Search - toy sweatshop
These ideas are simply to cover some of the gaps that I see in the zolarg playthrough.
first of all, I think that at some point, just like humans, zolarg should gain the ability to produce every resource automatically instead of requiring micromanagement. Some people might fight me on this, but if zolarg are going to be as powerful as humans are now, they need automation just like humans.
The below names for the techs and buildings are just examples of what they could be named. It's the concepts that matter the most.
Techs:
Alien genetic engineering: The ancients were very skilled at designing organisms to their liking. Learn their ways of mass producing organic resources.
Tall construction: learn how to build and grow sturdy buildings that reach for the sky and save space.
Organic megastructures: Learn how to build massive organic structures that people can live and work in. They heal themselves as long as they receive food and water, and they allow for a higher level of industry. This technology far surpasses the ancients in the field of organic engineering. It's all uncharted territory from here.
Insectoid shipbuilding: this tech already exists, but I was thinking of expounding on it
Insectoid clay works: Insectoid have finally learned what to do with all that clay they've been collecting. Learn how to make bricks and pottery.
Resources:
Brains: These are the insectoid's version of the microchip. This organic form of computing far suprasses the microchip, and thus less are needed in order to fulfill computing needs. However, the cost to build them is high.
Organs: I feel like this one is self explanatory. Organs can be used in hospitals to heal people, and they could be used to make complex organic systems. you'll also get to see how they are used below.
Buildings:
Basic organics:
unholy brain grower: This building grows genetically engineered brains that, in all intensive purposes, are basically supercharged microchips. Since organic data storage is much more compact and powerful than traditional computing, one brain could do the work of 1 thousand microchips. This allows insectoids to now build complex structures that can do things for them. Consumes antaura, clay, food and ant paste in large quantities to prouce a small amount of brains.
Unholy Organ grower: Alien stem cell research and antaura research has given rise to organ growing, which has revolutionized the insectoid's health and technology fields. Consumes water, oil, and antaura to produce organs.
Organic robot factory: The insectoids have learned to genetically design and program organic robots to do their bidding. These robots are smarter and more flexible than rigid mechanical robots and they are cheaper to build. Some people even treat robots as pets as they can be given emotions and trained or programmed to do anything. However, the demand for these robots is higher due to organic products being less durable than mechanical ones, and there's the fact that any building that uses them requires food and water as well. consumes microchips, organs, food and water to produce robots.
Sacrificial alter: Any religion has it's share of required sacrifices, and insectoid religion is no different. By sacrificing their robotic pets, insectoids are given access to massive amounts of antaura. Consumes lots of robots, generates massive amounts of antaura.
unholy cloner: Using the ancients organic technology and the raw power of antaura to mass-produce more insectoids. requires alien artifacts, antaura, food and water during use.
Insectoid shipbuilding:
Starship grower: Consumes microchips, organs, robots, food, water, and ant paste to produce starships.
Starship lair: Houses and nourishes starships. Consumes food and water regularly.
Misc. Buildings:
Insectoid hotel: a tall, organic hotel that tourists can stay in. performs the same functions as the human hotel.
insectoid restaurant: a simple, antanium laden building that performs the same functions as the human restaurant.
large park: Insectoids have the necessary resources the build this building as well, so they should be able to build it.
Spire of revelations. When uranium is infused with antaura, it creates a powerful hallucinogen that fills an insectoid's mind with revelations from the gods. This generates pure knowledge, leading to massive amounts of research progress. however, this substance takes it's toll on the one using it and they could wither away rather quickly from radiation poisoning if they aren't given constant medical care. Would be an upgrade to the spire of knowledge.
Organic megastructures:
Unholy Paste extruder: A massive organic factory that uses antaura, water, trash, and sugar in large amounts to constantly produce a large amount of ant paste. It will still produce ant paste when out of trash, but trash accelerates the production. This gives insectoid that ability to take care of their trash problems.
clothing sweatshop: Same concept as the human sweatshop, except that this sweatshop is a massive organic factory and employs more workers. Consumes tons of cloth to produce tons of money.
Clayworks factory: Produces large amounts of pottery and bricks, but is very inefficient and uses more clay than necessary.
Organic hive: This building would be an upgrade to the unholy mound of worship, but it wouldn't produce anymore antaura. The building is entirely organic and houses many more insectoids. It pulls it's food and water from the ground through roots like a tree, so it doesn't consume anything and will never take damage.
Organic arcology: A mega-hive that houses tens of thousands of insectoids and grows it's own food and provides lots of entertainment and jobs to its residents. consumes sugar, water, and triantanium constantly to produce food, feed itself, and heal structural damage.
Unholy wood synthesizer: An organic megastructure that synthesizes wood. Ant paste, when combined with antaura and cloth and then hardened, becomes fibrous like wood and can be used in all the same ways as normal wood can. consumes antaura, ant paste and cloth to produce wood. Bast can decide how much wood is produced. It doesn't really matter as long as we get an automatic way to make wood for zolarg. I feel like cloth is largely unused but easily produced in regards to zolarg.
Overmind command center: Turn your unholy command center into an organic megastore that can think for itself and govern your people. Requires the most amount of brains to build out of any other building, but rewards you with even more civic production.
Charcoal buildings:
Charcoal hut: add the same hut that humans have in so that zolarg can use it to make charcoal. I feel like if insectoids know how to burn sugar for power, they should know how to make charcoal from wood.
dark power spire: like the power spire, but feeds off of charcoal instead of sugar. Could be useful on a sugarless planet.
I'll come up with more over time.
first of all, I think that at some point, just like humans, zolarg should gain the ability to produce every resource automatically instead of requiring micromanagement. Some people might fight me on this, but if zolarg are going to be as powerful as humans are now, they need automation just like humans.
The below names for the techs and buildings are just examples of what they could be named. It's the concepts that matter the most.
Techs:
Alien genetic engineering: The ancients were very skilled at designing organisms to their liking. Learn their ways of mass producing organic resources.
Tall construction: learn how to build and grow sturdy buildings that reach for the sky and save space.
Organic megastructures: Learn how to build massive organic structures that people can live and work in. They heal themselves as long as they receive food and water, and they allow for a higher level of industry. This technology far surpasses the ancients in the field of organic engineering. It's all uncharted territory from here.
Insectoid shipbuilding: this tech already exists, but I was thinking of expounding on it
Insectoid clay works: Insectoid have finally learned what to do with all that clay they've been collecting. Learn how to make bricks and pottery.
Resources:
Brains: These are the insectoid's version of the microchip. This organic form of computing far suprasses the microchip, and thus less are needed in order to fulfill computing needs. However, the cost to build them is high.
Organs: I feel like this one is self explanatory. Organs can be used in hospitals to heal people, and they could be used to make complex organic systems. you'll also get to see how they are used below.
Buildings:
Basic organics:
unholy brain grower: This building grows genetically engineered brains that, in all intensive purposes, are basically supercharged microchips. Since organic data storage is much more compact and powerful than traditional computing, one brain could do the work of 1 thousand microchips. This allows insectoids to now build complex structures that can do things for them. Consumes antaura, clay, food and ant paste in large quantities to prouce a small amount of brains.
Unholy Organ grower: Alien stem cell research and antaura research has given rise to organ growing, which has revolutionized the insectoid's health and technology fields. Consumes water, oil, and antaura to produce organs.
Organic robot factory: The insectoids have learned to genetically design and program organic robots to do their bidding. These robots are smarter and more flexible than rigid mechanical robots and they are cheaper to build. Some people even treat robots as pets as they can be given emotions and trained or programmed to do anything. However, the demand for these robots is higher due to organic products being less durable than mechanical ones, and there's the fact that any building that uses them requires food and water as well. consumes microchips, organs, food and water to produce robots.
Sacrificial alter: Any religion has it's share of required sacrifices, and insectoid religion is no different. By sacrificing their robotic pets, insectoids are given access to massive amounts of antaura. Consumes lots of robots, generates massive amounts of antaura.
unholy cloner: Using the ancients organic technology and the raw power of antaura to mass-produce more insectoids. requires alien artifacts, antaura, food and water during use.
Insectoid shipbuilding:
Starship grower: Consumes microchips, organs, robots, food, water, and ant paste to produce starships.
Starship lair: Houses and nourishes starships. Consumes food and water regularly.
Misc. Buildings:
Insectoid hotel: a tall, organic hotel that tourists can stay in. performs the same functions as the human hotel.
insectoid restaurant: a simple, antanium laden building that performs the same functions as the human restaurant.
large park: Insectoids have the necessary resources the build this building as well, so they should be able to build it.
Spire of revelations. When uranium is infused with antaura, it creates a powerful hallucinogen that fills an insectoid's mind with revelations from the gods. This generates pure knowledge, leading to massive amounts of research progress. however, this substance takes it's toll on the one using it and they could wither away rather quickly from radiation poisoning if they aren't given constant medical care. Would be an upgrade to the spire of knowledge.
Organic megastructures:
Unholy Paste extruder: A massive organic factory that uses antaura, water, trash, and sugar in large amounts to constantly produce a large amount of ant paste. It will still produce ant paste when out of trash, but trash accelerates the production. This gives insectoid that ability to take care of their trash problems.
clothing sweatshop: Same concept as the human sweatshop, except that this sweatshop is a massive organic factory and employs more workers. Consumes tons of cloth to produce tons of money.
Clayworks factory: Produces large amounts of pottery and bricks, but is very inefficient and uses more clay than necessary.
Organic hive: This building would be an upgrade to the unholy mound of worship, but it wouldn't produce anymore antaura. The building is entirely organic and houses many more insectoids. It pulls it's food and water from the ground through roots like a tree, so it doesn't consume anything and will never take damage.
Organic arcology: A mega-hive that houses tens of thousands of insectoids and grows it's own food and provides lots of entertainment and jobs to its residents. consumes sugar, water, and triantanium constantly to produce food, feed itself, and heal structural damage.
Unholy wood synthesizer: An organic megastructure that synthesizes wood. Ant paste, when combined with antaura and cloth and then hardened, becomes fibrous like wood and can be used in all the same ways as normal wood can. consumes antaura, ant paste and cloth to produce wood. Bast can decide how much wood is produced. It doesn't really matter as long as we get an automatic way to make wood for zolarg. I feel like cloth is largely unused but easily produced in regards to zolarg.
Overmind command center: Turn your unholy command center into an organic megastore that can think for itself and govern your people. Requires the most amount of brains to build out of any other building, but rewards you with even more civic production.
Charcoal buildings:
Charcoal hut: add the same hut that humans have in so that zolarg can use it to make charcoal. I feel like if insectoids know how to burn sugar for power, they should know how to make charcoal from wood.
dark power spire: like the power spire, but feeds off of charcoal instead of sugar. Could be useful on a sugarless planet.
I'll come up with more over time.
Hello!
So, over time i’ve noticed some buildings don’t have the option to be rotated, and at times this can be problematic when your low on space and you need to make things fit.
Buildings that don’t have ability to rotate:
Food Processing Sweatshop
Galactic Board of Trade
Pottery Works
Hipster Bar
Plastic Factory
Toy Sweatshop
Space Port
Hotel
Large Resort
Galactic Freight
Statue of Unbridledly Excess
Export Cannon
Space Elevator
House of Horror
Lumber Yard
High Command
Advanced Plastic Factory
Higher Command
Big Playhouse
Small Trash Pit
Hall of Congress
Real News Station
Hipster Lofts
Looking at some of the buildings I do understand that some would/might be difficult to make a side view, and that’s understandable if you can’t. However it would be nice to be able to rotate these buildings!
So, over time i’ve noticed some buildings don’t have the option to be rotated, and at times this can be problematic when your low on space and you need to make things fit.
Buildings that don’t have ability to rotate:
Food Processing Sweatshop
Galactic Board of Trade
Pottery Works
Hipster Bar
Plastic Factory
Toy Sweatshop
Space Port
Hotel
Large Resort
Galactic Freight
Statue of Unbridledly Excess
Export Cannon
Space Elevator
House of Horror
Lumber Yard
High Command
Advanced Plastic Factory
Higher Command
Big Playhouse
Small Trash Pit
Hall of Congress
Real News Station
Hipster Lofts
Looking at some of the buildings I do understand that some would/might be difficult to make a side view, and that’s understandable if you can’t. However it would be nice to be able to rotate these buildings!
Hi all
Opened a toy sweatshop and I am probably being dumb.. What's the point in it... Toys don't seem to be used anywhere
Opened a toy sweatshop and I am probably being dumb.. What's the point in it... Toys don't seem to be used anywhere
new build:
dinosaur center
use oil to make dinausore to do more oil and dinosaure toy,
use a DNA lab to take DNA from oil and do dinausore and use dinausore to do more oil and use the oil to do dinausore toy
hum make sense
dinosaur center
use oil to make dinausore to do more oil and dinosaure toy,
use a DNA lab to take DNA from oil and do dinausore and use dinausore to do more oil and use the oil to do dinausore toy
hum make sense
Note: This is all for human colonies.
So I've currently got a region colony which currently has quite a few problems regarding resources. I've got 2 maps full of just tree farms, a map where 1/4 is full of wool, my clay production is sad, and my bricks, pottery, and toys have nothing to do. Additionally, the endgame right now is pretty fast to get to, and as buildings and techs are easier to add to the game than new features, I think it'd be nice to have quite a bit more content. So, to fix these problems and a few more, here are some idea for buildings and some other general improvements I have:
General:
Make megatrees grow A LOT faster. They are so slow, you can barely sustain a middling zolarg colony with them. Sugar canes covered the entire map before I even got 5 new megatrees.
Disable auto-trading on the GBT. It's really cluttered now.
Widen the game. Currently, the tech tree is growing upwards, with new techs and building being added for later in the game than current ones. Instead, focus on adding more buildings and techs to current techs and mid-game play.
Resources:
Miniships
Techs:
Advanced Biology: Requires Low Gravity Husbandry. Unlocks: Underground Tree Farm.
Bioengineering: Requires Advanced Biology, Human Cloning. Unlocks: Megatree, Megatree Farm, Human Repair Lab.
Synthetic Biology: Requires Bioengineering, Transcendence. Unlocks: Bioprinter.
Commercial Shipping: Requires Faster Than Light Travel, Galactic Finance Theory. Unlocks: Small Shipyard, Planetary Freight, Ship Showroom, Refueling Station, Mega-Elevator.
Asteroid Mining: Requires Commercial Shipping. Unlocks: Asteroid Tether.
Buildings:
Underground Tree Farm: An upgrade to the tree farm which goes 5 stories underground for 5x faster production. About the same cost as a dig site. Requires: Advanced Biology
Megatree Farm: An upgrade to the underground tree farm for 2x production. Requires: Bioengineering.
Human Repair Lab: Heal humans by giving them robotic parts. Consumes civics and robots. Requires: Bioengineering.
Bioprinter: A 3x3 building which prints any organic material and consumes food, water, and robots. Produces 5 units of one of wood, charcoal, sugar, or wool every 5 ticks. Needs no workers. Requires Synthetic Biology.
Clay Mixer: Produces clay by consuming ore and water. Requires Clay Production.
Advanced Clay Mixer: Produces clay by consuming ore and ant paste. Requires Ant Paste Synthesis and Clay Production.
Toy Store: Just sells toys in exchange for money.
Build-N-Bricks: Sells toys for even more money than the toy store (they're Lego knock-offs). Has a lot of entertainment capacity, too.
Ansible Array: Produces 10000 Bandwidth. Consumes ether, software, and a lot of power.
Ape-Apps-plex: An endgame software producing building, churning out software by the thousands while consuming robots. As an idea, make it require a technology called "Singularity".
Small Shipyard: 5x5 building. Produces Miniships much faster than the shipyard produces starships. Consumes less resources too. Still very expensive. Requires: Commercial Shipping.
Planetary Freight: 2x7 building like interstellar freight. It is not an upgrade. Enables a new feature for auto-trading with commonwealth members. Requires: Commercial Shipping.
Ship Showroom: 9x9 building. Consumes both Starships and Miniships very slowly. Sells them for an unholy amount of money to the richest of your colony. Requires: Commercial Shipping.
Refueling Station: 5x5 building, is just a pipeline leading to the sky like the space elevator. Refuels Starships, produces an unholy amount of money while consuming oil, crystalline, and ether. Requires: Commercial Shipping.
Mega-Elevator: 2x7 upgrade to Space-Elevator. Is much wider. Even bigger trading capacity and immigration. Requires: Commercial Shipping.
Asteroid Tether: a 7x7 building which is unbelievably expensive (like really expensive, 10x hall of congress maybe?) and costs many Miniships to make (you have to pull the asteroid over), but produces immense amounts of ore, regolith, aluminum, gold, diamond, uranium, and alien artifacts. Maybe 10000 ore, 10000 regolith, 50000 gold, 10000 aluminum, 10000 uranium, 5000 diamond, and 100 alien artifacts every 150 ticks? Requires: Asteroid Mining
So I've currently got a region colony which currently has quite a few problems regarding resources. I've got 2 maps full of just tree farms, a map where 1/4 is full of wool, my clay production is sad, and my bricks, pottery, and toys have nothing to do. Additionally, the endgame right now is pretty fast to get to, and as buildings and techs are easier to add to the game than new features, I think it'd be nice to have quite a bit more content. So, to fix these problems and a few more, here are some idea for buildings and some other general improvements I have:
General:
Make megatrees grow A LOT faster. They are so slow, you can barely sustain a middling zolarg colony with them. Sugar canes covered the entire map before I even got 5 new megatrees.
Disable auto-trading on the GBT. It's really cluttered now.
Widen the game. Currently, the tech tree is growing upwards, with new techs and building being added for later in the game than current ones. Instead, focus on adding more buildings and techs to current techs and mid-game play.
Resources:
Miniships
Techs:
Advanced Biology: Requires Low Gravity Husbandry. Unlocks: Underground Tree Farm.
Bioengineering: Requires Advanced Biology, Human Cloning. Unlocks: Megatree, Megatree Farm, Human Repair Lab.
Synthetic Biology: Requires Bioengineering, Transcendence. Unlocks: Bioprinter.
Commercial Shipping: Requires Faster Than Light Travel, Galactic Finance Theory. Unlocks: Small Shipyard, Planetary Freight, Ship Showroom, Refueling Station, Mega-Elevator.
Asteroid Mining: Requires Commercial Shipping. Unlocks: Asteroid Tether.
Buildings:
Underground Tree Farm: An upgrade to the tree farm which goes 5 stories underground for 5x faster production. About the same cost as a dig site. Requires: Advanced Biology
Megatree Farm: An upgrade to the underground tree farm for 2x production. Requires: Bioengineering.
Human Repair Lab: Heal humans by giving them robotic parts. Consumes civics and robots. Requires: Bioengineering.
Bioprinter: A 3x3 building which prints any organic material and consumes food, water, and robots. Produces 5 units of one of wood, charcoal, sugar, or wool every 5 ticks. Needs no workers. Requires Synthetic Biology.
Clay Mixer: Produces clay by consuming ore and water. Requires Clay Production.
Advanced Clay Mixer: Produces clay by consuming ore and ant paste. Requires Ant Paste Synthesis and Clay Production.
Toy Store: Just sells toys in exchange for money.
Build-N-Bricks: Sells toys for even more money than the toy store (they're Lego knock-offs). Has a lot of entertainment capacity, too.
Ansible Array: Produces 10000 Bandwidth. Consumes ether, software, and a lot of power.
Ape-Apps-plex: An endgame software producing building, churning out software by the thousands while consuming robots. As an idea, make it require a technology called "Singularity".
Small Shipyard: 5x5 building. Produces Miniships much faster than the shipyard produces starships. Consumes less resources too. Still very expensive. Requires: Commercial Shipping.
Planetary Freight: 2x7 building like interstellar freight. It is not an upgrade. Enables a new feature for auto-trading with commonwealth members. Requires: Commercial Shipping.
Ship Showroom: 9x9 building. Consumes both Starships and Miniships very slowly. Sells them for an unholy amount of money to the richest of your colony. Requires: Commercial Shipping.
Refueling Station: 5x5 building, is just a pipeline leading to the sky like the space elevator. Refuels Starships, produces an unholy amount of money while consuming oil, crystalline, and ether. Requires: Commercial Shipping.
Mega-Elevator: 2x7 upgrade to Space-Elevator. Is much wider. Even bigger trading capacity and immigration. Requires: Commercial Shipping.
Asteroid Tether: a 7x7 building which is unbelievably expensive (like really expensive, 10x hall of congress maybe?) and costs many Miniships to make (you have to pull the asteroid over), but produces immense amounts of ore, regolith, aluminum, gold, diamond, uranium, and alien artifacts. Maybe 10000 ore, 10000 regolith, 50000 gold, 10000 aluminum, 10000 uranium, 5000 diamond, and 100 alien artifacts every 150 ticks? Requires: Asteroid Mining
A spooky yet entertaining game you can play with your friends? Do you want to live in a world that is mysterious and dangerous? Have you completed poppy playtime chapter 3 yet? Moonbit Studios created the tense horror game Poppy Playtime, Chapter 3. A third chapter follows Poppy Playtime Chapters 1 and 2. The captivating narratives and distinctive gameplay of these games have grown to attract a wider audience.
In Poppy Playtime, Chapter 3, you become an employee of the Playtime Co., a toy firm that is well-known for its adorable dolls, including Huggy Wuggy, the monster-friendly fluffy creatures, and Poppy, the adorable doll girl. Your job is to look into the odd things that are happening in the company's toy factory. To solve puzzles and uncover the sinister secrets concealed in the factory, use a special gauntlet that has the capacity to grasp and manipulate objects. Along with scary doll girls and terrifying noises, monsters are rushing forward in the pitch-black surroundings. Can you endure it and learn the real story behind Playtime Co.? Poppy Playtime Chapter 3 is a disturbing video game that should not be played by people who are easily scared. The game has fun gameplay, realistic 3D graphics, and captivating music. Playing this game is a requirement if you enjoy scary movies.
I have a few ideas after playing for a while. I think some of these are pretty good, some not that good. Feel free to give your own ideas or feedback. All ideas are meant to be standalone ideas and not all ideas will work with others as suggested.
1. Fixing Protesting: Too often I see colonists protesting for no reason, or because they won't fix the issue themselves. (Such as the colonist protesting about their low health while there's a medical facility with empty patient spots 5 tiles away.) I'd like to see colonists seeking out a way to fix their problems and only protesting as a last resort.
2. Quitting Jobs: Colonists should be able to quit jobs if they feel a new job will give them a better time. This can be for better pay or commute length. This goes with suggestion 1.
3. Personal Transports+Parking Lots: Colonists would be able to buy personal transports and drive them to work. They would drive from their house to a parking lot then walk to work, this walking distance becomes their commute length. This means a colonist who lives 120 tiles from his workplace can drive to a nearby lot and walk 5 tiles to work.
4. Commodity Resource
Commodity Workshop
Commodity Sweatshop
Commodity Shop
Commodities would be made at the production facilities and then used by tourist trap buildings, and commodity shops. This adds another way to make money from colonists and tourists buying commodities.
5. Military
Now this is the hard one since it's been said this isn't a war game. Unfortunately I think in this simulation game with different factions, nations, and empires, not having a war mechanic of any form would be missing out on a huge amount of potential for the game. Especially with these "Federations" that are rising. Having war would add a new level of depth to the game because it wouldn't be solely a war game. So, here goes.
New Buildings:
Arms Factory-Makes Weapon Parts
Ship Factory-Makes Vehicle Parts
Barracks-Produces Militia+Soldiers
War Factory-Produces APC+Light and Heavy Tanks
Shipyard-Produces all the ships.
Transport Pad-Sends ground troops to Transport Ships and vice-versa.
New Resources:
Weapon Parts-Used for Infantry
Vehicle Parts-Used for ground and space vehicles.
Units:
Militia
Solider
APC
Light Tank
Heavy Tank
Patrol Ship
Transport Ship
Frigate
Cruiser
Dreadnaught
Now, I'll explain how this works.
If you are a colony:
You can build all the buildings and access all the resources, but you may only build Militia, Soldiers, APC, and Patrol Ships. You have to have unemployed colonists to recruit them. You can't attack anyone at all. Your capitol is able to request units from you, you can only send Soldiers and APC's. Militia and Patrol Ships remain at the colony. Military is not a big focus if you aren't independent. This adds a military aspect without making it a "war game" as most of the players are colonies and not independent nations. Heavy war focus is reserved for a smaller number of players.
If you are independent:
You have access to all units unlike colonies. You can attack other players and the NPC factions. You can have alliances(Federations possibly too) with other commonwealths. You can also have a state of war where you're allowed to attack. Warfare and military is a larger focus here. You can request units from your colonies, they don't have to send them. You have to send Transport Ships to pick up or sent any units to/from your colonies. You can send Militia and Patrol Ships to you colonies and send them back. Units sent from your colonies can be sent to attack.
Your ships are meant for difference purposes.
Some units have special abilities.
Militia: They can be ordered by the local government to police protesters. This can help break up protests and get rid of protesters but can result in people being killed and damage being done.
Frigates: These have an advantage over Patrol Ships when attacking them.
Dreadnaughts: These can bombard the surface during the ground assault.
Stages of Battle:
Space Battle-The defending fleet fights against attacking fleet. If the attackers win we move onto ground assault.
Ground Assault-Defending ground forces fight against the attacking ground forces and any aerial bombardment. If the attackers win the planet is annexed. If the defenders win the attackers can break off or from a blockade.
Blockade-The blockaded planet can not import or export anything. They can not make or accept trade offers. They cannot send units, have units requested from, or be sent units until the blockade is broken or lifted. The blockaded planet can try to break the blockade or if only a colony, a capitol can also try to break the blockade.
NPC Factions:
United Earth, League of Independent States, and Zolarg Empire will always be at war. They will control territory with shifting fronts. Once the front moves past a commonwealth the faction may ask you for an alliance, declare war, or nothing at all. They won't attack players very often, even if you're part of an enemy NPC faction. They're more likely to if you are. They're also more likely to if your commonwealth is at war with them or you're allied to one of the other factions.
Being Annexed:
So let's say you get attacked and you lose, then what?
Colony: You lose population from bombardment and soldiers being killed. Buildings are damaged and you've been forcefully annexed to anther power. The attackers can demand up to a max of 5% of your total money as tribute. (only one time) The attackers can't impose any other tributes on you for 7 days and you can't request annexation by another commonwealth for 2 days.
Capitol: It's the same thing but before you're fully annexed you can also choose a new colony to be the capitol of the commonwealth or choose for the entire commonwealth to be annexed. Penalties and limitations are the same but colonies annexed along with a capitol can't be charged the 5% tribute.
In the grand scheme of things, I think military would add a new layer of depth to the game and not trying to would be refusing to utilize a massive amount of potential to make a good game even better. But, it would only help those who choose to participate in it. I know I don't have everything about it sorted out and there's holes in my idea but this is simply a skeleton of 1 possible system.
I think these ideas are all good in 1 way or another, feel free to leave a comment,
1. Fixing Protesting: Too often I see colonists protesting for no reason, or because they won't fix the issue themselves. (Such as the colonist protesting about their low health while there's a medical facility with empty patient spots 5 tiles away.) I'd like to see colonists seeking out a way to fix their problems and only protesting as a last resort.
2. Quitting Jobs: Colonists should be able to quit jobs if they feel a new job will give them a better time. This can be for better pay or commute length. This goes with suggestion 1.
3. Personal Transports+Parking Lots: Colonists would be able to buy personal transports and drive them to work. They would drive from their house to a parking lot then walk to work, this walking distance becomes their commute length. This means a colonist who lives 120 tiles from his workplace can drive to a nearby lot and walk 5 tiles to work.
4. Commodity Resource
Commodity Workshop
Commodity Sweatshop
Commodity Shop
Commodities would be made at the production facilities and then used by tourist trap buildings, and commodity shops. This adds another way to make money from colonists and tourists buying commodities.
5. Military
Now this is the hard one since it's been said this isn't a war game. Unfortunately I think in this simulation game with different factions, nations, and empires, not having a war mechanic of any form would be missing out on a huge amount of potential for the game. Especially with these "Federations" that are rising. Having war would add a new level of depth to the game because it wouldn't be solely a war game. So, here goes.
New Buildings:
Arms Factory-Makes Weapon Parts
Ship Factory-Makes Vehicle Parts
Barracks-Produces Militia+Soldiers
War Factory-Produces APC+Light and Heavy Tanks
Shipyard-Produces all the ships.
Transport Pad-Sends ground troops to Transport Ships and vice-versa.
New Resources:
Weapon Parts-Used for Infantry
Vehicle Parts-Used for ground and space vehicles.
Units:
Militia
Solider
APC
Light Tank
Heavy Tank
Patrol Ship
Transport Ship
Frigate
Cruiser
Dreadnaught
Now, I'll explain how this works.
If you are a colony:
You can build all the buildings and access all the resources, but you may only build Militia, Soldiers, APC, and Patrol Ships. You have to have unemployed colonists to recruit them. You can't attack anyone at all. Your capitol is able to request units from you, you can only send Soldiers and APC's. Militia and Patrol Ships remain at the colony. Military is not a big focus if you aren't independent. This adds a military aspect without making it a "war game" as most of the players are colonies and not independent nations. Heavy war focus is reserved for a smaller number of players.
If you are independent:
You have access to all units unlike colonies. You can attack other players and the NPC factions. You can have alliances(Federations possibly too) with other commonwealths. You can also have a state of war where you're allowed to attack. Warfare and military is a larger focus here. You can request units from your colonies, they don't have to send them. You have to send Transport Ships to pick up or sent any units to/from your colonies. You can send Militia and Patrol Ships to you colonies and send them back. Units sent from your colonies can be sent to attack.
Your ships are meant for difference purposes.
Some units have special abilities.
Militia: They can be ordered by the local government to police protesters. This can help break up protests and get rid of protesters but can result in people being killed and damage being done.
Frigates: These have an advantage over Patrol Ships when attacking them.
Dreadnaughts: These can bombard the surface during the ground assault.
Stages of Battle:
Space Battle-The defending fleet fights against attacking fleet. If the attackers win we move onto ground assault.
Ground Assault-Defending ground forces fight against the attacking ground forces and any aerial bombardment. If the attackers win the planet is annexed. If the defenders win the attackers can break off or from a blockade.
Blockade-The blockaded planet can not import or export anything. They can not make or accept trade offers. They cannot send units, have units requested from, or be sent units until the blockade is broken or lifted. The blockaded planet can try to break the blockade or if only a colony, a capitol can also try to break the blockade.
NPC Factions:
United Earth, League of Independent States, and Zolarg Empire will always be at war. They will control territory with shifting fronts. Once the front moves past a commonwealth the faction may ask you for an alliance, declare war, or nothing at all. They won't attack players very often, even if you're part of an enemy NPC faction. They're more likely to if you are. They're also more likely to if your commonwealth is at war with them or you're allied to one of the other factions.
Being Annexed:
So let's say you get attacked and you lose, then what?
Colony: You lose population from bombardment and soldiers being killed. Buildings are damaged and you've been forcefully annexed to anther power. The attackers can demand up to a max of 5% of your total money as tribute. (only one time) The attackers can't impose any other tributes on you for 7 days and you can't request annexation by another commonwealth for 2 days.
Capitol: It's the same thing but before you're fully annexed you can also choose a new colony to be the capitol of the commonwealth or choose for the entire commonwealth to be annexed. Penalties and limitations are the same but colonies annexed along with a capitol can't be charged the 5% tribute.
In the grand scheme of things, I think military would add a new layer of depth to the game and not trying to would be refusing to utilize a massive amount of potential to make a good game even better. But, it would only help those who choose to participate in it. I know I don't have everything about it sorted out and there's holes in my idea but this is simply a skeleton of 1 possible system.
I think these ideas are all good in 1 way or another, feel free to leave a comment,
The moment everyone has been waiting for has finally arrived, the release of My Colony v0.50.0 - the fighting 50!
50 is a nice round number, but is the update nice and round as well? Let's take a look at what is new and what has changed:
My Colony v0.50.0 Changelog
New Stuff
I had intended this update to be a big Zolarg content update, but instead was required to spend most of my time making changes to the GBT and it's associated API. As some will know, I've never really been thrilled about having the GBT in the game, and am even less thrilled in having to micromanage it. Ideally people would be able to conduct themselves as adults and treat the GBT system with respect, but I'm afraid that is not what has transpired. The actions of a few bad apples have thus forced my hand to really crack down on the Galactic Board of Trade, and several changes have now been implemented to that effect.
The first issue was involving the actual server API which the game contacts in order to do trade deals on the GBT. I threw the script together quickly to facilitate an in-game trading feature and didn't put any effort into security. This made it easy to exploit. Since the vast majority of players play in offline mode, I never gave it much thought, but over the last week, one of our players with a lot of free time on his hands really took it upon himself to hit the API hard and did a significant amount of damage to the online in-game economy. New security measures have been added, but they are not present in older versions of the game, and the server API cannot be fully patched without cutting off access for older versions of the game. For this reason, in one weeks time, access to online play from any version of My Colony older than v0.50.0 will be disabled. So if you play online, please update as soon as the release is available on your platform.
Here is also a first and only warning on this matter. Every call to the API is now logged and any user taking advantage of any exploit will be permanently banned from the service altogether. All of your colonies will be banned as will any device that you have been logged as having connecting to the service with. I do not care if you paid for premium or not, you can still play the game offline.
Other issues with the GBT involve using it for storage or using it as a means of transporting large amounts of goods from one colony or another. I don't consider this an exploit, but new measures have been put in place to block it from being used in this manner. The purpose of the GBT is to facilitate trades between colonies and nothing more. Using it for other purposes interferes with the pricing structure of the market and has an impact on the in-game economy for any player who plays the game online.
There is a new Galactic Trade Authority bot that monitors all trades on the GBT and logs trades which are considered grossly out of step with the current market realities. There is no auto-banning or "three strikes your out" feature associated with this. Everything is logged and will be reviewed by a human moderator (me). If it is decided that you are taking advantage of the system, your access to the GBT may be blocked.
There was also a new Galactic Emperor tax levied. This is the Emperor's highest tax ever, coming in at 95% of everything over $750m, and 100% of everything over $10b. This was imposed because of the API hacker who auto-purchased every contract on the market, leaving some players with an ungodly amount of money. If you got your money legitimately, then I am sorry, but this is the way it is. You can thank the abusers for the tax.
The good news is that as of this update, the resources of an individual colony can now be edited directly by the server if need be. For that reason, there probably will not have to be anymore global galactic emperor taxes levied. Because of this change though, all colonies in online mode are now required to have a constant internet connection. Really, this should have been a requirement from the start. If you cannot be constantly online, then consider playing the game in offline mode.
There have also been issues with users sending abusive messages through the in-game messaging system, including threats and other forms of harassment. To combat this I have added a new reporting feature which you can see in all new mail messages that arrive. Message reports will be reviewed by a human, and if you are conducting yourself in a manner which I do not feel is right for the game, then you will be banned from the service.
Anyway, like I said before, I really hate having to be a nanny here for the game. I'd much rather spend my time adding new content and features. If you don't like the new changes and don't want to see any more controls added in the future, then please encourage your fellow players to use their heads when playing the game. The API isn't there for my own benefit, I'd just as soon get rid of online play altogether, as it caused more headache than it is worth. The feature exists entirely for the benefit of those who want to play online, but if it can't be handled properly I have no problem taking it away. The vast majority of users play offline and wouldn't even notice if it was removed.
On to better things, you will notice some UI improvements that have been carried over from Antiquitas (which is now available and you should download (and 5 star) from here: http://apps.ape-apps.com/antiquitas/ ). Zolarg also received a few new things, with more coming in the next release. There is a new Ancientbug which is their version of the E.T. Builder, and their first alien structure is the Quantum Sugar Cloner which is a vast improvement over the Sugar Farm and takes up far less room. Insectoids will be getting a lot more alien content in the next few updates.
Also, there are only a couple of resources left now that do not require storage, and that will be soon changing. Keep that in mind and plan your colonies accordingly.
Between now and the end of the year, the updates are going to focus on Zolarg content. Once 2018 hits, the Reptilians will be making their way into My Colony, and the way they operate is going to be a bit different than the other races. They will make the difference between Humans and Zolarg seem insignificant. But until then, enjoy the update as there is still a lot more to come!
50 is a nice round number, but is the update nice and round as well? Let's take a look at what is new and what has changed:
My Colony v0.50.0 Changelog
New Stuff
- New Structures: Bloodletting Station, Spire of Knowledge, Quantum Sugar Cloner, Uranium Silo
- New Unit: Ancientbug
- New premium content: Orb of Radiance
- GBT: Added cooldown time between GBT trades, increased transaction civics costs, GBT contracts with lot sizes above your trading capacity no longer appear, You can no longer trade in lot sizes above your gifting capacity, The server can now limit the size and price of your trades.
- Storage Limits added: Aluminum, Uranium, Gold, and Clay now have storage requirements.
- Resource Decay: Resources left sitting outside of storage will now decay.
- Collect All: You can now collect all gifts at once with a single click.
- Message Reporting: There is a new in-game mechanism to report abusive PM's.
- Rebalancing: Antanium Synthesis Lab and Triantanium Refinery now offer a small amount of storage. Money generation from the Investment Bank and Clothing Sweatshop has been reduced.
- Tech Window: Each available tech now shows what new structures is contributes to.
- Online Colonies: Colonies played in online mode now require an internet connection to play.
- Right Click: Mouse users can now quickly move vehicles using the right click button.
- UI Changes: A bunch of small UI improvements carried over from Antiquitas v1.0.0 were added.
- Galactic Emperor Tax: Possibly the last tax the emperor will ever collect!
I had intended this update to be a big Zolarg content update, but instead was required to spend most of my time making changes to the GBT and it's associated API. As some will know, I've never really been thrilled about having the GBT in the game, and am even less thrilled in having to micromanage it. Ideally people would be able to conduct themselves as adults and treat the GBT system with respect, but I'm afraid that is not what has transpired. The actions of a few bad apples have thus forced my hand to really crack down on the Galactic Board of Trade, and several changes have now been implemented to that effect.
The first issue was involving the actual server API which the game contacts in order to do trade deals on the GBT. I threw the script together quickly to facilitate an in-game trading feature and didn't put any effort into security. This made it easy to exploit. Since the vast majority of players play in offline mode, I never gave it much thought, but over the last week, one of our players with a lot of free time on his hands really took it upon himself to hit the API hard and did a significant amount of damage to the online in-game economy. New security measures have been added, but they are not present in older versions of the game, and the server API cannot be fully patched without cutting off access for older versions of the game. For this reason, in one weeks time, access to online play from any version of My Colony older than v0.50.0 will be disabled. So if you play online, please update as soon as the release is available on your platform.
Here is also a first and only warning on this matter. Every call to the API is now logged and any user taking advantage of any exploit will be permanently banned from the service altogether. All of your colonies will be banned as will any device that you have been logged as having connecting to the service with. I do not care if you paid for premium or not, you can still play the game offline.
Other issues with the GBT involve using it for storage or using it as a means of transporting large amounts of goods from one colony or another. I don't consider this an exploit, but new measures have been put in place to block it from being used in this manner. The purpose of the GBT is to facilitate trades between colonies and nothing more. Using it for other purposes interferes with the pricing structure of the market and has an impact on the in-game economy for any player who plays the game online.
There is a new Galactic Trade Authority bot that monitors all trades on the GBT and logs trades which are considered grossly out of step with the current market realities. There is no auto-banning or "three strikes your out" feature associated with this. Everything is logged and will be reviewed by a human moderator (me). If it is decided that you are taking advantage of the system, your access to the GBT may be blocked.
There was also a new Galactic Emperor tax levied. This is the Emperor's highest tax ever, coming in at 95% of everything over $750m, and 100% of everything over $10b. This was imposed because of the API hacker who auto-purchased every contract on the market, leaving some players with an ungodly amount of money. If you got your money legitimately, then I am sorry, but this is the way it is. You can thank the abusers for the tax.
The good news is that as of this update, the resources of an individual colony can now be edited directly by the server if need be. For that reason, there probably will not have to be anymore global galactic emperor taxes levied. Because of this change though, all colonies in online mode are now required to have a constant internet connection. Really, this should have been a requirement from the start. If you cannot be constantly online, then consider playing the game in offline mode.
There have also been issues with users sending abusive messages through the in-game messaging system, including threats and other forms of harassment. To combat this I have added a new reporting feature which you can see in all new mail messages that arrive. Message reports will be reviewed by a human, and if you are conducting yourself in a manner which I do not feel is right for the game, then you will be banned from the service.
Anyway, like I said before, I really hate having to be a nanny here for the game. I'd much rather spend my time adding new content and features. If you don't like the new changes and don't want to see any more controls added in the future, then please encourage your fellow players to use their heads when playing the game. The API isn't there for my own benefit, I'd just as soon get rid of online play altogether, as it caused more headache than it is worth. The feature exists entirely for the benefit of those who want to play online, but if it can't be handled properly I have no problem taking it away. The vast majority of users play offline and wouldn't even notice if it was removed.
On to better things, you will notice some UI improvements that have been carried over from Antiquitas (which is now available and you should download (and 5 star) from here: http://apps.ape-apps.com/antiquitas/ ). Zolarg also received a few new things, with more coming in the next release. There is a new Ancientbug which is their version of the E.T. Builder, and their first alien structure is the Quantum Sugar Cloner which is a vast improvement over the Sugar Farm and takes up far less room. Insectoids will be getting a lot more alien content in the next few updates.
Also, there are only a couple of resources left now that do not require storage, and that will be soon changing. Keep that in mind and plan your colonies accordingly.
Between now and the end of the year, the updates are going to focus on Zolarg content. Once 2018 hits, the Reptilians will be making their way into My Colony, and the way they operate is going to be a bit different than the other races. They will make the difference between Humans and Zolarg seem insignificant. But until then, enjoy the update as there is still a lot more to come!
I am on version 0.50.0 on windows 10 from app store. I am having a bug (?) Where some of my buildings either slow or stop producing entirely even though they still have people working it. This is most noticeable when this happens to the food sweatshop. This happen when I am not at max storage of the needed resource.
If they do pause, then why do I show large amounts of the product going to decay? At the moment, my microchips have hit cap, and I've got 3208 production, 3204 going to decay, and the ancient alien microchip factory is consuming ancient artifacts.
Same issue with charcoal factory, and if I activate it, my food processing sweatshop.
Same issue with charcoal factory, and if I activate it, my food processing sweatshop.
Today's update to My Colony brings a few UI changes that might still need fleshed out a bit, but I think in the long run will be seen as an improvement over what we had previously. Here is a look at what is new:
My Colony v0.60.0 Changelog
New Stuff
The biggest change in this release is the new UI for the resources. You can see a more detailed discussion about it in this thread. Essentially, anybody who has played on mobile, particularly in the later stages of the game, knows that the resource layout would end up taking up half of the screen, making is hard to play the game properly. To fix this, the resources section has been condensed to between 1 and 3 (depending on your UI options and screen size) lines at the top of the screen. The resources now scroll by in a ticker-type banner, instead of all being displayed at once. You can toggle between this view and the old view by tapping/clicking on the resources display.
Also to reduce resource clutter, the numbers have been abbreviated and the total storage capacity has been removed by default. For example, where your food storage may have once said: 2,567,321/4,000,000, it will now just say 2.6M. If you want to go back to the old way, go to engine settings from the slide out menu and you can customize the readout any way you like it.
Anyway, I see this as a good change to clean up the main interface a bit, but please let me know your comments or ways to improve it further (or tell me if you don't like the change at all). The option is there to completely go back to the way it was before, so it should work out fine for most people, but again just let me know how you guys like it to be.
Moving on, some later-game tech and structures have been added for the Human races. The new Human updates allow the production of Diamonds on all colonies, and introduce a new resource which unlocks the production of Alien Relics for human players. These updates are necessary for offline colonies to be able to produce these resources, but are expensive enough to where they shouldn't destroy those resources for online players on the GBT.
Speaking of the GBT, Lava World players who are actually able to survive long enough to unlock the global market can now export Obsidian. Obsidian will become an important resource soon, so stay tuned for that.
Zolarg colonies now have the ability to create synthetic Crystalline on all maps, including the Sugarland map, also unlocking several Crystalline related structures.
As for the Reptilians, they now have access to the GBT through the new Universal Commodities Exchange structure. The Universal Commodities Exchange is actually like a mix of the GBT and the Black Market Bazaar, as it also brings in a slow steady stream of rare resources from across the galaxy (through theft).
Coming Soon
My plans for the next few updates include Reptilian independence structures, with a capitol building and others. Also, all three races will be getting new Obsidian related structures, and Humans will be seeing some new ultra-expensive later-game content. Alien Instructions will also be coming to the GBT with the next update.
So that's all for today's update. I will be working on another Gaul update for Antiquitas next, and before the month is out I plan on releasing My Tokens and a cross-platform multiplayer beta for Death 3d. Between all of that though, there should be at least 2 more My Colony updates this month, so stay tuned!
The My Colony update is live now on Web and the Ape Apps Launcher. Should be arriving very soon on Android, and will probably hit iOS, Windows Store, and Native Client later this week. Enjoy!
My Colony v0.60.0 Changelog
New Stuff
- New Structures: Advanced Clothing Sweatshop, Transcendent Academy, Auntie Belles Cupcake Factory, Synthetic Diamond Laboratory, Universal Commodities Exchange
- New Tech: Transcendence
- New Resource: Ancient Instructions
- New UI for the main resources readout
- Lowered worker IQ requirements for the Small Research Lab
- 'River' tiles can now be bulldozed on the Earthlike map
- Increased the cost of the Center for Relic Studies
- Lowered building repair costs
- Obsidian has been added for trade on the GBT
- Synthetic Crystalline can now be built on all Zolarg maps (probably LIS too, forgot to test that)
- All humans can now unlock the Diamond Mining tech
- Center for Artificial Learning now generates the new Alien Instructions resource
- Added two new UI engine settings
The biggest change in this release is the new UI for the resources. You can see a more detailed discussion about it in this thread. Essentially, anybody who has played on mobile, particularly in the later stages of the game, knows that the resource layout would end up taking up half of the screen, making is hard to play the game properly. To fix this, the resources section has been condensed to between 1 and 3 (depending on your UI options and screen size) lines at the top of the screen. The resources now scroll by in a ticker-type banner, instead of all being displayed at once. You can toggle between this view and the old view by tapping/clicking on the resources display.
Also to reduce resource clutter, the numbers have been abbreviated and the total storage capacity has been removed by default. For example, where your food storage may have once said: 2,567,321/4,000,000, it will now just say 2.6M. If you want to go back to the old way, go to engine settings from the slide out menu and you can customize the readout any way you like it.
Anyway, I see this as a good change to clean up the main interface a bit, but please let me know your comments or ways to improve it further (or tell me if you don't like the change at all). The option is there to completely go back to the way it was before, so it should work out fine for most people, but again just let me know how you guys like it to be.
Moving on, some later-game tech and structures have been added for the Human races. The new Human updates allow the production of Diamonds on all colonies, and introduce a new resource which unlocks the production of Alien Relics for human players. These updates are necessary for offline colonies to be able to produce these resources, but are expensive enough to where they shouldn't destroy those resources for online players on the GBT.
Speaking of the GBT, Lava World players who are actually able to survive long enough to unlock the global market can now export Obsidian. Obsidian will become an important resource soon, so stay tuned for that.
Zolarg colonies now have the ability to create synthetic Crystalline on all maps, including the Sugarland map, also unlocking several Crystalline related structures.
As for the Reptilians, they now have access to the GBT through the new Universal Commodities Exchange structure. The Universal Commodities Exchange is actually like a mix of the GBT and the Black Market Bazaar, as it also brings in a slow steady stream of rare resources from across the galaxy (through theft).
Coming Soon
My plans for the next few updates include Reptilian independence structures, with a capitol building and others. Also, all three races will be getting new Obsidian related structures, and Humans will be seeing some new ultra-expensive later-game content. Alien Instructions will also be coming to the GBT with the next update.
So that's all for today's update. I will be working on another Gaul update for Antiquitas next, and before the month is out I plan on releasing My Tokens and a cross-platform multiplayer beta for Death 3d. Between all of that though, there should be at least 2 more My Colony updates this month, so stay tuned!
The My Colony update is live now on Web and the Ape Apps Launcher. Should be arriving very soon on Android, and will probably hit iOS, Windows Store, and Native Client later this week. Enjoy!
Thanks for the detailed reply!
1. Tick/s: I estimated the tick/s based on buildings that don't need workers and have a constant production rate. The game was slow at that point. I am on abandoned world and there was a huge expanding forest of sugarcane. I tried to contain them with roads. I did a Fire Drill as well. Whichever the reason, the game was improved. Based on my new Triantanium refinery, it's about 22tick/s (based on 0.65ta/min). It still goes down to below 0.4ta/min from time to time, but it's okay. I should do a smaller map on mobile next time. Anyway, I should have mentioned that I know it is slim chance I can find out the tick/s easily, as it is of no interest for normal gaming purpose.
2. So I presume the overview is the production rate *per minute* at the moment I open the menu?
3. For Regolith Extraction Inc., 0.8667 Re/tick equate to 1040re/min. Based on my observation it was closer to 20-40re/min. My vertical warehouse farming also gave a figure way lower than 7f/tick.
For vertical warehouse farming, I hope it's a bug, as the cost of it should justify 7f/tick. As for Regolith Extraction Inc., the current rate (20-40) seems right. Ore Zapper, being more advanced, gives 720re/min, so no way should the REI gives 1040re/min.
Also, for Alien Plastic Factory, while the code/reference say it does not require worker, the actual production rate is definitely boosted by the number of workers based on observation. Otherwise the plastic production rate is even lower than Plastic Factory!
(I'm confused though - since the game is run based on the code, how could it behave differently from the code? for clarity, I know very little about coding and I read js more as a database than code)
4. Cool. I could have fire people from hydrogen reactors if I need people working elsewhere, but as you predicted, they are obsoleted in my current game now (by alien power tower and diamond crystal reactor). I'll try it when I have arcology soon.
**
new question:
5. Are colonists' home and work place fixed once they got a job, or are they changing dynamically as new house/work are built? Should I be worried that creating houses and jobs at different ends of the colony at the same time would lead new colonists having a very long commute distance?
***
I got Center for Relics Studies! Now grind triantanium, looking forward to Star Gate. I was quite disappointed in UDD tbh, the boost from dig site is so small. The upgrade is more like for the automatic clay production.
I really like the game so far. I have been playing Kittens Game, and there is slightly (very slight) similarity in progression, in terms of solving one bottleneck lead to another bottleneck, and most building has its varying importance at different stages of game. Of course, Kittens Game is an incremental games with reset/prestige and this is a city building game, so the gameplay is very different.
I feel that the game need work on game balance on at least 2 buildings: (1) food processing sweatshop is crazy (385k food/min?!) (at least on Abandoned World where sugar is abundant) (2) Alien Enrichment Facility is disappointing (huge fuel increase but with only x5 production increase and space-saving). but these are minor to the overall gameplay and maybe it's just specific to the type of colony I'm playing in.
1. Tick/s: I estimated the tick/s based on buildings that don't need workers and have a constant production rate. The game was slow at that point. I am on abandoned world and there was a huge expanding forest of sugarcane. I tried to contain them with roads. I did a Fire Drill as well. Whichever the reason, the game was improved. Based on my new Triantanium refinery, it's about 22tick/s (based on 0.65ta/min). It still goes down to below 0.4ta/min from time to time, but it's okay. I should do a smaller map on mobile next time. Anyway, I should have mentioned that I know it is slim chance I can find out the tick/s easily, as it is of no interest for normal gaming purpose.
2. So I presume the overview is the production rate *per minute* at the moment I open the menu?
3. For Regolith Extraction Inc., 0.8667 Re/tick equate to 1040re/min. Based on my observation it was closer to 20-40re/min. My vertical warehouse farming also gave a figure way lower than 7f/tick.
For vertical warehouse farming, I hope it's a bug, as the cost of it should justify 7f/tick. As for Regolith Extraction Inc., the current rate (20-40) seems right. Ore Zapper, being more advanced, gives 720re/min, so no way should the REI gives 1040re/min.
Also, for Alien Plastic Factory, while the code/reference say it does not require worker, the actual production rate is definitely boosted by the number of workers based on observation. Otherwise the plastic production rate is even lower than Plastic Factory!
(I'm confused though - since the game is run based on the code, how could it behave differently from the code? for clarity, I know very little about coding and I read js more as a database than code)
4. Cool. I could have fire people from hydrogen reactors if I need people working elsewhere, but as you predicted, they are obsoleted in my current game now (by alien power tower and diamond crystal reactor). I'll try it when I have arcology soon.
**
new question:
5. Are colonists' home and work place fixed once they got a job, or are they changing dynamically as new house/work are built? Should I be worried that creating houses and jobs at different ends of the colony at the same time would lead new colonists having a very long commute distance?
***
I got Center for Relics Studies! Now grind triantanium, looking forward to Star Gate. I was quite disappointed in UDD tbh, the boost from dig site is so small. The upgrade is more like for the automatic clay production.
I really like the game so far. I have been playing Kittens Game, and there is slightly (very slight) similarity in progression, in terms of solving one bottleneck lead to another bottleneck, and most building has its varying importance at different stages of game. Of course, Kittens Game is an incremental games with reset/prestige and this is a city building game, so the gameplay is very different.
I feel that the game need work on game balance on at least 2 buildings: (1) food processing sweatshop is crazy (385k food/min?!) (at least on Abandoned World where sugar is abundant) (2) Alien Enrichment Facility is disappointing (huge fuel increase but with only x5 production increase and space-saving). but these are minor to the overall gameplay and maybe it's just specific to the type of colony I'm playing in.
3. I am not sure how you are getting such a low production number (i.e. 20-40 regolith / min from a Regolith Extraction Inc.). Are you sure it isn't maybe staffed on-duty by 1-2 person only at the time of observation?
In any case, I monitored all my production buildings from time to time and compared them with the values in the Reference Table, and so far my various production buildings are always higher by the same constant (about 30-40%) when compared to the values in the Table which assumes 20 ticks/second. This is as expected, meaning that my ticks/second on the computer I play on is also faster by the same ratio. In any case, sorry I am not sure what is causing the resource yield in your game to be much lower than theoretical 20 ticks/second if fully staffed.
Discussing specific buildings you mentioned :
- Vertical Warehouse Farm is not bugged. Mine shows 8000 Food/min when staffed by 24 people on-duty out of total 35 slots, so that is as expected (again, my computer tick is higher than the assumed 20 ticks/second used in the table).
- Ore Zapper vs Regolith Extraction Inc gives the correct number. Remember Ore Zapper is only 1x1 in size and doesn't require workers, wile REI takes 9x the space while only having a bit higher yield, so Ore Zapper has much higher yield/tile. In endgame when all resources are produced in humongous quantity per second, yield/tile is the most important parameter for a production building as space is of paramount commodity. So what is the use for REI? It provides a midgame way to automate regolith production for colonies in asteroid/abandoned/lunar base instead of having to build Regolith mines over and over manually. In those worlds, you can't get Ore directly unlike in Red planets. You have to convert it from Regolith instead.
- As I mentioned before, there are at least 3 mid- and end-game buildings which has discrepancy between Reference data and in-game actual production, them being : Alien Plastic which you noticed as well, Tech Office, and Obsidian Furnace. The actual in-game production of these 3 buildings are multiplied by the worker quantity just like any other buildings requiring workers. This makes Alien Plastic being much better than Advanced Plastic Factory as it should be, Tech Office being second best money production building after endgame Star Port, and Obsidian Furnace being higher than listed. This has been discussed by the awesome owner of the Coloniae Reference (and Coloniae itself) Sobe and the developer Bast, and so far there is no clear solution why the database the Table pulls from is different from the actual in-game stat. In the grand scheme of things, this is very minor and there are much much more pressing bugs and issues to fix by the developer though. Unfortunately I have barely any knowledge about database and coding to try to analyze the issue, and Sobe has done a lot to make a new Reference which can automatically updates itself, after the old Reference had been abandoned by the previous contributor.
4. Just a tip, I personally don't think Arcology is a useful building to have, as 7000 of the colonists are tied in useless job slot which doesn't yield anything much. Fantasy Land Arcology is a different story though. If you have an abundance of resources to be used for testing and such, please feel free to proceed however, but not if you are still strapped on midgame resources.
5. In short yes, a colonist will have fixed workplace and residential place once it arrives and gets assigned a job. In reality, there are more complex dynamics involved which I don't fully understand especially when residential buildings are sold or destroyed, or the current workplace is sold or destroyed.
We are all thankful for Relic Studies, especially it is chilling to know that for the first year and more of the game, there was no Relic Studies and every endgame player was stuck on spamming UDDs and Alum generators till the end of the map.
About your balance concerns :
- Yes, Food Processing Sweatshop pretty much produces that much and will blow all other Food production buildings out of the water, because planets other than Sugar World have ways to produce Sugar as well.
- Maybe you have not seen the Research Converter, but it pretty much is the endgame production building you need to spam for 20 or so different resources.
- As for the Alien Enrichment Facility, it was a pretty decent upgrade when considering what players had for Alien Artifacts and Aluminum back then before the introduction of Relic Studies. It made Uranium much easier to get than the other 2. We wish all Alien Tech is such a big upgrade like it is for Steel, Gold, and Microchip, but alas it is not so. Now with powercreep, you have Research Converter which blows Alien Enrichment out of the water for Uranium and many other resources.
In any case, I monitored all my production buildings from time to time and compared them with the values in the Reference Table, and so far my various production buildings are always higher by the same constant (about 30-40%) when compared to the values in the Table which assumes 20 ticks/second. This is as expected, meaning that my ticks/second on the computer I play on is also faster by the same ratio. In any case, sorry I am not sure what is causing the resource yield in your game to be much lower than theoretical 20 ticks/second if fully staffed.
Discussing specific buildings you mentioned :
- Vertical Warehouse Farm is not bugged. Mine shows 8000 Food/min when staffed by 24 people on-duty out of total 35 slots, so that is as expected (again, my computer tick is higher than the assumed 20 ticks/second used in the table).
- Ore Zapper vs Regolith Extraction Inc gives the correct number. Remember Ore Zapper is only 1x1 in size and doesn't require workers, wile REI takes 9x the space while only having a bit higher yield, so Ore Zapper has much higher yield/tile. In endgame when all resources are produced in humongous quantity per second, yield/tile is the most important parameter for a production building as space is of paramount commodity. So what is the use for REI? It provides a midgame way to automate regolith production for colonies in asteroid/abandoned/lunar base instead of having to build Regolith mines over and over manually. In those worlds, you can't get Ore directly unlike in Red planets. You have to convert it from Regolith instead.
- As I mentioned before, there are at least 3 mid- and end-game buildings which has discrepancy between Reference data and in-game actual production, them being : Alien Plastic which you noticed as well, Tech Office, and Obsidian Furnace. The actual in-game production of these 3 buildings are multiplied by the worker quantity just like any other buildings requiring workers. This makes Alien Plastic being much better than Advanced Plastic Factory as it should be, Tech Office being second best money production building after endgame Star Port, and Obsidian Furnace being higher than listed. This has been discussed by the awesome owner of the Coloniae Reference (and Coloniae itself) Sobe and the developer Bast, and so far there is no clear solution why the database the Table pulls from is different from the actual in-game stat. In the grand scheme of things, this is very minor and there are much much more pressing bugs and issues to fix by the developer though. Unfortunately I have barely any knowledge about database and coding to try to analyze the issue, and Sobe has done a lot to make a new Reference which can automatically updates itself, after the old Reference had been abandoned by the previous contributor.
4. Just a tip, I personally don't think Arcology is a useful building to have, as 7000 of the colonists are tied in useless job slot which doesn't yield anything much. Fantasy Land Arcology is a different story though. If you have an abundance of resources to be used for testing and such, please feel free to proceed however, but not if you are still strapped on midgame resources.
5. In short yes, a colonist will have fixed workplace and residential place once it arrives and gets assigned a job. In reality, there are more complex dynamics involved which I don't fully understand especially when residential buildings are sold or destroyed, or the current workplace is sold or destroyed.
We are all thankful for Relic Studies, especially it is chilling to know that for the first year and more of the game, there was no Relic Studies and every endgame player was stuck on spamming UDDs and Alum generators till the end of the map.
About your balance concerns :
- Yes, Food Processing Sweatshop pretty much produces that much and will blow all other Food production buildings out of the water, because planets other than Sugar World have ways to produce Sugar as well.
- Maybe you have not seen the Research Converter, but it pretty much is the endgame production building you need to spam for 20 or so different resources.
- As for the Alien Enrichment Facility, it was a pretty decent upgrade when considering what players had for Alien Artifacts and Aluminum back then before the introduction of Relic Studies. It made Uranium much easier to get than the other 2. We wish all Alien Tech is such a big upgrade like it is for Steel, Gold, and Microchip, but alas it is not so. Now with powercreep, you have Research Converter which blows Alien Enrichment out of the water for Uranium and many other resources.
A little bit of important info I might add : before the patch, the Fishery building was originally available to build on other planets as well, and many early-mid game colonies depend on them for Food production as they provide significant upgrade over Adv Hydroponics.
Based on people's experience in chat, upon logging they will suddenly find these Fisheries disappear as they are now changed to a different building exclusive to Water Worlds. Those who are not familiar with this fact will find their Food dropping rapidly upon logging, and they may not have the resources or tech to switch to Vertical Warehouse Farm (or Food Processing Sweatshop moreso). So I expect many players who will be confused about this issue in the coming days upon logging to the new update.
For players who read this, let's help our fellow players who are affected by this for the coming days.
If I might advise Bast, please provide a warning or note for these players for future such changes.
Based on people's experience in chat, upon logging they will suddenly find these Fisheries disappear as they are now changed to a different building exclusive to Water Worlds. Those who are not familiar with this fact will find their Food dropping rapidly upon logging, and they may not have the resources or tech to switch to Vertical Warehouse Farm (or Food Processing Sweatshop moreso). So I expect many players who will be confused about this issue in the coming days upon logging to the new update.
For players who read this, let's help our fellow players who are affected by this for the coming days.
If I might advise Bast, please provide a warning or note for these players for future such changes.
Glade the fish food is back its a real pain going from hydrophonic to food sweatshop i must have had 200 hydros befor imanaged to get food sweat shop lol
L
L
Warning- Long Post Ahead! (the first and last paragraphs are the most important if you don't want to read it all!)
I do understand wanting to change rum into alcohol since it does make more sense, but with my experience in coding, I understand what bast is saying. Assuming that nothing else had to be changed, simply having to go through the code and find every single instance of rum in the code, and change it to say alcohol, in a game as large as my colony, could take hours. And even if he used the current variable name and kept that the same, I'm not positive, but I imagine that it would still mean having to rename every instance where the word "rum" is displayed in-game individually...and for something so tiny, it's just not really worthwhile. What I use as my head-canon is that rum just means "alcohol" as technically, for humans at least, they aren't even making rum...rum is made from molasses, and molasses is a byproduct of turning sugarcane into sugar...the human rum buildings don't use sugar in any of them, meaning that they can't actually be making rum...nor can the draconians be making rum...I know it's nitpicky to use all that logic here, but I'm just saying that you can explain away the improper name, and knowing how hard it is to go through an entire source code and change the name of one resource...for almost no reward, when you instead could be making new features that will take just as much time, but will look more impressive when you put them in the changelog, that makes sense to me. Same thing with charcoal honestly. Now, if a world comes where he plans to add natural coal deposits in, then we can reasonably discuss changing the name of that, since it wouldn't *technically* be charcoal...but again, I would point back to my rum example for that.
I would agree with adding in more uses for wool, because as you said, only humans use it currently and it's only used to make cloth, so it would be nice for wool to have more uses...I'm struggling to think of one where cloth couldn't be used instead...but I'm sure someone could think of something. I mean, besides like a wool burner. I thought maybe a winter clothes sweatshop, that uses cloth and wool to make bulkier and warmer clothes...but then that's kinda lame to only add in that as a use.
Also while I see your point about pottery and bricks both being ceramics...I feel like it wouldn't make as much sense to combine them...for a number of reasons: 1. bricks are meant for building, rather than pottery which if you tried to build something out of...woud just crush the pottery. 2. Things like, the pottery used by the museum wouldn't be as poetic if you just called it "ceramics" and certain buildings that use pottery and bricks in their construction wouldn't feel as right. Since bricks are for the structure, pottery is used to give everyone in the building cups and plates. :) Plus, ceramics are a very broad category, and you can put all materials under three categories (as I'm learning in school) ceramics, metals, and polymers. Now I know what you mean and what you're trying to say, but the problem is; diamonds, obsidian and crystal are also ceramic materials. And it comes back to what I said before, ceramics, polymers, and metals each can all have very different properties. Think about aluminum, steel, gold, uranium, antanium, triantanium. Even if you only focused on the first four because they actually exist, all four (or six) have very different properties, hence why they are classified differently. Sorry for the tangent, I was just trying to explain why I felt it would be weird to merge those two together, especially under that name.
I do think that if we are going to have all these different resources, they should have more uses, for example, instructions only have one use, and are only useful for the time when you need to get relics from Auntie Belle's Cupcake Factory...as after you get research converters, you don't need them anymore, because you can get relics directly from that. The fact that only humans are even able to store them is telling. And as mentioned, wool only has one use currently. Charcoal is nice for humans, but for insects with mysticism, even though they can make and store it, it's currently useless if you have unholy power spires. And one of the biggest problems- paintings. They are only used to build a couple draconian buildings and are sold at the counterfeit market. Outside of that, they are useless. UE can make them and store them, but currently, have a grand total of 0 use for them.
I do understand wanting to change rum into alcohol since it does make more sense, but with my experience in coding, I understand what bast is saying. Assuming that nothing else had to be changed, simply having to go through the code and find every single instance of rum in the code, and change it to say alcohol, in a game as large as my colony, could take hours. And even if he used the current variable name and kept that the same, I'm not positive, but I imagine that it would still mean having to rename every instance where the word "rum" is displayed in-game individually...and for something so tiny, it's just not really worthwhile. What I use as my head-canon is that rum just means "alcohol" as technically, for humans at least, they aren't even making rum...rum is made from molasses, and molasses is a byproduct of turning sugarcane into sugar...the human rum buildings don't use sugar in any of them, meaning that they can't actually be making rum...nor can the draconians be making rum...I know it's nitpicky to use all that logic here, but I'm just saying that you can explain away the improper name, and knowing how hard it is to go through an entire source code and change the name of one resource...for almost no reward, when you instead could be making new features that will take just as much time, but will look more impressive when you put them in the changelog, that makes sense to me. Same thing with charcoal honestly. Now, if a world comes where he plans to add natural coal deposits in, then we can reasonably discuss changing the name of that, since it wouldn't *technically* be charcoal...but again, I would point back to my rum example for that.
I would agree with adding in more uses for wool, because as you said, only humans use it currently and it's only used to make cloth, so it would be nice for wool to have more uses...I'm struggling to think of one where cloth couldn't be used instead...but I'm sure someone could think of something. I mean, besides like a wool burner. I thought maybe a winter clothes sweatshop, that uses cloth and wool to make bulkier and warmer clothes...but then that's kinda lame to only add in that as a use.
Also while I see your point about pottery and bricks both being ceramics...I feel like it wouldn't make as much sense to combine them...for a number of reasons: 1. bricks are meant for building, rather than pottery which if you tried to build something out of...woud just crush the pottery. 2. Things like, the pottery used by the museum wouldn't be as poetic if you just called it "ceramics" and certain buildings that use pottery and bricks in their construction wouldn't feel as right. Since bricks are for the structure, pottery is used to give everyone in the building cups and plates. :) Plus, ceramics are a very broad category, and you can put all materials under three categories (as I'm learning in school) ceramics, metals, and polymers. Now I know what you mean and what you're trying to say, but the problem is; diamonds, obsidian and crystal are also ceramic materials. And it comes back to what I said before, ceramics, polymers, and metals each can all have very different properties. Think about aluminum, steel, gold, uranium, antanium, triantanium. Even if you only focused on the first four because they actually exist, all four (or six) have very different properties, hence why they are classified differently. Sorry for the tangent, I was just trying to explain why I felt it would be weird to merge those two together, especially under that name.
I do think that if we are going to have all these different resources, they should have more uses, for example, instructions only have one use, and are only useful for the time when you need to get relics from Auntie Belle's Cupcake Factory...as after you get research converters, you don't need them anymore, because you can get relics directly from that. The fact that only humans are even able to store them is telling. And as mentioned, wool only has one use currently. Charcoal is nice for humans, but for insects with mysticism, even though they can make and store it, it's currently useless if you have unholy power spires. And one of the biggest problems- paintings. They are only used to build a couple draconian buildings and are sold at the counterfeit market. Outside of that, they are useless. UE can make them and store them, but currently, have a grand total of 0 use for them.
Hello guys. ʃ((͡⎚ω⎚)
So today, we’ll do something real on utilization of Gaiarium, the secret of United Earth’s success...
So here, in this ‘archieve’... we’ll see how United Earth let their colonies utilize Gaiarium.
Because this is just simply a batch ideas, Gaiarium may show multiple purposes here.
Technologies!
Buildings!
Stay tuned for more ideas - In the next archieve, there are even stronger uses of Gaiarium.
(as well, I’ll possibly add more intermediate usage in the comments. But, feel free to comment about my ideas too)
So today, we’ll do something real on utilization of Gaiarium, the secret of United Earth’s success...
So here, in this ‘archieve’... we’ll see how United Earth let their colonies utilize Gaiarium.
Because this is just simply a batch ideas, Gaiarium may show multiple purposes here.
Technologies!
- Standard Gaiarium Authorization
This is a special authorization on the use of the secret substance Gaiarium. This is a top secret.
Research how to run Gaiarium industries secretly (using the signed blueprints from Secret Lab Authority), as well how to extract Gaiarium in your colony.
This is the key technology to open the Gaiarium branch of the technology tree.
Requirements:
- Ancient Alien Language
- Basic Network Infranstructure
- 50000 Research
- 15000 Civics
- Advanced Gaiarium Usage
Obtain access to Gaiarium usage under authorization of Secret Lab Authority, and research ways to use Gaiarium in your colony.
After aquiring this technology, your colony will be able to use Gaiarium for more beneficial purposes.
Requires:
- Standard Gaiarium Authorization
- Xenomaterials Research
- 115000 Research
- 25000 Civics
- 200 Gaiarium
Buildings!
- Standard Gaiarium Refinery
This facility is modified from an ore refinery to produce Gaiarium. Although the Gaiarium are produced from here, the workers here still think they are making steel, with no doubts in their mind.
Here, alien artifacts and some ores are consumed, producing a trace amount of Gaiarium.
The basic facility for producing Gaiarium. The consumption rate of Alien Artifact is equal to 10% of archaeological dig site’s production rate.
Requires Gaiarium Extraction Authorization. - Gaiarium Silo
It’s just a normal silo. Nothing special but it stores Gaiarium secretly.
Storage for Gaiarium.
Requires Gaiarium Extraction Authorization. - Gaiarium Export Centre
Exporting Gaiarium via common cannels is unsafe. Instead, using the reason of ‘providing military supplies’ (in fact, yes, but we’ll say it’s ‘food supplies’), will take it onto the much safer military logistic network to transport it back to United Earth. Bulks of cash are redeemed for each export. To keep the disguise flawless, some food from your colony are also carried away.
When you have just unlocked Gaiarium, you won’t have many ways utilizing it. So instead, you can make use of its value in United Earth to bring you some extra cash.
This thing is a landing field for military freighters. Its outlook may resembles the Spaceport.
Requires Gaiarium Extraction Authorization. - Standard Gaiarium Experiment Lab
Where experiments on Gaiarium supervised by the Secret Lab Authority are performed. Looking from the outside, it’s just an unsightly subterranean food storage, with a ‘no entry’ notice on the entrence.
Consumes Gaiarium to produce a vast amount of research. Trash are produced, as the by products of experiment failures.
Requires Gaiarium Extraction Authorization. - Nuclear Enrichment Reactor
One of the proud innovations by the Secret Lab Authority is definitely their state-of-art nuclear reactor - Nuclear Enrichment Reactor, utilizing the potentials of Gaiarium. This generator is not just simply a generator. It’s also the secret of United Earth’s uranium supply - This reactor can even enrich Uranium! (despite sadly it still have nuclear waste produced, which was what the research team originally wants to elimimate, but that leads to thr accidential invention of this thing)
See-the-awesomeness of this reactor?
The enriched uranium will flow to a secret chamber for collection, in order to keep it ‘operating’ like a normal nuclear reactor.
Requires Advanced Gaiarium Usage. - Gaiarium Food Mutation Lab
Expeiments of Gaiarium’s effect on food had been conducted for years, but some of them had been disastrous - The meat from Project M overgrown to a massive size, results in the entire Colony G-54 engulfed by such uncontrolable beasts in one night. On a brighter note, as there are more safety percausions on these mutated food experiments, cases of food experiment disasters soon dropped to 0 just in the last year.
This food lab is disguised as a cannery. But indeed, the food produced in this facility are canned. Don’t worry, those food are safe and same as common food for eating, after neutralization treatment.
This facility can produce tons of food, if you input lots of water and a small mass of Gaiarium. Stronger than the food sweatshop. - The Steel Brigade Fortress
The Steel Brigade are the heavy cybrog security forces of United Earth. They are the logo of United Earth’s absolute justice and advocation of peace and stablity - thanks to the super durable armour they equipped. Although nothing they know about Gaiarium. There are legends about Steel Brigaders, some are able to fight off 20 fully armed thugs by themselves.
Their fortress’ structure is also as durable as their armour, fortified using Gaiarium. Attempts of breaching the walls will look extremly dumb when comparied to the invincible wall that will never get fragmented.
Although constructing it will cost some amount of Gaiarium, but this security facility can take down much more criminals than any security brigades. Consumes robots and Gaiarium during operation.
Requires Advanced Gaiarium Usage.
Stay tuned for more ideas - In the next archieve, there are even stronger uses of Gaiarium.
(as well, I’ll possibly add more intermediate usage in the comments. But, feel free to comment about my ideas too)
You crack me up @Architecture1134 , I think you could run the MC1 clothing sweatshop 😄
As others have said, I don't foresee LIS being added to the game. Although, I have considered in the future, once the base game content is more complete, releasing official expansions to the Mod Shop, including Zolarg and Alpha Draconians. Maybe LIS too, why not? Doesn't totally fit in with the timeline, but it's a game.
Spice could be a thing. I do have spice trading in My Starship, which is also a My Colony Universe game. I look at it as more of a rare planet-specific resource, sort of like Ether. Maybe it will be something to consider once I get planet-to-planet trading implemented, there can be a new planet added with natural spice.
As others have said, I don't foresee LIS being added to the game. Although, I have considered in the future, once the base game content is more complete, releasing official expansions to the Mod Shop, including Zolarg and Alpha Draconians. Maybe LIS too, why not? Doesn't totally fit in with the timeline, but it's a game.
Spice could be a thing. I do have spice trading in My Starship, which is also a My Colony Universe game. I look at it as more of a rare planet-specific resource, sort of like Ether. Maybe it will be something to consider once I get planet-to-planet trading implemented, there can be a new planet added with natural spice.
bastecklein said:You crack me up @Architecture1134 , I think you could run the MC1 clothing sweatshop 😄
As others have said, I don't foresee LIS being added to the game. Although, I have considered in the future, once the base game content is more complete, releasing official expansions to the Mod Shop, including Zolarg and Alpha Draconians. Maybe LIS too, why not? Doesn't totally fit in with the timeline, but it's a game.
Spice could be a thing. I do have spice trading in My Starship, which is also a My Colony Universe game. I look at it as more of a rare planet-specific resource, sort of like Ether. Maybe it will be something to consider once I get planet-to-planet trading implemented, there can be a new planet added with natural spice.
Bast, it has been 2 updates. Please add it ASAP. I was away for an long time srry
So what your'e saying, is that the Congress Hall should just cost a lot more (since it is a government building, it will cost a lot more then other buildings of similar functions due to the tendency for governments to be terrible with money and habitual overspending of resources). How does this sound:
"Hall of Congress"
Technology required:
Organized Government( costs 100,000,000 research points, and requires tall construction and galactic imperialism)
Tile= 3x2
Generate: +50 Money/Tck and +30 civic/Tck
Tourist: 1000
Max Guests: 1000
Adm.: free
Consume/Tck:
Money=-10
Food=-50,000
Rum=-5000
Need to operate:
Power: -50,000
Workers: 400
Cost:
Money= -500,000,000
Rum= -100,000
Water= -400,000
Ore= -3,000,000
Steel= -4,000,000
Gold= -8,000,000
Oil= -200,000
Wood= -120,000
Cloth= -250,000
Brick= -175,000
Pottery= -450,000
Plastic= -2,500,000
Aluminium= -1,800,000
Microchip= -750,000
Uranium= -1,500,000
Robots= -500,000
Toy= -100,000
Triantanium= -10,000
Civic= -1,000,000
"Hall of Congress"
Technology required:
Organized Government( costs 100,000,000 research points, and requires tall construction and galactic imperialism)
Tile= 3x2
Generate: +50 Money/Tck and +30 civic/Tck
Tourist: 1000
Max Guests: 1000
Adm.: free
Consume/Tck:
Money=-10
Food=-50,000
Rum=-5000
Need to operate:
Power: -50,000
Workers: 400
Cost:
Money= -500,000,000
Rum= -100,000
Water= -400,000
Ore= -3,000,000
Steel= -4,000,000
Gold= -8,000,000
Oil= -200,000
Wood= -120,000
Cloth= -250,000
Brick= -175,000
Pottery= -450,000
Plastic= -2,500,000
Aluminium= -1,800,000
Microchip= -750,000
Uranium= -1,500,000
Robots= -500,000
Toy= -100,000
Triantanium= -10,000
Civic= -1,000,000
In this apartment, there are tons of computers and escape games.
Gaming Apartment
Carasteristics
Size 9 (3x3)
Worker needed to operate
Yes
Workers 20
Guests 200
Admission Fee: $1
Resource produced
Money +10/round
Round duration 4000 ticks
Worker-round 200 ticks
Money/W-R 0.05
Utilities to operate
Power -1200 (All these machines!!)
Motherland Tax -$60
Requirements
Stage 2
1000000 Atmosphere
Independence
Not required
Technologies required
I actually don't know.
Cost
Toy -1000
Steel -150000 (All these machines!)
Ore -50000
Gold -20000
Wood -5000
Cloth -5000
Robot -600
Pottery -2000
Plastic -2000
Money -50000
Links
Built from
Construction Drone
Gaming Apartment
Carasteristics
Size 9 (3x3)
Worker needed to operate
Yes
Workers 20
Guests 200
Admission Fee: $1
Resource produced
Money +10/round
Round duration 4000 ticks
Worker-round 200 ticks
Money/W-R 0.05
Utilities to operate
Power -1200 (All these machines!!)
Motherland Tax -$60
Requirements
Stage 2
1000000 Atmosphere
Independence
Not required
Technologies required
I actually don't know.
Cost
Toy -1000
Steel -150000 (All these machines!)
Ore -50000
Gold -20000
Wood -5000
Cloth -5000
Robot -600
Pottery -2000
Plastic -2000
Money -50000
Links
Built from
Construction Drone
The "Congress Palace":
Tile=4x3
Tile=4x3
Xification said:So what your'e saying, is that the Congress Hall should just cost a lot more (since it is a government building, it will cost a lot more then other buildings of similar functions due to the tendency for governments to be terrible with money and habitual overspending of resources). How does this sound:
"Hall of Congress"
Technology required:
Organized Government( costs 100,000,000 research points, and requires tall construction and galactic imperialism)
Tile= 3x2
Generate: +50 Money/Tck and +30 civic/Tck
Tourist: 1000
Max Guests: 1000
Adm.: free
Consume/Tck:
Money=-10
Food=-50,000
Rum=-5000
Need to operate:
Power: -50,000
Workers: 400
Cost:
Money= -500,000,000
Rum= -100,000
Water= -400,000
Ore= -3,000,000
Steel= -4,000,000
Gold= -8,000,000
Oil= -200,000
Wood= -120,000
Cloth= -250,000
Brick= -175,000
Pottery= -450,000
Plastic= -2,500,000
Aluminium= -1,800,000
Microchip= -750,000
Uranium= -1,500,000
Robots= -500,000
Toy= -100,000
Triantanium= -10,000
Civic= -1,000,000
jova said:The "Congress Palace":
Tile=4x3
Xification said:So what your'e saying, is that the Congress Hall should just cost a lot more (since it is a government building, it will cost a lot more then other buildings of similar functions due to the tendency for governments to be terrible with money and habitual overspending of resources). How does this sound:
"Hall of Congress"
Technology required:
Organized Government( costs 100,000,000 research points, and requires tall construction and galactic imperialism)
Tile= 3x2
Generate: +50 Money/Tck and +30 civic/Tck
Tourist: 1000
Max Guests: 1000
Adm.: free
Consume/Tck:
Money=-10
Food=-50,000
Rum=-5000
Need to operate:
Power: -50,000
Workers: 400
Cost:
Money= -500,000,000
Rum= -100,000
Water= -400,000
Ore= -3,000,000
Steel= -4,000,000
Gold= -8,000,000
Oil= -200,000
Wood= -120,000
Cloth= -250,000
Brick= -175,000
Pottery= -450,000
Plastic= -2,500,000
Aluminium= -1,800,000
Microchip= -750,000
Uranium= -1,500,000
Robots= -500,000
Toy= -100,000
Triantanium= -10,000
Civic= -1,000,000
Is that new graphic designed for a 3x2 tile size? If not I would say that that building would look really good as 6x4, or heck, maybe even 9x6.
After a few months playing and trying mostly human colonies I came with the following suggestions:
Interface:
-.Resources screen it’s not always easy to see, I think the numbers should be on good contrast and not on different colours for each resource.
-.GTB, I had spent a lot of cash and resources buying/selling trades close to the “x” for closing the GTB. Also I bought/sold resources when I was trying to submit a new trade.
-.I would find useful homeless and jobless alerts
-.Also alerts if your food/water is running out (something like 10% of total remaining)
-.Mails probably should be changed to in game chat and remove the 120 characters limit.
-.Finally I would really appreciate having notifications on the OS when you get gifts, new commonwealth members, in game mail, etc.
Buildings:
-.Some buildings could have upgrades to support more jobs and more resources, i.e. gold mint, ore refinery, etc.
-.Some buildings have next tier upgrades but not the option to do it (I checked the requirements, and was not the case) i.e. charcoal storage
-.Roads upgrades to toys and aluminium please! It takes a lot of time bulldoze every dark pavement tile and build toy or aluminium roads
Thanks for your time improving the game!
Interface:
-.Resources screen it’s not always easy to see, I think the numbers should be on good contrast and not on different colours for each resource.
-.GTB, I had spent a lot of cash and resources buying/selling trades close to the “x” for closing the GTB. Also I bought/sold resources when I was trying to submit a new trade.
-.I would find useful homeless and jobless alerts
-.Also alerts if your food/water is running out (something like 10% of total remaining)
-.Mails probably should be changed to in game chat and remove the 120 characters limit.
-.Finally I would really appreciate having notifications on the OS when you get gifts, new commonwealth members, in game mail, etc.
Buildings:
-.Some buildings could have upgrades to support more jobs and more resources, i.e. gold mint, ore refinery, etc.
-.Some buildings have next tier upgrades but not the option to do it (I checked the requirements, and was not the case) i.e. charcoal storage
-.Roads upgrades to toys and aluminium please! It takes a lot of time bulldoze every dark pavement tile and build toy or aluminium roads
Thanks for your time improving the game!
building more textile mills is the only way if you don't have a constant inflow of ant paste (make your own colony for ant paste Production)
End game design: I use 21*21 blocks of Buildings. the whole block is 23*23 (with roads around it). this block works fine for every endgame Building.
3x4/4x3(plastic factorys, microchip factorys, etc)
2x2(alu gens, recycling centers, etc)
1x1(adv. rum distillery, gold synthetisis, etc)
3x5(cloth/toy sweatshops)
1x3(textile mills)
5x5(ultra deep dig site). If want to see a screenshot, check out my colony website:
https://www.my-colony.com/colonies/SU7sDQFn/
I hope I can help!
End game design: I use 21*21 blocks of Buildings. the whole block is 23*23 (with roads around it). this block works fine for every endgame Building.
3x4/4x3(plastic factorys, microchip factorys, etc)
2x2(alu gens, recycling centers, etc)
1x1(adv. rum distillery, gold synthetisis, etc)
3x5(cloth/toy sweatshops)
1x3(textile mills)
5x5(ultra deep dig site). If want to see a screenshot, check out my colony website:
https://www.my-colony.com/colonies/SU7sDQFn/
I hope I can help!
Isn't the toy road an upgrade?
no, toy road isn't a upgrade of anything I think
```
first a list of the vehicle speed:
15 | aluminium road (⭐)
14 | rainbow road(⭐)
12 | dark pavement
10 | yellow brick road
08 | hardened pavement
04 | brick road
03 | paste path
02 | checkered pavement(⭐)
02 | pavement
02 | crushed regolith path
02 | mulched wood path
the upgrades:
mulched wood path | crushed regolith path | pavement | checkered pavement(⭐) => hardened pavement => dark pavement (all human)
brick road => yellow brick road (all human)
paste path(zolarg) => aluminium road(⭐)```
```
first a list of the vehicle speed:
15 | aluminium road (⭐)
14 | rainbow road(⭐)
12 | dark pavement
10 | yellow brick road
08 | hardened pavement
04 | brick road
03 | paste path
02 | checkered pavement(⭐)
02 | pavement
02 | crushed regolith path
02 | mulched wood path
the upgrades:
mulched wood path | crushed regolith path | pavement | checkered pavement(⭐) => hardened pavement => dark pavement (all human)
brick road => yellow brick road (all human)
paste path(zolarg) => aluminium road(⭐)```
nothing
but it can be just a new building and a tec
like the food presing but for fast food, so will use:
food and oil (for burger and chips),sugar (for artificial chocolate and sweet),water(to drink),toy(for children) and alu for the box but
need a other new building(fast food) where colonist can eat (and spend a lot of money)
for the outside do something like Mcdonald but put My Colony for title and a bug for mascot
like
i take the first picture and because i was thinking it will be funy like it(if nunez499 is not happy or other thing i can uderstand and do something like it with a other picture or change text)
but it can be just a new building and a tec
like the food presing but for fast food, so will use:
food and oil (for burger and chips),sugar (for artificial chocolate and sweet),water(to drink),toy(for children) and alu for the box but
need a other new building(fast food) where colonist can eat (and spend a lot of money)
for the outside do something like Mcdonald but put My Colony for title and a bug for mascot
like
i take the first picture and because i was thinking it will be funy like it(if nunez499 is not happy or other thing i can uderstand and do something like it with a other picture or change text)
the average price for the toy resource was 755 but I decided to sell it at 1 thousand. other people also listed it for 1 thousand so I don't see what the problem is, but for some reason, the trade authority thinks that I am price gouging. one time I sold my resources at the default price and it was rejected.
Auntie Bells cup cake factory .
Resources made Alien Relics - Food for cover . SO funny
PS a scale model of this top secret factory can be found in the toy story in the mall .
Pss dont tell the reptilians .
Transcendent Academy - Increases IQ Or dumbs them down depending on whos conspiracy you believe .
Caution this is your brain this is your brain after being chipped Dipped and fried .
@@@@@@@@@@@@@@@
Cost astronomical
Funny
Resources made Alien Relics - Food for cover . SO funny
PS a scale model of this top secret factory can be found in the toy story in the mall .
Pss dont tell the reptilians .
Transcendent Academy - Increases IQ Or dumbs them down depending on whos conspiracy you believe .
Caution this is your brain this is your brain after being chipped Dipped and fried .
@@@@@@@@@@@@@@@
Cost astronomical
Funny
you have a land in a city ,you buy this land for 1 old toy to an old man
you do an avatar (maybe by using my token) and you can build different type of workshop at first manual workshop where your avatar will work lonly and after with machine to do some thing like plate,food... a very various type of product with a quality level
(sorry for late)
you do an avatar (maybe by using my token) and you can build different type of workshop at first manual workshop where your avatar will work lonly and after with machine to do some thing like plate,food... a very various type of product with a quality level
(sorry for late)
Today I bought premium. I went onto an already existing worked and went in and out. I bought some premium items and then noticed I can no longer buy dark pavement! I also noticed a few other things had disappeared such as toy road aluminum road, light pavement, streetlights, guard walls, nuclear power plant, fish farms, hotels, motels, casinos, wall lights, med atmosphere gen, and basically all alien tech (
And probably others I can't remember
Things I have done to try and fix the problem. Save the game, Quit to the title and reenter, Save to title delete tab reopen tab and then go in.
@Bastecklien
Please help! I did not buy premium to have most of late-game taken away from me ;(
Kind of mad
Edit: Alien tech just popped up :l IDK whats happening anymore
And probably others I can't remember
Things I have done to try and fix the problem. Save the game, Quit to the title and reenter, Save to title delete tab reopen tab and then go in.
@Bastecklien
Please help! I did not buy premium to have most of late-game taken away from me ;(
Kind of mad
Edit: Alien tech just popped up :l IDK whats happening anymore