming structures... or a raising of the total atmosphere needed for the planet to be earthlike. The point to terraforming is that it is supposed to be a lengthy process, and it would encourage the player to frequently switch between many maps in order to build them all up to contribute to the atmosphere level.
2.)biomes - This may be hard to implement, but wold give the map a varying texture to it, and would give some regions different strengths and weaknesses over other regions. You could base the biomes on each region, but that may look too rigid and blocky for you. Instead, you could use procedural generation to make more natural looking biomes on the global map that look much more appealing to the eyes and would transform in their own ways as the planet is terraformed. The different biomes would cross between regions using this method as well.
An example of multiple biomes would be like having different bodies of water criss-crossing the map, having snowy, dessert, and jungle areas in different parts. Crystalline could come naturally with snowy areas, trees with forest areas, and sugarcane and mutant trees with jungle areas. This also opens up the way for more resources to be added, like sand, glass, glassware, cacti, potted plants (cacti+pottery), snow, and snow globes(snow + glass). For planets with no atmosphere, ice bodies or dry lake-bed could be used to represent where water will form after a certain atmosphere level. The player could build structures on the ice/lake bed, but these buildings would be destroyed if they happen to be there when the atmosphere allows water to form in those areas.
3.) estimated production in non-active maps - this one might help with performance. Instead of having all maps producing and keeping track of all of the colonists and jobs and needs when you are in any map or on the display screen, I would use the following method:
Upon exiting a map, have the game take the most recent production and consumption rates. Then after the player creates cities in multiple maps, have the game add the production and consumption rates of all of the inactive maps together the make a total production and consumption rate for each resource. Add these rates onto the active colonies rates and you will have a grand total for the entire planet. Of course, this rate will change whenever you switch maps, but you are only dealing with one or two formulas per resource in order to keep production going instead of thousands of worker rounds in each map going on at the same time, and you are only dealing with one map producing and changing in real time instead of all of them being in realtime.
This method cuts out all of the updates regarding unemployment, individual colonist actions and stats, population changes, and possibly other functions that happen in an active map. The active map would be the only map keeping track of these stats among it's colonists. Yes, while the production and consumption rates of each inactive map will stay the same as long as they remain inactive, I think that the trade-off is worth it, even if it does represent a small compromise in keeping the game a non-idle game. This would also allow for more resources to be implemented into the game and individual maps could get more developed and densely populated without negatively impacting performance.
In fact, it doesn't have to be a compromise at all if you reduce the production of the inactive maps by a certain percentage. I would also pause the game altogether when viewing the global map, or players could just let it idle at the global map and collect resources without the risk of any of their maps starving to death. On that note, if you run out of food or water, you could have it take 1% off of the overall health of each inactive map's population(which should take off 1% of each individual colonist's health open opening that map) and cause individual health loss in real time in the active colony.
This method would also allow you to increase the size of global map grids exponentially, allowing for more regions/maps to be available to the player to build in. And overall it may even improve the android problem that you are having.
4. individual region naming - this will further help you to keep track of which region is which, even though you can tell which is which by looking at the map. I just think that each region should be able to have it's own name.
5. Being able to transfer rovers/workers from one region to another - you mentioned this one in update 70, so I know that you aim to implement this one. I'm just adding my twist to it. I don't think that rovers should have to smoothly pass from region to region. I think you should be able to select a region and have a listing of what rovers it has and how many of each type. Then, you should be able to specify an amount for each rover type to transfer and specify a destination region. I think it would be too overpowered for rovers/workers to be able to smoothly pass to another region to collect resources and then come back, and I think it would be detrimental to game performance. The player should have to deal with the resources that they have in the map during real time. If they run out of an important resource, such as regolith, they can just start on another region/map, harvest the regolith from there, and then return to the map they were working on, assuming that all of the resources from every map are pooled.
I don't think that colonists should be able to leave the map at will either. i think that at most, if at all, the player should be able to transfer unemployed or homeless colonists to another region to supply workers where needed, but I don't think that colonists should smoothly be able to walk between regions. I think if a colonist wants to leave the map, they could maybe be transerred automatically to the mother colony or to another region, but not by just walking across the border. I think that the player should have to provide adequate housing, entertainment, healthcare, and education in each map for the buildings in that map. I do like the idea of having a map solely for food production that provides all of the food needs for the entire planet, and a water map that does the same, so those resources could be poured into a global resource pool that any region can pull from.
But those are my ideas. let me know if you agree with me or not. Hopefully bast can use these to make a beter system for regions that uses even less performance than it does now. Sorry for the longest post in history.
1.) Regional contribution to atmosphere level - This idea is obvious and would probably be implemented without me saying anything. Each region should be able to produce atmosphere that contributes to the atmosphere of the planet as a whole, just like how bast mentioned that each region would contribute to the same research and civics pool. However, if this feature is to be implemented, I recommend a nerf of all terraforming structures... or a raising of the total atmosphere needed for the planet to be earthlike. The point to terraforming is that it is supposed to be a lengthy process, and it would encourage the player to frequently switch between many maps in order to build them all up to contribute to the atmosphere level.
2.)biomes - This may be hard to implement, but wold give the map a varying texture to it, and would give some regions different strengths and weaknesses over other regions. You could base the biomes on each region, but that may look too rigid and blocky for you. Instead, you could use procedural generation to make more natural looking biomes on the global map that look much more appealing to the eyes and would transform in their own ways as the planet is terraformed. The different biomes would cross between regions using this method as well.
An example of multiple biomes would be like having different bodies of water criss-crossing the map, having snowy, dessert, and jungle areas in different parts. Crystalline could come naturally with snowy areas, trees with forest areas, and sugarcane and mutant trees with jungle areas. This also opens up the way for more resources to be added, like sand, glass, glassware, cacti, potted plants (cacti+pottery), snow, and snow globes(snow + glass). For planets with no atmosphere, ice bodies or dry lake-bed could be used to represent where water will form after a certain atmosphere level. The player could build structures on the ice/lake bed, but these buildings would be destroyed if they happen to be there when the atmosphere allows water to form in those areas.
3.) estimated production in non-active maps - this one might help with performance. Instead of having all maps producing and keeping track of all of the colonists and jobs and needs when you are in any map or on the display screen, I would use the following method:
Upon exiting a map, have the game take the most recent production and consumption rates. Then after the player creates cities in multiple maps, have the game add the production and consumption rates of all of the inactive maps together the make a total production and consumption rate for each resource. Add these rates onto the active colonies rates and you will have a grand total for the entire planet. Of course, this rate will change whenever you switch maps, but you are only dealing with one or two formulas per resource in order to keep production going instead of thousands of worker rounds in each map going on at the same time, and you are only dealing with one map producing and changing in real time instead of all of them being in realtime.
This method cuts out all of the updates regarding unemployment, individual colonist actions and stats, population changes, and possibly other functions that happen in an active map. The active map would be the only map keeping track of these stats among it's colonists. Yes, while the production and consumption rates of each inactive map will stay the same as long as they remain inactive, I think that the trade-off is worth it, even if it does represent a small compromise in keeping the game a non-idle game. This would also allow for more resources to be implemented into the game and individual maps could get more developed and densely populated without negatively impacting performance.
In fact, it doesn't have to be a compromise at all if you reduce the production of the inactive maps by a certain percentage. I would also pause the game altogether when viewing the global map, or players could just let it idle at the global map and collect resources without the risk of any of their maps starving to death. On that note, if you run out of food or water, you could have it take 1% off of the overall health of each inactive map's population(which should take off 1% of each individual colonist's health open opening that map) and cause individual health loss in real time in the active colony.
This method would also allow you to increase the size of global map grids exponentially, allowing for more regions/maps to be available to the player to build in. And overall it may even improve the android problem that you are having.
4. individual region naming - this will further help you to keep track of which region is which, even though you can tell which is which by looking at the map. I just think that each region should be able to have it's own name.
5. Being able to transfer rovers/workers from one region to another - you mentioned this one in update 70, so I know that you aim to implement this one. I'm just adding my twist to it. I don't think that rovers should have to smoothly pass from region to region. I think you should be able to select a region and have a listing of what rovers it has and how many of each type. Then, you should be able to specify an amount for each rover type to transfer and specify a destination region. I think it would be too overpowered for rovers/workers to be able to smoothly pass to another region to collect resources and then come back, and I think it would be detrimental to game performance. The player should have to deal with the resources that they have in the map during real time. If they run out of an important resource, such as regolith, they can just start on another region/map, harvest the regolith from there, and then return to the map they were working on, assuming that all of the resources from every map are pooled.
I don't think that colonists should be able to leave the map at will either. i think that at most, if at all, the player should be able to transfer unemployed or homeless colonists to another region to supply workers where needed, but I don't think that colonists should smoothly be able to walk between regions. I think if a colonist wants to leave the map, they could maybe be transerred automatically to the mother colony or to another region, but not by just walking across the border. I think that the player should have to provide adequate housing, entertainment, healthcare, and education in each map for the buildings in that map. I do like the idea of having a map solely for food production that provides all of the food needs for the entire planet, and a water map that does the same, so those resources could be poured into a global resource pool that any region can pull from.
But those are my ideas. let me know if you agree with me or not. Hopefully bast can use these to make a beter system for regions that uses even less performance than it does now. Sorry for the longest post in history.
Don't worry about your atmosphere. At the start of the game, your factories will be producing way more atmosphere than your basic condensers can keep up with, and since they only sip atmosphere, you may not even notice a difference in atmosphere growth rate unless you are building hundreds of condensers just to have extra water. Build only enough condensers to provide what you need, water is not an expensive resource and accumulating massive amounts of it in excess is a waste of resources that early in the game..
In the end game, you'll have so much atmosphere that you'll be trying to desperately get rid of it, so you want these condensers. Atmosphere is the one resource that you want to limit as soon as you get to the 5,000,000 atmosphere level, because the game is programmed to punish you for having extra atmosphere by making colonists sick.
In the end game, you'll have so much atmosphere that you'll be trying to desperately get rid of it, so you want these condensers. Atmosphere is the one resource that you want to limit as soon as you get to the 5,000,000 atmosphere level, because the game is programmed to punish you for having extra atmosphere by making colonists sick.
H3110 guys! Here comes my ideas, as promised!
PART-1! REDEFINE TERRAFORING
Instead of calculating terraforming using atmosphere production only, the terrafroming is now determined by multiple aspects.
PART-1! REDEFINE TERRAFORING
Instead of calculating terraforming using atmosphere production only, the terrafroming is now determined by multiple aspects.
- Atmospheric pressure
Gas pressure can be deadly. Too much pressure you'll be squashed, too little pressure your body bursts. So maintaining a good pressure of atmosphere is crucial.
Atmospheric pressure is calculated in KG, sum of all types of atmospheric gas. Each race requires a different liveable pressure range. - Atmosphere type
Like humans needs OXYGEN, you'll need to turn the atmosphere breathable for your colonists to breathe.
Atmosphere may compose of different types of gases:
- Breathable gases
The key type of gas to a successful terraforming. - Unbreathable gases
Harmless, but you don't want it because it is useless. - Alien toxic gases
Make sure it's amount is always below 2.5% of total gas amount. Otherwise people without pressure suits (policy) can die quickly. Some industries or terrain features may produce them. - Pollutants
Gases produced by industries. reaching over 10% may cause health crisis. - Greenhouse gases
You will need lots of them if your planet has no gas - They can reduce normal planet heat loss. However too much your planet will become a big oven. You know the rest.
- Breathable gases
- Planetary heat
No heat, no life. Heat is the energy you'll need to terraform the planet.
Factors of heat gain:
- Industries
Your major heat supplier. - Heating facilities
Secondary heat suppliers, but one can be way efficient than a single industrial building.
- Natural heat loss
Over time your planet will loss heat by itself. - Greenhouse gases
Greenhouse gases can reduce normal heat loss of the planet. - Cooling facilities
Manual cooling facilities. - Industries
Some of the crystalline-related productions will absorb heat.
- Industries
I did a bit of experimenting, considering a friend decided to delete all my hard work i had to restart. I knew the health graph freezing was a thing because mine froze at 98% (You dont need to get rid of your medical things to replicate this). I was curious as to if it actually froze your health or stopped updating for you. Everything suggests that the health actually freezes. The method shown is enough to replicate so i wont do a step by step. I will simply bullet point each thing
- The health graph freezing is common very early on, because it's far too easy to reach 0 food and water very quickly.
- I had hundreds of 85+ colonists. i had over 6 days of playtime, and no deaths. That was on the colony that froze at 98%. My new colony, froze at 50% (partially intentional). I have 1 day and 12 hours played. no-one above 55.
- My atmosphere was over 100 million on Colony 1 (old colony). Extremely toxic, but no-one died. Colony 2 (new colony), my atmosphere is below toxic level of 15 million. 5 deaths
- I was consistently in a health crisis on Colony 1, suggesting that the only thing the colonists recognise are the potential threats to their health, not their actual health.
- When i checked the ADU or the other option (i forget). The stat for my health bar also said 98% (for colony 1) for as long as it registered
- This is exploitable, medical centres are not needed if you intentionally freeze your health bar at 100%
Now, if this was just the health graph freezing, it wouldn't be a problem, but it's the health in general. I probably play this game the most at the moment since I'm playing over 10 hours a day and I've seen plenty people complain about this issue. Then I check the forums to see that this is an extremely common issue, but that it's yet to be fixed? It'd be nice to have something so critical and easy to come across wasn't something you had to worry about.
- The health graph freezing is common very early on, because it's far too easy to reach 0 food and water very quickly.
- I had hundreds of 85+ colonists. i had over 6 days of playtime, and no deaths. That was on the colony that froze at 98%. My new colony, froze at 50% (partially intentional). I have 1 day and 12 hours played. no-one above 55.
- My atmosphere was over 100 million on Colony 1 (old colony). Extremely toxic, but no-one died. Colony 2 (new colony), my atmosphere is below toxic level of 15 million. 5 deaths
- I was consistently in a health crisis on Colony 1, suggesting that the only thing the colonists recognise are the potential threats to their health, not their actual health.
- When i checked the ADU or the other option (i forget). The stat for my health bar also said 98% (for colony 1) for as long as it registered
- This is exploitable, medical centres are not needed if you intentionally freeze your health bar at 100%
Now, if this was just the health graph freezing, it wouldn't be a problem, but it's the health in general. I probably play this game the most at the moment since I'm playing over 10 hours a day and I've seen plenty people complain about this issue. Then I check the forums to see that this is an extremely common issue, but that it's yet to be fixed? It'd be nice to have something so critical and easy to come across wasn't something you had to worry about.
If somebody would like to make a CO2 + Oxygen resource symbol I would appreciate it. It would still work with atmosphere but these two would be separate, this would make atmosphere gens the only way to get atmosphere and would pave the way for more types of atmosphere gens like Atmosphere Plant (similar to the nuclear reactor in terms of design) then an alien atmosphere pump because it's strange that they didn't master atmosphere but they did pretty much everything else, next would be a tritanium terraformer ( it would be 9 by 9 and be a big simple design Walker that would have a giant pump on its back and would pump tons of oxygen.) I don't know what it would cost or if thats a good idea but I want to see what would work and I thought it would be an interesting idea.
I'm just wondering if there will be any new and interesting terraforming dynamics to MC coming up.
I know that the main terraforming factor that we use now is atmosphere, and that affects what we can build and even how colonists feel, but once each planet's atmosphere gets over 5 mil, the planet stays in an earth-like state, no matter how much atmosphere it has, which is unrealistic. Will you eventually make it so that the planet changes for the worse if atmosphere grows too much, perhaps even turning into a lava world?
Also, I was wondering about the other factors of terraforming. Atmosphere is an important factor to terraforming, and I know that when you first built MC, your intent was focused on red planet since that was the first planet that you made, but you can make other world types with new and interesting challenges if you were to add thermal level and sea level planetary stats to the game and have each planet change according to those levels. For instance, a dessert world would have a very low sea level, and the challenge would be to reduce heat and increase sea level. Or on red planet even, you could add additional challenge by making it so that the player needs to add heat as well as atmo, since mars is cold and has almost no atmo. Or on an ocean planet, the player could start on a small piece of land surrounded by water and work towards reducing the sea level and revealing more land. As you can see, several more planet types would be apropriate to add if these features were added, and it would not only prove a challenge but would make the game more alluring to terraformation fanatics like myself. When you only have the pressure statistic, you are cutting out planets that could be added that don't have atmosphere as their main issue. For instance, a dessert planet wouldn't make sense to add and terraform because we have desserts on earth now that have the appropriate amount of atmosphere but lack moisture. And an ocean planet would have the right atmo level but too much moisture.
It would take a lot of work, but if you were to make it so that each planet could dynamically change when exposed to different levels of pressure, heat, and water, it would drastically increase the value of the game and it would pay off big time. It would take a lot of work to develop all of the ground textures for each planet, but once you do that for all of the planets that you have so far, you will have less work to do when you add each individual planet in the future.
A good example of what it takes to terraform a planet in real life is a mobile game that is based off of terraforming, called terragenesis. You choose a certain planet and start off small and work your way up through researching new techs, increasing your income, and terraforming the planet. Each planet has it's own issues that you have to overcome. Eventually, you get the planet to the point where it can support life, but to get there, it's a long and complicated road with many challenges.
When I first started playing the game, I was hooked becuase of the level of detail the developer put into the terraforming elements of the game, but I got bored eventually because while it excels in it's terraforming elements and dynamic planetary effects, it's not a city building game, and it's not a very interactive game. MC just so happens to be a city building game that is very interactive, and it also has great potential in the terraforming and planetary dynamics area, even though it's not quite there yet. I really would like to see a game the excels in both the terraforming and dynamics side of things and the city building and interactive side of things, and I'm hoping that MC will eventually be this game because I think that MC is an awesome game. I'm not saying to copy his ideas, that would be a very very bad idea, and wouldn't be ethical, but use it as a source of inspiration in your quest to make MC reach it's potential, if you can. I'm not mentioning the game for the sake of advertising it, it's just a suggestion.
But yeah, that's just my take on things. Hope my suggestions help, and hope to see MC reach it's true potential.
I know that the main terraforming factor that we use now is atmosphere, and that affects what we can build and even how colonists feel, but once each planet's atmosphere gets over 5 mil, the planet stays in an earth-like state, no matter how much atmosphere it has, which is unrealistic. Will you eventually make it so that the planet changes for the worse if atmosphere grows too much, perhaps even turning into a lava world?
Also, I was wondering about the other factors of terraforming. Atmosphere is an important factor to terraforming, and I know that when you first built MC, your intent was focused on red planet since that was the first planet that you made, but you can make other world types with new and interesting challenges if you were to add thermal level and sea level planetary stats to the game and have each planet change according to those levels. For instance, a dessert world would have a very low sea level, and the challenge would be to reduce heat and increase sea level. Or on red planet even, you could add additional challenge by making it so that the player needs to add heat as well as atmo, since mars is cold and has almost no atmo. Or on an ocean planet, the player could start on a small piece of land surrounded by water and work towards reducing the sea level and revealing more land. As you can see, several more planet types would be apropriate to add if these features were added, and it would not only prove a challenge but would make the game more alluring to terraformation fanatics like myself. When you only have the pressure statistic, you are cutting out planets that could be added that don't have atmosphere as their main issue. For instance, a dessert planet wouldn't make sense to add and terraform because we have desserts on earth now that have the appropriate amount of atmosphere but lack moisture. And an ocean planet would have the right atmo level but too much moisture.
It would take a lot of work, but if you were to make it so that each planet could dynamically change when exposed to different levels of pressure, heat, and water, it would drastically increase the value of the game and it would pay off big time. It would take a lot of work to develop all of the ground textures for each planet, but once you do that for all of the planets that you have so far, you will have less work to do when you add each individual planet in the future.
A good example of what it takes to terraform a planet in real life is a mobile game that is based off of terraforming, called terragenesis. You choose a certain planet and start off small and work your way up through researching new techs, increasing your income, and terraforming the planet. Each planet has it's own issues that you have to overcome. Eventually, you get the planet to the point where it can support life, but to get there, it's a long and complicated road with many challenges.
When I first started playing the game, I was hooked becuase of the level of detail the developer put into the terraforming elements of the game, but I got bored eventually because while it excels in it's terraforming elements and dynamic planetary effects, it's not a city building game, and it's not a very interactive game. MC just so happens to be a city building game that is very interactive, and it also has great potential in the terraforming and planetary dynamics area, even though it's not quite there yet. I really would like to see a game the excels in both the terraforming and dynamics side of things and the city building and interactive side of things, and I'm hoping that MC will eventually be this game because I think that MC is an awesome game. I'm not saying to copy his ideas, that would be a very very bad idea, and wouldn't be ethical, but use it as a source of inspiration in your quest to make MC reach it's potential, if you can. I'm not mentioning the game for the sake of advertising it, it's just a suggestion.
But yeah, that's just my take on things. Hope my suggestions help, and hope to see MC reach it's true potential.
I have noticed too some problem for balance atmosphere IN/OUT, but not only from the 0.83.
Some time ago, everything was perfect, atmosphere between 10M-11M, and i good day i have decided to improve my robot input (x2-x3), until then 6 scrubber was enough for balance the city atmosphere, so i build other scrubber.. in few hours the atmosphere was 15 millions. So i build many other scrubber, no effect (because i was playing in an other city), after that the atmosphere become a schizophrenic with dissociated multiple personalities and manic episodes. No correlation between the input and output, some time -500k for min, one more building, +120k for min.. After few day, not sure how, when, why, who, the atmosphere was balanced to 4 millions, now is slowly growing (4.7M atm), but is under control.
ps. try to balance the city, not the region. So if one city produce 100k air, try to consume 100k.
Some time ago, everything was perfect, atmosphere between 10M-11M, and i good day i have decided to improve my robot input (x2-x3), until then 6 scrubber was enough for balance the city atmosphere, so i build other scrubber.. in few hours the atmosphere was 15 millions. So i build many other scrubber, no effect (because i was playing in an other city), after that the atmosphere become a schizophrenic with dissociated multiple personalities and manic episodes. No correlation between the input and output, some time -500k for min, one more building, +120k for min.. After few day, not sure how, when, why, who, the atmosphere was balanced to 4 millions, now is slowly growing (4.7M atm), but is under control.
ps. try to balance the city, not the region. So if one city produce 100k air, try to consume 100k.
(All is for Human races only)(United Earth & League of Independent States)
First things first, I apologize for there being any grammar mistakes, am doing this from my phone, and I also don’t like to be too formal because I don’t really see a point of it.
Do I need to get rid of Trash and limit the amount of Atmosphere I have?
Atmosphere and Trash have absolutely no negative effects to your colony(as of right now), in fact it’s best to get as much of these two resources as you can. Reason for that being that Trash can eventually be used to make Plastic (Small Recycler) and eventually Plastic and Aluminum as well! (Medium Recycler)Also, if you really wanna boost your the amount of Atmosphere you have, the incinerator ( 2x2 building) produces a TON of atmosphere at the expense of burning away a lot of trash. Atmosphere can be used eventually to create a lot of water which is really useful in some colonies. The Ant Paste Synthesizer consumes trash as well to make Ant Paste.
(Do note, Atmosphere and Trash may effect gameplay negatively in a future update, however as of right now it does not)
(I personally currently have 42.8 Billion atmosphere, and 12.6 Billion Trash)
Aluminum! If you have this resource in your world DO NOT use all of it! Save as much aluminum as you possibly can because one it goes away, there’s not another way of making more until you get Alien Tech or you unlock the Medium Recycling Center! Aluminum can also be pricy at times aswell, but with that being said it is also an option to purchase it from the trade market, and also the Uranium Enrichment Facility allows you to purchase some Aluminum in amounts of 100.
Uranium Enrichment Facility? This building requires Uranium and Aluminum in order to function. It takes in 1 Uranium and produces 2. Meaning every time the bar is filled you will receive 1 Uranium.
Best way to get Civics? The most efficient way of generating high amounts of civics for United Earth is the Imperial Propaganda Office, while the Investment Bank generates more, the IPO is more space, and cost (the second clue for the challenge is a building not looked highly upon for it produces a resource only useful for the government and pubs) efficient considering the IB requires 4 tiles, 5k workers, and a couple thousand resources as well as $2.5M.
Best way of generating Research? The most efficient way of generating resource is without a doubt the Center for Artificial Learning. It generates about 1100 Research a second at max worker capacity.
What is the Department of Fish Mating Studies & is it Worth it? The DFMS is and was designed to simply be a building to send extra colonists to work without damaging your production lines. It simply just generates Research in amounts of 1 extremely fast while using Money, Rum, and Software. It can hold 5,500 workers, and it is a 3x3 sized building. It isn’t worth it if you have to worry about the resources required to build it, it is simply a job filler.
What is Tourism? Tourism is a quick way of earning passive income without the need of consuming a lot of resources. While you do not get resources produced by it you do get money. The amount of Tourists you can support can be found to the right of your Population number and it has the symbol of a colonist wearing a blue shirt, a red hat, and is looking through binoculars. Tourists will come in from the Space Port, and to increase your Tourism capacity, simply build more tourist buildings.
How do I get rid of Depression in my colony? In order to cure the depression within your colony simply build more entertainment buildings.
How do i cure Fatigue? Fatigue is caused by your colonists having to take too long of a trip in order to get to and from work, entertainment, education, and medical buildings. It is best to keep all of these buildings at an absolute max of 50 tiles, and a preferred max of 25 tiles. This means the path the colonists would have to walk, not a direct route through buildings. (like pac-man)
What is Ether and where can I get it? Ether is a resource primarily obtained by the Draconian and Zolarg race, however recently League of Independent States have been granted the ability to obtain it as well. When i say obtain i mean actually produce it from a source. The source can be found on Abandoned Planet and is found by Ether River tiles that have an infinite amount of Ether. This is obtained by building the Worker/Vehicle that can get get the Ether. Ether is used for human races for only two buildings currently, those being the Advanced Cloning Facility, and the Ether Tree Farms. Both buildings are the best for what they both do. (Immigration & Wood)
Is it useful to always Group Up my rovers? In most cases yes, however do not group them up if they are harvesting resources because it will slow down the rate at which you get said resources. If the rover is strictly for building, then yes group it up. Also, group if you are experiencing high amounts of lag.
Also, it is best to place a Resource Depot next to the resource you are harvesting (at most one tile away). This way the rovers do not have to take trips back and fourth and can constantly pick up and drop off immediately.
Why is Mobile so errr poor quality in some ways?
Well when it comes to this, and it’s from my experience considering I am a mobile player only and I do not actually own a computer. (am using an Iphone 8+) You have to consider the processing power of mobile phones, I mean, think of trying to calculate hundreds of buildings, manage the population, manage new buildings being built, the trees growing over time, the GDP of your colony, and more all at once. While many say this game is poorly optimized for mobile, it honestly is really optimized. While yes it may fry your phone and murder your battery, the fact that it’s possible to run something of this size at all from something in your pocket is insane.
If your colony is lagging horribly it’s best to group up your rovers, limit the number of buildings being built as low as you can, zoom in away from the majority of your buildings, and turn your settings down. With that being said, if you play in a Region you shouldn’t worry too much about lag however if your a single city colony, if you start experiencing lag even though everything i just listed is being done, then unfortunately there’s not much you can do.
What are Starships?Starships are another Endgame resource that does not currently really have a use other than for selling it for high amounts of money, I sell about 150k at a time and make a good $10-15 billion. Also, don’t sell it as a contract in the Trade Market unless you are doing it as a way of storage, nobody ever really buys them. If you want to make money, I would sell directly.
What is the Regional Bussing Authority? This is a recently added mass transit feauture that is useful simply for Regions only, it allows you to place one of these down in a Regional City that just has Housing & Colonists only, and place one down in an adjacent (right next to) Regional city that just has Jobs, and the colonists will then come from one city to another to work. It does not allow colonists to move from one city to another and stay there, they will only work. From what i have seen, 1 bussing authority transfers 400 colonists to an adjacent city. And as far as i know it is stackable. However in my personal opinion, it is better to just build the Housing and Jobs in the same city.
Is there a way to stop babies from being born? Unfortunately there is currently no way from stopping babies from being born within your colony, however there is an policy option granted by building the Hall of Congress that allows you to deport children from your colony.
How long does it take for them to grow up? If i am correct, and note i have not confirmed this nor has anyone else confirmed this for me. But it takes 15 minutes for a month to pass by in the game. The aging system is actually based on in game time so they will grow up based upon time, so it might take a good day or so for one generation of kids to grow up and begin working.
What are Embassies and are they worth it? Embassies are basically like a friend system, they allow you to build a building that allows a quick way to gift resources and send messages together regardless of if they are talking in global chat or not. Also, if you are human for example, and you get an embassy from a zolarg/draconian race. you will then also get zolarg/draconian colonists as well. and vice versa if your another race. The cross-race system has no benefits or downfalls, it is simply just a for looks or for bragging rights type of thing.
Is the arcologies worth it? if you have to ask yourself if it’s worth it even after i describe what they are then they are not, also note, the black/normal arcology consumes less resources than the Fantasy Arcology and has 500 medical slots, 2k education slots, 500 tourist slots, and 10k housing population capacity. However the downfall is it has 7k worker capacity. With the new addition of the sliders allowing you to make it so no one will work in it, it has become more useful if you need more education/medical/entertainment, however the Fantasy Arcology houses 16k people with no jobs or anything else, however it does use resources like Toys, Rum, and Cloth.
Is there any way to passively generate Clay without the need of constantly building Clay Mines? Yes! if you build the Ultra Deep Dig site (built by drones) then you will get more alien artifacts as well as some clay over time!
Lastly, I just want people to understand this. This game is not something that will be perfect, I mean, it can, and it already basically is. But of course there will always be bugs and issues. That’s just apart of expanding a game. Not to mention that this game isn’t on some million dollar budget, it is made by one, amazing person, someone who makes hundreds of different games, all free to play! Bast is only human, so please do cut him some slack on some things okay...? Yes there are some issues with My Colony, some big, some small. But we gotta take it one step at a time and we gotta help bast, not bombard him with a million problems at once and expect him to fix it all in that moment.
Bast is the only developer I know. He is the only person I know that actually gets this involved with the community and actually reads all the forum posts and provides feedback. Like I personally could never! The amount of time, and patience that would be required to have something of this scale and keep it in tip top shape to ensure thousands of people are happy at once? Like that’s honestly insane, yet bast somehow manages to do it flawlessly. So @bastecklein, I would like to say thank you.Thank you for giving us something that brings us all together, and something that we can all enjoy. To the part of the community that has been here with us and has supported, guided, and provided helpful feedback. Thank you.
I hope this answers some questions you may have!
If you have any other questions, please comment below and I will do my best to answer!
Posted 11-30-2020 (30th of November)
Update Version: 1.10.0
First things first, I apologize for there being any grammar mistakes, am doing this from my phone, and I also don’t like to be too formal because I don’t really see a point of it.
Do I need to get rid of Trash and limit the amount of Atmosphere I have?
Atmosphere and Trash have absolutely no negative effects to your colony(as of right now), in fact it’s best to get as much of these two resources as you can. Reason for that being that Trash can eventually be used to make Plastic (Small Recycler) and eventually Plastic and Aluminum as well! (Medium Recycler)Also, if you really wanna boost your the amount of Atmosphere you have, the incinerator ( 2x2 building) produces a TON of atmosphere at the expense of burning away a lot of trash. Atmosphere can be used eventually to create a lot of water which is really useful in some colonies. The Ant Paste Synthesizer consumes trash as well to make Ant Paste.
(Do note, Atmosphere and Trash may effect gameplay negatively in a future update, however as of right now it does not)
(I personally currently have 42.8 Billion atmosphere, and 12.6 Billion Trash)
Aluminum! If you have this resource in your world DO NOT use all of it! Save as much aluminum as you possibly can because one it goes away, there’s not another way of making more until you get Alien Tech or you unlock the Medium Recycling Center! Aluminum can also be pricy at times aswell, but with that being said it is also an option to purchase it from the trade market, and also the Uranium Enrichment Facility allows you to purchase some Aluminum in amounts of 100.
Uranium Enrichment Facility? This building requires Uranium and Aluminum in order to function. It takes in 1 Uranium and produces 2. Meaning every time the bar is filled you will receive 1 Uranium.
Best way to get Civics? The most efficient way of generating high amounts of civics for United Earth is the Imperial Propaganda Office, while the Investment Bank generates more, the IPO is more space, and cost (the second clue for the challenge is a building not looked highly upon for it produces a resource only useful for the government and pubs) efficient considering the IB requires 4 tiles, 5k workers, and a couple thousand resources as well as $2.5M.
Best way of generating Research? The most efficient way of generating resource is without a doubt the Center for Artificial Learning. It generates about 1100 Research a second at max worker capacity.
What is the Department of Fish Mating Studies & is it Worth it? The DFMS is and was designed to simply be a building to send extra colonists to work without damaging your production lines. It simply just generates Research in amounts of 1 extremely fast while using Money, Rum, and Software. It can hold 5,500 workers, and it is a 3x3 sized building. It isn’t worth it if you have to worry about the resources required to build it, it is simply a job filler.
What is Tourism? Tourism is a quick way of earning passive income without the need of consuming a lot of resources. While you do not get resources produced by it you do get money. The amount of Tourists you can support can be found to the right of your Population number and it has the symbol of a colonist wearing a blue shirt, a red hat, and is looking through binoculars. Tourists will come in from the Space Port, and to increase your Tourism capacity, simply build more tourist buildings.
How do I get rid of Depression in my colony? In order to cure the depression within your colony simply build more entertainment buildings.
How do i cure Fatigue? Fatigue is caused by your colonists having to take too long of a trip in order to get to and from work, entertainment, education, and medical buildings. It is best to keep all of these buildings at an absolute max of 50 tiles, and a preferred max of 25 tiles. This means the path the colonists would have to walk, not a direct route through buildings. (like pac-man)
What is Ether and where can I get it? Ether is a resource primarily obtained by the Draconian and Zolarg race, however recently League of Independent States have been granted the ability to obtain it as well. When i say obtain i mean actually produce it from a source. The source can be found on Abandoned Planet and is found by Ether River tiles that have an infinite amount of Ether. This is obtained by building the Worker/Vehicle that can get get the Ether. Ether is used for human races for only two buildings currently, those being the Advanced Cloning Facility, and the Ether Tree Farms. Both buildings are the best for what they both do. (Immigration & Wood)
Is it useful to always Group Up my rovers? In most cases yes, however do not group them up if they are harvesting resources because it will slow down the rate at which you get said resources. If the rover is strictly for building, then yes group it up. Also, group if you are experiencing high amounts of lag.
Also, it is best to place a Resource Depot next to the resource you are harvesting (at most one tile away). This way the rovers do not have to take trips back and fourth and can constantly pick up and drop off immediately.
Why is Mobile so errr poor quality in some ways?
Well when it comes to this, and it’s from my experience considering I am a mobile player only and I do not actually own a computer. (am using an Iphone 8+) You have to consider the processing power of mobile phones, I mean, think of trying to calculate hundreds of buildings, manage the population, manage new buildings being built, the trees growing over time, the GDP of your colony, and more all at once. While many say this game is poorly optimized for mobile, it honestly is really optimized. While yes it may fry your phone and murder your battery, the fact that it’s possible to run something of this size at all from something in your pocket is insane.
If your colony is lagging horribly it’s best to group up your rovers, limit the number of buildings being built as low as you can, zoom in away from the majority of your buildings, and turn your settings down. With that being said, if you play in a Region you shouldn’t worry too much about lag however if your a single city colony, if you start experiencing lag even though everything i just listed is being done, then unfortunately there’s not much you can do.
What are Starships?Starships are another Endgame resource that does not currently really have a use other than for selling it for high amounts of money, I sell about 150k at a time and make a good $10-15 billion. Also, don’t sell it as a contract in the Trade Market unless you are doing it as a way of storage, nobody ever really buys them. If you want to make money, I would sell directly.
What is the Regional Bussing Authority? This is a recently added mass transit feauture that is useful simply for Regions only, it allows you to place one of these down in a Regional City that just has Housing & Colonists only, and place one down in an adjacent (right next to) Regional city that just has Jobs, and the colonists will then come from one city to another to work. It does not allow colonists to move from one city to another and stay there, they will only work. From what i have seen, 1 bussing authority transfers 400 colonists to an adjacent city. And as far as i know it is stackable. However in my personal opinion, it is better to just build the Housing and Jobs in the same city.
Is there a way to stop babies from being born? Unfortunately there is currently no way from stopping babies from being born within your colony, however there is an policy option granted by building the Hall of Congress that allows you to deport children from your colony.
How long does it take for them to grow up? If i am correct, and note i have not confirmed this nor has anyone else confirmed this for me. But it takes 15 minutes for a month to pass by in the game. The aging system is actually based on in game time so they will grow up based upon time, so it might take a good day or so for one generation of kids to grow up and begin working.
What are Embassies and are they worth it? Embassies are basically like a friend system, they allow you to build a building that allows a quick way to gift resources and send messages together regardless of if they are talking in global chat or not. Also, if you are human for example, and you get an embassy from a zolarg/draconian race. you will then also get zolarg/draconian colonists as well. and vice versa if your another race. The cross-race system has no benefits or downfalls, it is simply just a for looks or for bragging rights type of thing.
Is the arcologies worth it? if you have to ask yourself if it’s worth it even after i describe what they are then they are not, also note, the black/normal arcology consumes less resources than the Fantasy Arcology and has 500 medical slots, 2k education slots, 500 tourist slots, and 10k housing population capacity. However the downfall is it has 7k worker capacity. With the new addition of the sliders allowing you to make it so no one will work in it, it has become more useful if you need more education/medical/entertainment, however the Fantasy Arcology houses 16k people with no jobs or anything else, however it does use resources like Toys, Rum, and Cloth.
Is there any way to passively generate Clay without the need of constantly building Clay Mines? Yes! if you build the Ultra Deep Dig site (built by drones) then you will get more alien artifacts as well as some clay over time!
Lastly, I just want people to understand this. This game is not something that will be perfect, I mean, it can, and it already basically is. But of course there will always be bugs and issues. That’s just apart of expanding a game. Not to mention that this game isn’t on some million dollar budget, it is made by one, amazing person, someone who makes hundreds of different games, all free to play! Bast is only human, so please do cut him some slack on some things okay...? Yes there are some issues with My Colony, some big, some small. But we gotta take it one step at a time and we gotta help bast, not bombard him with a million problems at once and expect him to fix it all in that moment.
Bast is the only developer I know. He is the only person I know that actually gets this involved with the community and actually reads all the forum posts and provides feedback. Like I personally could never! The amount of time, and patience that would be required to have something of this scale and keep it in tip top shape to ensure thousands of people are happy at once? Like that’s honestly insane, yet bast somehow manages to do it flawlessly. So @bastecklein, I would like to say thank you.Thank you for giving us something that brings us all together, and something that we can all enjoy. To the part of the community that has been here with us and has supported, guided, and provided helpful feedback. Thank you.
I hope this answers some questions you may have!
If you have any other questions, please comment below and I will do my best to answer!
Posted 11-30-2020 (30th of November)
Update Version: 1.10.0
I have a bunch of ideas for this game but unfortunately I have no artwork. This is just a random dump of my ideas and feel free to add some, all, or none of these.
1. Wind Turbine: This would be a structure with power generation between the solar tower and nuclear plant. There is a pretty big drop off between the expensive cost of the nuclear power and the relative cheapness of the solar towers. I propose a wind turbine that would cost double the solar tower plus some microchips for better mid-game power generation.
2. In game federations: I have been thinking about how this could be implemented for a long time now. Federations would be created using the hall of congress plus a large fee of civics. The owner could add co-owners, change the federation from public to private, and manage the federation all from inside of the congress hall. Players could join federations from their capitols.
3. Desert planet: The desert planet would be a human planet with a difficulty of medium or hard. Many of the textures already needed are in the game already. (sand, sand dune, cacti, palm tree, etc.) This would be an easy world to just plop into the game.
4: Biodome: I dont have a lot of specifics on this, but it would be a large glass dome that provided entertainment and research.
5: Energy pavement: This would be an incredibly fast upgrade to dark pavement that would speed up rovers beyond belief. It would be black with animated neon arrows on it.
6: Junkyard planet: This map would be "hard" and would be accessible by the LIS and zolarg. At the beginning of this map you start with 20 million trash and 20 million atmosphere. You would have to use a detoxification plant, (more on that later) to get clean water for your colony. The upside of this colony would be that aluminum would be very easy to find early on and there would be many "Aluminum chunks" Scattered across the map to provide you with a large starting amount.
7: A way to destroy rivers: Not really that big of a thing to add, but on the earthlike planet the river blocks a significant part of the map and it would be really useful if the water wasn't infinite.
8: Alien planet: When humanity explores space not everything will always go according to plan. This alien planet would show the strangeness that could potentially be found beyond our planet. This map would have purple soil, thermal pools that would require a detox plant to get water from, and craters that would have random minerals in them. This planet would also have strange blue trees with more wood than fir trees. The starting atmosphere on this planet would be 1 million
9. Detoxification plant: This would be a structure to generate water on toxic worlds. The first tier would be 1x1 and generate a little water. The second tier would still be 1x1 but would produce 7 times the water. After that, you could use atmosphere condensers.
10. Living planet: This map would be medium to hard. It would take the form of a moon sized organism with an atmosphere of 5 Million at the start. You would need to use a detox plant to get water from the planet. This would offer strange resources early on that would be very valuable to different races. This map would be available to UE and Zolarg.
11. Natural Gas: A new resource used for mechanical buildings and massive rovers
Thanks for being patient with my ideas and the length of them. Again, i'm sorry there's no artwork or specifics about the buildings but there's a lot of ideas and I cant use Inkscape to save my own life. Be sure to leave a comment telling me what you think of these ideas
1. Wind Turbine: This would be a structure with power generation between the solar tower and nuclear plant. There is a pretty big drop off between the expensive cost of the nuclear power and the relative cheapness of the solar towers. I propose a wind turbine that would cost double the solar tower plus some microchips for better mid-game power generation.
2. In game federations: I have been thinking about how this could be implemented for a long time now. Federations would be created using the hall of congress plus a large fee of civics. The owner could add co-owners, change the federation from public to private, and manage the federation all from inside of the congress hall. Players could join federations from their capitols.
3. Desert planet: The desert planet would be a human planet with a difficulty of medium or hard. Many of the textures already needed are in the game already. (sand, sand dune, cacti, palm tree, etc.) This would be an easy world to just plop into the game.
4: Biodome: I dont have a lot of specifics on this, but it would be a large glass dome that provided entertainment and research.
5: Energy pavement: This would be an incredibly fast upgrade to dark pavement that would speed up rovers beyond belief. It would be black with animated neon arrows on it.
6: Junkyard planet: This map would be "hard" and would be accessible by the LIS and zolarg. At the beginning of this map you start with 20 million trash and 20 million atmosphere. You would have to use a detoxification plant, (more on that later) to get clean water for your colony. The upside of this colony would be that aluminum would be very easy to find early on and there would be many "Aluminum chunks" Scattered across the map to provide you with a large starting amount.
7: A way to destroy rivers: Not really that big of a thing to add, but on the earthlike planet the river blocks a significant part of the map and it would be really useful if the water wasn't infinite.
8: Alien planet: When humanity explores space not everything will always go according to plan. This alien planet would show the strangeness that could potentially be found beyond our planet. This map would have purple soil, thermal pools that would require a detox plant to get water from, and craters that would have random minerals in them. This planet would also have strange blue trees with more wood than fir trees. The starting atmosphere on this planet would be 1 million
9. Detoxification plant: This would be a structure to generate water on toxic worlds. The first tier would be 1x1 and generate a little water. The second tier would still be 1x1 but would produce 7 times the water. After that, you could use atmosphere condensers.
10. Living planet: This map would be medium to hard. It would take the form of a moon sized organism with an atmosphere of 5 Million at the start. You would need to use a detox plant to get water from the planet. This would offer strange resources early on that would be very valuable to different races. This map would be available to UE and Zolarg.
11. Natural Gas: A new resource used for mechanical buildings and massive rovers
Thanks for being patient with my ideas and the length of them. Again, i'm sorry there's no artwork or specifics about the buildings but there's a lot of ideas and I cant use Inkscape to save my own life. Be sure to leave a comment telling me what you think of these ideas
#NewMap #MegaWorld #Ideas
Hello guys!
The name is Wadaling.
This is the new map idea, with new resources and challenges! 😈
Mega World planets are not dead planets, however one of the most dangerous places to colonize. Toxic and unbreathable (for humans only so far, but not a problem for Insectnoids and the local dwellers Giants) atmosphere. Soil that is not sutible for growth of ordinery crops. Dangerous gigantic beasts. Toxic Pandora plants only the beasts can eat. Despite the dangers, there’s resources that cannot found in anywhere else in the galaxy - Pandora Gas (P-Gas in short), also known as the ‘miricle gas’ that can grow ordinery plants into huge plants and allow them to cultivate them in soils of Mega World; the dangerous beasts are extremly rare in other planets; Pandora fruit from the Pandora plants are ingredients for the extraordinery Pandora Rum (but it is just rum, okay?).
<Exclusive Rovers>
• Hunter rover
When you cannot grow crops in Mega World, hunting the beasts is the only choices. Although not much can be done by a rover, it gets the job done.
• Pandora rover
This rover harvests Pandora fruit and builds basic structures.
<Exclusive Workers>
Various Giant worker units can be hired from the Giants’ Residences located in the map, using food. They are more efficient than common rovers.
<Exclusive Resources>
• Pandora Fruit
Although pandora fruits are not edible for most people you still need them as these are beasts’ diet and can make some fantastic batches of rum. Drying them can also extract some minerals.
• Beasts
Dangerous, huge, terrifying, but also delicious meals for many and valuable pets.
• P-Gas
This miricle gas will grow huge plants (and allow cultivation in Mega World) that will lead to a new agricultural revolution!
Next time new buildings (and something about the terrains too) will be introduced. Stay tuned!
On the other hand, any more additional ideas? Or some improvements? Comments please (•ω•)
Hello guys!
The name is Wadaling.
This is the new map idea, with new resources and challenges! 😈
Mega World planets are not dead planets, however one of the most dangerous places to colonize. Toxic and unbreathable (for humans only so far, but not a problem for Insectnoids and the local dwellers Giants) atmosphere. Soil that is not sutible for growth of ordinery crops. Dangerous gigantic beasts. Toxic Pandora plants only the beasts can eat. Despite the dangers, there’s resources that cannot found in anywhere else in the galaxy - Pandora Gas (P-Gas in short), also known as the ‘miricle gas’ that can grow ordinery plants into huge plants and allow them to cultivate them in soils of Mega World; the dangerous beasts are extremly rare in other planets; Pandora fruit from the Pandora plants are ingredients for the extraordinery Pandora Rum (but it is just rum, okay?).
<Exclusive Rovers>
• Hunter rover
When you cannot grow crops in Mega World, hunting the beasts is the only choices. Although not much can be done by a rover, it gets the job done.
• Pandora rover
This rover harvests Pandora fruit and builds basic structures.
<Exclusive Workers>
Various Giant worker units can be hired from the Giants’ Residences located in the map, using food. They are more efficient than common rovers.
<Exclusive Resources>
• Pandora Fruit
Although pandora fruits are not edible for most people you still need them as these are beasts’ diet and can make some fantastic batches of rum. Drying them can also extract some minerals.
• Beasts
Dangerous, huge, terrifying, but also delicious meals for many and valuable pets.
• P-Gas
This miricle gas will grow huge plants (and allow cultivation in Mega World) that will lead to a new agricultural revolution!
Next time new buildings (and something about the terrains too) will be introduced. Stay tuned!
On the other hand, any more additional ideas? Or some improvements? Comments please (•ω•)
Howdy,
I'm curious about the other side of terraforming, as in when you terraform to earth-like levels and your atmosphere keeps producing. Is there a global warning aspect to this? What I mean to ask is simply if you can have too much atmosphere? When my colony got above 1k population the atmosphere kind of ran away to 5 million. I've heard 15 million is when problems arise but that was in a post about trash piling up. As a precaution I've cut my incinerators in half and quadrupled the condesors but the atmosphere keeps rising. What are the ways to slow it/stop it yet still keep production up? Is there even an upper limit to atmosphere before colonists health becomes a worry? Thank you.
I'm curious about the other side of terraforming, as in when you terraform to earth-like levels and your atmosphere keeps producing. Is there a global warning aspect to this? What I mean to ask is simply if you can have too much atmosphere? When my colony got above 1k population the atmosphere kind of ran away to 5 million. I've heard 15 million is when problems arise but that was in a post about trash piling up. As a precaution I've cut my incinerators in half and quadrupled the condesors but the atmosphere keeps rising. What are the ways to slow it/stop it yet still keep production up? Is there even an upper limit to atmosphere before colonists health becomes a worry? Thank you.