Search - unlock transcendence

First the colonists should have a better way to go to their jobs why not add vehicles or something to do their travel faster and don't get tired by the travel.
A better way to product uranium, clay crystaline, obsidian etc because unlock transcendence is hard to get but It only unlocks few things and is transcendence we are super smarts right?
And the last idk what more but that was all I hope someone will read it and like it
6y ago
Hello commanders.

Today I would like to introduce my ideas for expanding the base, and some ideas for buildings!

For faction identifications, I’ll use colour of the text as follows:
United Earth,
League of Independent States,
Alpha Draconians,
Zolarg Empire.




Let’s begin with base expansion.
Currently the way expanding the base in v0.4.0 relies on building buildings in a dense pack (exclude the larger construction area provided by lander and naval yard).
So if we want to expand the base in a better way, we probably need something else.

Here are my ideas.
  • United Earth can still increase construction ranges by buildings, but I would like to have the range provided by buildings are larger.
  • League of Independent States requires Pioneer Rover deploy into a Pioneer Outpost to expand into other areas.
  • Alpha Draconians requires Command Node built within available areas, increasing the construction areas around the base.
  • Zolarg Empire has no restrictions of construction area. Buildings are deployed freely by various Worker Drones. For example, Aerohive Drone is deployed into a Aerohive (the Zolarg facility that produces airforce).


Next up, the buildings.
  • War Research Bureau (Tech II)
    The War Research Bureau brings blueprints and accesses to the high class weapons of UE armory.

    This UE tech building can unlock T3 contents. Model based on the Advanced Medical Research Centre.
  • Rocket Bunker (T2)
    The Rocket Bunker is equipped with rocket launchers. It’s capable responding threats from both land and air.

    It’s good against air units and decent against vehicles. However it can only target one unit at a time.
  • Land Fort (T3)
    Land Forts are heavy defense structure of United Earth. Equipped with 4 long range proton cannons it can bombard enemies in a long range.

    A very strong yet expensive land defense structure.
  • Drone Centre (T2)
    Drone Centre is a facility for building battle drones for air warfare and also the place for at most 4 drones to stand by.

    Air battle facility of UE.
  • Disruption Array (Superweapon)
    The Disruption Array is able to create a strange quantum phenomenon which will release a massive amount of energy, called the Disruption Burst.

    The primary superweapon of UE.
  • Warp Node (Superweapon)
    One of the secret dimensional weapon develoepd by United Earth, capable to teleport a small group of troops from a place to another without the need of portals.

    The support superweapon of UE.
  • Torpedo Platform (T2)
    The torpedo platform is a naval defense structure specialised for responding naval threats.

    The good news is, it can attack submerged units! Meanwhile the bad news is it’s neither anti-land nor anti-air.
  • Sensor Array (T3)
    The frequent stealth attacks launched by LIS makes anti-stealth devices a neccessity on frontlines combating LIS. Besides giving extra sight, it also detects hidden units.

    Special support structure of UE.
  • LIS Lander (Lander)
    “Time to give this piece of land a new meaning!” - LIS Lander deploying

    Resembles the UE Lander.
  • Infantry Camp (T1)
    The Infantry Camp manages both the militias and the mercenaries of LIS forces.

    Infantry training facility of LIS. Will looks like a pack of tents. Upgrading it will unlock T2 infantries.
  • Burner Generator (T1)
    The burner generator powers LIS bases by burning diesel.

    Basic power supply facility of LIS.
  • Watchtower (T1)
    These watchtowers are manned by LIS gunners. Although it’s not a very sturdy defense at all, but it has a good firing range and sight.

    Basic anti-infantry defense.
  • Garage (T1)
    The Garage produces LIS combat vehicles.

    Vehicle factory of LIS. Upgrading it will unlock T2 vehicles.
  • Hangar (T1)
    The Hanger produces LIS aircrafts needed for supporting attacks.

    Aircraft factory of LIS. Upgrading it will unlock T2 aircrafts.
  • Airfield (T1)
    An airfield can hold one LIS fighter or bomber plane.

    This is required in order to produce aircrafts other than Jetcopters if playing as LIS.
  • Drydocks (T1)
    The drydocks is needed for constructing LIS naval warfare vessels.

    Ship factory of LIS. Upgrading it unlocks T2 naval vessels.
  • Proxy Database (Tech II)
    The Proxy Database carries all protected military information of LIS. This facility is needed for producing T3 units.

    The only tech centre of LIS. Requires at least one upgraded Garage in order to build one. Unlocks T3 units like the Hacker and Solar Artillery.
  • Flak Turret (T1)
    Flak Turrets are used by LIS to combat against airforces.

    Anti-air turret of LIS.
  • Beam Tower (T3)
    The Beam Tower utilizes strong beams to destroy enemy forces effectively.

    Advanced defense of LIS.
  • Uplink Station (Superweapon)
    The uplink station calls the devasting Solar Cannon Bombardments, which a rain a rain of solar beams from the space.

    Primary superweapon of LIS.
  • Beam Projector (Superweapon)
    The Beam Projector creates a Beam Cage which will isolate the units inside the Cage from everything.

    Support superweapon of LIS.
  • Floating Bunker (T2)
    The Floating Bunker is equipped with pounder guns and anti-air flak cannon, an all-round naval defense.

    Can target an naval or land unit and an aircraft at the same time.
  • Pioneer Outpost
    This Outpost allows LIS forces to expand into further areas.

    Deployed by Pioneer Rovers. Adds a construction range around it.
  • Engineer Bay
    The engineer bay supports extra constructions of LIS bases and also provides repairs to damaged troops.

    Special support building of LIS.
  • Mother Command Module (Lander)
    MCM in short. This is the centre of a Alpha Draconian base.

    Resembles the Landers, deployed by construction probes. Upgrading this allows access to higher tier unit productions for factories within the range and new buildings.
  • Microreactor (T1)
    A tiny reactor that is powerful enough to power up common Alpha Draconian facilities.

    Basic power generator of Alpha Draconians.
  • Antanium Impactor (T1)
    Even on battlefields, this thing is still an imoortant economy building of Alpha Draconains.

    Act as a refinery.
  • Drone Pad (T1)
    Alpha Draconians warps drones to the battlefield like how they teleport drones to their colonies for resource collection.

    Infantry (drone) training centre.
  • Mecha Lab (T1)
    The place where Alpha Draconian mechas are produced for combats.

    Vehicle factory for Alpha Draconians. Also produces Draconian Orbiters (aircraft).
  • Sentry Module (T1)
    The Sentry Module deploys and resupplies guard drones which can take down enemy infantries.

    Anti-infantry and anti-air structure of Alpha Draconians. One Sentry dispatches 4 guard drones that fires rapid-fire blasters.
  • Ether Reactor (T2)
    The Ether Reactor is powered by Ether, which provides a even massie amount of energy needed by power-intensive units and buildings.

    Advanced power supply building. Strong explosion upon destruction.
  • Tesla Node (T2)
    A very power intensive defensive weapon which is lethal to almost everything.

    Advanced defense of Alpha Draconians.
  • Command Node (T1)
    The Command Node is required to expand a Draconian base.

    Provides extra construction range. Like Mother Command Module, buildings covered by the Command Node requires the Node’s upgrade to produce better units.
  • Draconian War Insitute (Tech II)
    The Draconian War Insitute provide access for Draconain commanders to the better ways of combats.

    Tech building of Alpha Draconians.
  • Electrosphere (Superweapon)
    The Electrosphere can fire a electron ball to release deadly discharges, while can also paralyse those survived and buildings.

    Primary superweapon of Alpha Draconians.
  • Nanocube (Superweapon)
    The Nanocube contains nanites which allows to put a tempoary invincible armour onto any steel (actually also works with concretes) claded objects. Anything biological will be killed as the armour coating is biologically harmful.

    Support superweapon of Alpha Draconians.
  • Shield Projector (T2)
    The shield projector provides a extra layer of defense to any Alpha Draconian base. If the shield is destroyed it’ll regenerate over time.

    Special support building of Alpha Draconians.
  • Command Post (Lander)
    The Command Post is the core in a Zolarg warfare.

    Deployed by the Queen drone, it’s same concept as the lander. However it won’t do constructions, instead it’ll create various kind of worker drones which deploys into buildings.
  • Sugar Burner
    Very ordinary power generator in any Zolarg colony and military base.

    Basic power generator of Zolarg.
  • Antanium Furnance
    Basically an ore refinery.

    Yes, an ore refinery. What else I can tell?
  • Barrack Mound (T1)
    There’s not much difference between a Barrack Mound and any ordinary mound in Zolarg Empire, except that there’s no Queen but officiers in Barrack Mounds.

    Infantry training facility of Zolarg Empire.
  • Watchtower (T1)
    Where soldier insectoids stays on duty to keep enemies away. One of them is a Rifle-bug and another being Grenadier.

    Land defense structure of Zolarg Empire.
  • Flak Bunker (T1)
    Flak bunker fires explosives mixed with ant pastes into the sky. Those aircrafts hit by these explosives not just have their hull damaged but also move slower.
  • Armourcrafts (T1)
    The craftsbugs in Armourcrafts builds crude combat vehicles for Insectoid soldiers.

    Vehicle factory of Zolarg Empire.
  • Aerohive (T1)
    The air swarms are breeded and trained here, which they are used for bombarding enemies.

    Aerohive is the airbase of Zolarg Empire, producing flying units.
  • Brood Training Centre (Tech I)
    In order to get the insectoid broods ready for field service earlier and the need for better tachics and weapons, the Brood Training Centre is needed.

    T2 Tech centre of Zolarg.
  • War College (Tech II)
    The War College provides full support to any Zolarg Commander who needs stronger powers.

    T3 Tech centre of Zolarg.
  • Boat Yard (T1)
    If you think Insectoids are afraid of the seas, then you’re wrong. They are ready to conquer the seas.

    Ship factory of Zolarg Empire.
  • Altar of Doom (Superweapon)
    The Altar of Doom is powered by the Zolarg Empire’s forbidden power - Antaura. Everyone who see it would feel like it’ll summon something that will cause a doomsday.

    Primary superweapon of Zolarg Empire.
  • The Tower of Mind (Superweapon)
    Anything that has a mind will never able to escape control from this Tower of Mind.

    Support superweapon of Zolarg Empire.
  • Shrine of Destiny (T2)
    The faith will keep your brothers going.

    Special support building of Zolarg Empire. It can boost up the training speed of units.

Hopefully you’ll like my ideas!
I am now putting the final touches on My Colony v1.4.0, which should be going out to all platforms over the coming days. This is Crime/Nanite Update Part 2, and includes a few other changes, as well as a somewhat unfortunate change to how the game will be distributed on the Windows Store. Read on for more details!

Firstly, the Crime engine switch has been flipped on in this update, so if you do not have Security related structures in place, you may want to build those now. Crime isn't a huge deal, but it can spiral out of control if you let it, so please be sure to have the appropriate structures in place.

Moving along, the Nanite tech is now available to all civilizations, but since the costs to unlock the tech were fairly high, I had to introduce new structures for both Reptilians and Zolarg for generating Civics, Research, Money, and the three Alien resources.

Reptilians gain access to the new Office of Patents and Licenses and Center for Ancient Extraction, which offer major increases in resource output required to unlock the Nanite tech. Once unlocked, the Reptilians get three additional Nanite relates structures, the Nanite Fabrication Den, Micro Evaporator, and the Microgrower.

On the Insectoid side, the new Unholy Hall of the Ancients produces the large amount of resources necessary to unlock the Nanite tech. Once unlocked, you will also find the new Nanite Fabrication Lab and Nano Crystal Tubes structures.

Not to be left out, the two Human civs also gained the new Helium Nanomine, which produces very high amounts of raw material resources.

All in all, there are 9 new structures in this update, spread across the three species.

In addition, some balance related tweaks were made. The Advanced Materials Silo and the Unholy Tower of Stuff can now store Ancient Instructions. The Antaura output of the Shrine of Mystics has been increased. The Unholy Core Mine now produces all resources at a faster rate.

Additionally, I have made some improvements to the way stacked units harvest resources, which has been requested for some time. You will notice that it just works better now.

On to some other My Colony news. You may or may not have noticed, that My Colony was removed from the Play store three times since the last update. They first removed the game for giving credit to the in-game music creators and community graphics artists in the store description. Apparently giving due credit was considered adding spammy keywords. After I fixed that, they removed the game for having inappropriate advertising, despite the fact that the game uses their own AdMob advertising network. So I went into AdMob and limited a bunch of the allowed ad categories, and the ended up rejecting the update again. So I made some more tweaks and finally they let the game back in the Play Store. Regardless, I ended up wasting several days messing with this issue for (in my opinion) dubious reasons.

In addition to this, some of you may or may not have seen that starting in June, MSFT is removing support for in-app advertising as a way to monetize applications on the Windows Store. This pretty much kills off the business model for the game on Windows, although the change is not entirely surprising given the declining performance of in-app based ads.

Given the above, My Colony will soon be going paid-only on the Windows Store, similar to how it is on Steam. In truth, the "free app with ads" business model has been in decline for some time on all platforms, and the only way to really make it work now is to become spammy with popups and whatnot, and I'm not prepared to do that on any platform. So Windows will be the first platform to make the switch, and I will consider doing the others later. Users who already download the free version on Windows will not lose access to it though, so if you've already downloaded it it will not impact you. The free version will go away for new users in a few weeks and I switch over to the paid version. The paid version will also unlock Premium on all platforms, just like on Steam.

So anyway, that is all for today's update. Enjoy, and stay tuned for more! And stay safe from the virus!!
4y ago
That’s a good list you have there. Here are my thoughts:

Each planet should also have its own unique resource, but, that resource shouldn’t be vital to colony’s on other planets to progress. However, each of these planet-specific resources should give you a unique advantage over colonies on other planets.

For example, ether can only be collected from abandoned worlds in mc1, but any colony that collects it or buys it will be able to produce a lot of wood because they can build adv. tree farms, and yet it isn’t a required resource. So if we make a 3D abandoned world with ether, which would be awesome, ether should still be used to bring unique advantages to the user instead of being a required material to progress through the game.

Here are some examples of planet based resources:

Mars: rust - rust contains iron and oxygen. It’s also what makes mars’ soil look red. It could be used to make buildings that produce far more ore, oxygen, steel, and atmosphere than a player normally would be able to produce. You just have to extract it from the soil somehow.

Moon: Titanium - a very strong a flexible material. This resource could be used to build better defensive structures than normally would be possible.

Asteroid: iridium- highly heat resistant, this metal is often found in asteroids. It can be used to make better rare metal and complex material smelters. It could also be used to make thermal power plants if heat is going to be a factor in mc2.

Waterworld: sand/glass/salt - the most abundant resource on the planet, salt can unlock better food buildings. Sand, on the other hand can be smelted with ore into glass, which would unlock better microchip and commodity factories, it would also unlock more compact housing And utilities to help with the space challenges.

Forest: animals- native species of the forest planet. There are lot’s of uses for them, such as zoo’s for entertainment, livestock farms fir food, animal racing For entertainment and money, pet stores for money and happiness boost per colonist, and you could even use them as mounts, hunters, and defenders in combat.

Abandoned: ether - healing yet radioactive.l, this resource unlocks better organic resource production buildings as well as some unique entertainment buildings.

Ice: permafrost - a fictional material that eternally absorbs heat and emits light. It can be used in decorative lights and in buildings that need to produce light or absorb heat. For example: Any solar panels placed within a certain radius from a permafrost Shining tower will produce light, since ice world is dark. The permafrost shining tower needs heat to continue to work though, so a regolith burner could be added for basic heat and power, and crystalline can be gathered to make micromines like normal. You could also create units that deal cold damage to slow enemies with this resource.

Lava world: - ember shards/ obsidian - ember is a fictional resource that rapidly generates heat when either light or electricity is applied to it. It’s likely the cause for lava worlds superheated atmosphere. They say that ember is forged within the strongest of supernovas and is a death sentence to any planet it happens to land on. Therefore, it’s a useful heat source and can be used to make units that deal fire damage, which lower their defense. Ember can also unlock siuperior heat generation building in colonies that need more heat than usual. Obsidian on the other hand, should just be another resource only available on lava world, and should be used to make lava-proof buildings,

These are just examples, I’ll post a list of planets That’ll eventually and each of those planets will have more detailed ideas.
4y ago
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
  • New Structures: Advanced Clothing Sweatshop, Transcendent Academy, Auntie Belles Cupcake Factory, Synthetic Diamond Laboratory, Universal Commodities Exchange
  • New Tech: Transcendence
  • New Resource: Ancient Instructions
Changes
  • 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
Notes

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!
6y ago
Hi

I have a relativly lategame colony and my next step is to learn the tecnology transcendence.

I have all resources exept of those 100,000,000 civics I currently have just 20,000,000.
How can I get the rest without waiting my hole life?😳


Thanks for your help 🙂

Ps.: I have a lunar colony
charter code: TwEbYJcF
5y ago
Also improved tourism system would be amazing because tourism is really useless at the moment, it's just a small extra. A better building for civics than imperial propaganda or a reduced civics cost for transcendence would be cool to reduce the amount of afk required for transcendence. Better clay synthesis and ether on ue would also be cool.
4y ago
I upgraded Transcendence and suddenly it came again on research list.
4y ago
Hello guys!

May I proudly present my fan lore about the history of My Colony Universe!
WARNING - EXTREMELY LONG POST
This post is very long - it will take some time to read.

THIS IS NOT CANON
Not all details have been confirmed or included as canon by @bastecklein or happened in any games related to My Colony Universe yet. The actual events may vary with those mentioned in this post.
Anyways, don't take that as 100% canon!

The calendars and year used would be Earth ones.

Time of the Ancients (??? ~ 1.2 billion years before Alpha Draconians)
Once there was a thriving old civilization ruled over the Milky Way Galaxy, which now they are called the Ancients. Even for the Alpha Draconians, there are limited documents about their history. The following will state the events recorded and decoded so far.
  • The Old Holy Galactic Empire (???).
    That was the oldest trace of the Ancients found.
  • Galaxian-Titan War (???).
    There were very old literature records about this war. The war between the Holy Empire and the warlike colossus Titan civilization. There are still some rare Titan relics found in the Milky Way, though some historians doubted the reliability of them.
    The war was supposed to put the Titans to extinction.
  • The Old Dark Galactic Empire (???).
    Somehow the old Empire turned to the dark side. From this time on, the documents about them are more difficult to find.
  • Reptilian Exodus to the Milky Way (~3 billion years ago before Alpha Draconians).
    The first record of Reptilian immigrants into the Milky Way from another galaxy. Some documents from Alpha Draconians stated their ancestors were nomads with only mostly low tech equipment.
  • Galaxian-Reptilian Wars (~2.3 billion years ago before Alpha Draconians).
    The continuous immigration of Reptilians caused conflicts between these new migrants and the master of the Galaxy. However, the Reptilians were not expelled from the Milky Way successfully, an armistice was signed after prolonged warfare. Reptilians stopped immigration in exchange for peace.
  • Disappearance of the Old Galactic Empire (~1.2 billion years before Alpha Draconians).
    The largest mystery of galactic history - the disappearance of the Ancients. Most existence of the vast Empire vanished just in a… flash, leaving most parts of the Milky Way Galaxy abandoned. Some radioisotopic dating recorded most ether pollutants of abandoned Ancient cities appeared since the event.

Rise of Reptilians (~4.1 ~ 2.8 million years before human history)
The Disappearance of the Ancients gave rise to the Reptilian immigrants, though discovered a bit lately, they began expanding further into the empty Milky Way Galaxy. Later the Reptilian Empire of Alpha Draconians was formed on the foundations of the disappeared Empire.
  • The Reptilian Kingdoms (~0.6 million years before Alpha Draconians).
    The Reptilians recognized the disappearance of The Ancients as scout ships were sent after years losing contact with them. Seeing this as an opportunity to expand their borders without anybody to stop them, the nomadic Reptilians soon reorganized themselves as the Reptilian Kingdoms.
  • Great Reptilian Expeditions (~0.5 million years before Alpha Draconians ~ 0.3 million years before Alpha Draconians).
    Hundreds of expeditions were conducted by various Lords during the Kingdoms era. They salvaged most remaining technologies of the Ancients, however unable to decode all the data at this moment as their limited knowledge of these high end technologies. Some new Reptilian major cities rose from these ruins.
  • The Warring Lords (~0.3 million years before Alpha Draconians ~ 10 years before Alpha Draconians).
    The powerful artifacts of the Ancients impressed the Reptilians - those supposed to bring prosperity to the entire race, however, became the source of ambitions for the Reptilian Lords. Thousand years of wars, were only for scrambling for these powerful gadgets.
  • Reptilian Unification War (~10 years before Alpha Draconians).
    Kingdom of Draconis was the weakest kingdom among the Reptilians, until the time of Lord Alphari - influence of Draconis rose to new heights, threatening the strongest Reptilian Lords. Lord Alphari defeated all the Reptilian Lords in a 10-year long war, successfully unifying the entire Reptilian race for the first time since the immigration.
  • Birth of the Reptilian Empire - Alpha Draconians (~3.5 million years before human history).
    Lord Alphari established the new unified Empire of the Reptilians, named Alpha Draconians, with the national motto ‘Rising from the Harshest to be the Strongest’. Alphari was the first Overlord of the Empire.
  • Successful Decoding of the Ancient Artifacts (~3.5 million years before human history).
    One of another most impactful achievements of Overlord Alphari was, he supported, and later personally participated in the research of Ancient language decoding. With more plentiful resource support than ever, most major elements of the Ancient language were decoded, which allowed the Alpha Draconians to reverse-engineer these technologies, turning the undeveloped Reptilian civilization into one of the most brutal Galactic superpower, inherited with the most powerful technologies.
  • Glorious Conquests (~2.8 million years before human history).
    Another greatest conquest of Alpha Draconians took place under the rule of Overlord Ks'khip. This famous Overlord of Destruction put an end to and enslaved thousands of minor civilizations scattered in the Milky Way Galaxy, which one of the civilizations includes Insectoids, providing highly reproductive slaves. This conquest created the foundation of core Alpha Draconian territory.
    Right after such a successful conquest which brought Alpha Draconians to the peak golden age, the Reptilians began referring to themselves as ‘the descendants of the Ancients’.
  • Secretive Galactic Domination Doctrine (~2.8 million years before human history).
    This doctrine formulated by the Overlord Ks'krupp, the descendant of Ks'khip, advocated the secretive way ruling the vast territory of the Empire spreading and maintaining influence by utilizing covert agents to control regions with minimal signs, which helps shaping the image of Alpha Draconians as an unreachable deity. Such doctrine impacted the future development of Alpha Draconians.

The Revival of Insectoid Civilization (~20th century of Human timeline)
Insectoids were being enslaved by Alpha Draconians for millions of years. However, an uprising changed the fate of the Insectoids, which led to the revival of the long lost Insectoid civilization, in the form of the Zolarg Empire.
  • The Uprising on Draconis 12 (~1920s of Human timeline).
    It was a historical turning point for both Alpha Draconians and Insectoids. The uprising led by the Insectoid Zolarg successfully overwhelmed the colonial government, and purged all the Reptilian existence on the planet. Freed from slavery, these first group of freedom fighters formed Zolarg Empire right on this planet - which the planet was renamed Zolarg Prime, and the uprising leader Zolarg became the first Emperor of the revivaled Insectoid civilization. The uprising also first revealed the corrupted, weakened national strength of the seemingly invincible Alpha Draconians, who were still blinded by their national pride.
  • The Insectoid Uprising Movements (1920~1950s of Human timeline).
    Encouraged and inspired by the success of Zolarg's uprising, Insectoid slaves over Alpha Draconians also followed the same path revolting against slavery. Though not all had been successful, the Insectoids successfully took over an unimaginable number of Alpha Draconian colonies and cities. Most of the Insectoids who earned their freedom joined the Zolarg Empire to fight against the enemy of their ancestors.
  • The Revival War (1950~1970s of Human timeline).
    Despite the success overcoming the slavery forces of their slave camps, the Insectoids had something more overwhelming to handle - the formidable regular forces of Alpha Draconians, trying to regain control on their slaves. Yet under the united command under Emperor Zolarg, they managed to defeat Alpha Draconian regular forces in this 27 year long war, using the new subterranean guerilla tactics. The war recorded heavy casualties of both sides, however, Alpha Draconians stalled their operations against the Insectoids, which earned extra time for the Zolarg Empire to fortify themselves and settle down some basic administration matters.
  • ‘Groot Opwekkingsplan’ (1970~2010s of human timeline).
    This period was also known as the ‘Great Revival Period’, the period when Emperor Zolarg formulated the policies for the early Zolarg Empire, to rebuild, strengthen and revive the Insectoid civilization, to restore the dignity of the Insectoid race. Under the common efforts of the Insectoids, with the help from both knowledge from the ancestors and some basic industrial knowledge from Alpha Draconians, the foundations of the Zolarg Empire were built up. The fast-rising Zolarg Empire became a supernova of galactic power at the end of the Revival Plan.
  • Declaration of Insectoid Liberation (~1990s of human timeline).
    Emperor Zolarg made a declaration on behalf of his Empire to Alpha Draconians - the Zolarg Empire, will liberate the remaining brothers and sisters under slavery at all costs. The Declaration established the long term aim of the wars against Alpha Draconians.

Old Earth Era (year --~2051)
The Old Earth Era is the time of human history before United Earth. The Old Earth Era is when humans begin exploring more parts of the galaxy, as well as beginning extensive colonization on new planets.
  • The Jameson Formulas (2027).
    The genius scientist Professor ‘Einstein Jr.’ Lob Jameson published a paper about special formulas of space continuum mechanics. These formulas make a breakthrough on long range space traveling technologies.
  • First Practical Hyperdrive Engine (2030).
    With the help of Jameson Formulas, the first practical hyperdrive engine in human history was created by the team of Project Next Sun. The innovation was named Jameson Engine.
  • Journey of USP Discovery (2031-2033).
    The USP Discovery is a test object for the Jameson Engine. The probe was launched by NASA of the USA in the year 2035. It had successfully taken photos and data recording of stars and planets at locations about a lightyear away, and at last hyperjumped back to Earth after 3 years of missions, with excellent integrity conditions maintained.
  • Planetary Decay Theory (2031)
    Ecologists and geologists discovered a strange phenomenon taking place on Earth, the important resources, from the minerals to the oil, began decaying into unrecyclable, unusable forms. It was suspected that this decaying was catalysed by climate change.
    A theory was formulated predicting the depletion of vital resources within years and this must be stopped. However, most people did not believe this theory to be true, until the Global Resource Crisis.
  • The Space Colonization Race (2032-2047)
    With long range space travelling became more possible at that time, a new space race was ignited globally - from the global powers to the most underdeveloped countries, from government bodies to independent organisations, they had their own aims. Some seek for wealth and resources, some seek for opportunities and a new start, some seek for knowledge and discovery. It was a milestone for humanity - first attempts for an extensive space colonization in history.
  • Global Resource Crisis (2038-2050)
    The worries stated in the Planetary Decay Theory was proven a fact in 2038, beginning with the abnormal depletion of oil fields in Arabia - the black gold turned into black, harmful, indecomposable sludges.
    For the coming years, more vital resources from iron ores to rare earth metals decayed into sand and dust, which greatly impacted the global economy at the foundations. Which eventually caused all space colonization programmes abandoned by Earth in the year 2047.
  • Miracle Formula (2050)
    The Project SEED ecologists from colonies discovered the Miracle Formula, which included a method to reverse the process of planetary decay. It was sent to Earth in the year 2050.
  • Restoration of Earth (2051)
    Terraforming devices derived from the Miracle Formula successfully restored Earth back to the conditions about 150 years ago within a year, which saved the entire humanity on the Earth.
  • The Grand Collapse (2051)
    Although Earth had been saved from a catastrophe, however, the existing governments no longer had any capabilities maintaining the nations, after years hammered by the economic impacts from such a disaster. The world fell into the status of anarchy.

Rebirth of Humanity (2051-2061)
Right after the Grand Collapse which marked the end of the Old Earth Era, humanity on Earth was in massive chaos, while most colonies outside Earth were deserted and had to survive on their own. Until the United Earth reunited humanity.
  • United Nations Dissolved (2051)
    Without any valid members at all, and at risk of ‘bankruptcy’, the United Nations officially dissolved, with all its assets sold at the end of the year, to a group of plutocrats who had survived the crisis.
  • Formation of United Earth (2052)
    The legacies of the United Nations were reused by these plutocrats, they rebranded the old international governmental body into a new organisation the United Earth, aimed to restore prosperity and order of the Old Earth.
  • Earth Reunification War (2054-2055)
    After 2 years of preparation though gathering weapons and manpower from black markets and government fire sales, the global military campaign was launched by United Earth. In the 1.4 year long war, United Earth brought the major cities and regions under their control.
    The rise of United Earth was inevitable to the rest of the world. It had pressured the remaining regions, no matter at war or not, surrendered and accepted annexation at the end of the war.
  • Official Establishment of United Earth (2056)
    A month after the end of the Reunification War, the main official governmental structure of United Earth was established - The President taking the leader role of the government, with the General Assembly responsible to the President.
    The General Assembly is the decision making centre of the United Earth, composed of representatives from different administrative regions to show a certain extent of democracy. However, the President still has absolute veto power in the General Assembly, in addition to a series of exclusive powers.
  • Restarting of Colonization Programmes (2061)
    With the Earth gradually stabilized and having the economy restored back to early 21th century standards, United Earth announced the recontinuation of space colonization projects abandoned by the Old Earth. This included re-establishing control on the remaining surviving Old Earth era colonies.
    The restarting of colonization was regarded as the dawn of the United Earth era in human history - from that time on, human civilization began to develop and expand faster than ever.

Rise of Humanity (2061-2083)
The New Era referred to the early times of United Earth after the recovery from the Old Earth era disaster. It was another golden age in human history, human civilization beginning to rise quickly in the Milky Way Galaxy. Despite opportunities, there were also new unknown challenges.
  • First Reformation of Security Council (2063-2065)
    The national security agency of the United Earth, Security Council, went under a series of reformation from 2063 to 2065, improving and fostering the efficiency of peacekeeping missions on Earth and foreign colonies, as well as established a controversial high pressure security regulation called AEGIS Protocol.
  • Formation of Space Marines (2068)
    In order to protect foreign colonies and Earth from potential Alien threats, United Earth Space Marines (UESM) was formed.
    Space Marines gradually replaced Peacekeepers security forces of the United Earth as the official military.
  • First Official Contacts with Minor Alien Civilization (2069)
    United Earth colonization fleets discovered an underdeveloped alien civilization on the planet Hakenduz-35. United Earth officially contacted the Hakenduzians, establishing the first diplomatic relations with an alien race.
  • Alien Membership System (2071)
    With more and more minor alien civilizations discovered, United Earth saw that as an opportunity of wealth and influence. In order to convince them sharing their resources with United Earth, an Alien Membership System was established, allowing alien member states to enjoy a series of benefits including protection from Space Marines and preferential treatment on trades. In return, the alien member states had to pay yearly membership fees.
  • First Starship in Human History (2071)
    The first starship of United Earth, UES Ark, finished construction in 2071, Martian Industries shipyard on Mars orbit. UES Ark was a prototype long range colony ship, built for exploration and colonization of the Icarus System.
  • Deimos Events (2072)
    It was a legend of the legendary Space Marines elite squad led by Sarge, a story to save Earth from an evil artificial intelligence - though, with some confidential details which United Earth decided to keep it secret, rumored to be time travel to erase history of a parallel timeline.
  • Wormhole Navigation Technology (2075)
    A set of technological advancements in space navigation technology allowed safe traveling of wormholes, which the wormholes act as a great shortcut for expanding into further regions.

Human Civil War (2083-2084)
This was one of the most impactful wars in the Galaxy. Yes, it's name is Human Civil War, however, things were not simple as most thought at that time - it eventually involved the 3 major civilizations of the Galaxy, and also gave birth to the fourth major civilization. The war also impacted the future patterns in the Milky Way Galaxy.
  • Secret Independence Society (~2068)
    The Secret Independence Society (SIS) was the predecessor of the League of Independent States. It was established shortly after United Earth began using high pressure policies to tighten control on the colonies. The SIS worked in secret, cooperated with suppressed people and black markets. Their ultimate aim was to bring true freedom to humanity, freeing them from the internally corrupted ‘tyranny’ of United Earth. They are also one of the earliest groups of humans who made contact with another major civilization in the Galaxy (to be specific, Zolarg Empire) far before United Earth even acknowledged their existence.
    Their existence remained very much not known by the United Earth until the outbreak of the Civil War.
  • The Alpha Draconian Conspiracy (around a few months before the outbreak of war)
    It had been a tough time for Alpha Draconians since the Insectoid slave uprising events. To restore the national pride of Alpha Draconians and to find resources repairing the badly impacted economy, Overlord Betahan decided to prepare a secret invasion on humans, picking the timing humans were at the blink of civil war.
    At the same time, another conspiracy took place internally - the rivalry between the Overlord and the Lords of Inner Circle.
  • Terra Nova Incident (2083)
    The Incident was the fuse of this war. Everything started with Terra Nova boycotting the heavy taxation of United Earth. Unable to bring the situation under control through conventional routines, United Earth decided to take the most violent military action against Terra Nova (which such decision was partly due to Alpha Draconian covert agents secretly intervened the General Assembly, to accelerate the outbreak of war).
    The incident provided an excellent excuse and opportunity for SIS to throw up a nationwide independence war. SIS militias ambushed the Space Marines in Terra Nova, liberated the colony, and officially declared war on United Earth.
    From that time on SIS was officially renamed as the League of Independent States (LIS).
  • Zolarg Empire Entry into the War (2083)
    Before the war, LIS secretly signed an alliance pact with the Zolarg Empire a few months ago (for different aims respectively, but both sides were seeking bilateral support).
    LIS called for Zolarg reinforcements under strong countermeasures of the United Earth. The entry of the Zolarg Empire into the Human Civil War had successfully put the United Earth into a war of two fronts, however the overall situation had not improved very much, the war turned into a stalemate afterwards.
  • Barracuda Blues Events, and Alpha Draconian Invasion (2084)
    United Earth discovered an Alpha Draconian secret stronghold with an army of war droids (built for invading humans) in the colony Barracuda Blues, mistaken as an abandoned military research facility. United Earth sent scientists to the site in order to obtain unknown technologies that could help them win the war against LIS.
    The discovery at Barracuda Blues was the result of political rivalry in Alpha Draconians, the Inner Circle attempted to sabotage Overlord's invasion plans.
    The true identity of the facility and the ‘mysterious machines’ was not known by humans, until similar Alpha Draconian war machines of similar models popped out from nowhere, attacking human colonies and cities - The beginning of Alpha Draconian Invasion, an unexpected event during the civil war.
  • Battles Against Alpha Draconians (2084)
    At the beginning of the Invasion, Alpha Draconians had been successful that they had occupied over half of United Earth territory.
    Under a common threat from afar, the United Earth, LIS and the Zolarg Empire agreed to put a pause on the civil war, and formed a temporary alliance to expel Alpha Draconian intruders. Their joint operations successfully recapture human territory one by one, slowly setting the intruders back.
    Alpha Draconian Invasion ends after the decisive Battle of Barracuda Blues, the last main portal stronghold destroyed by the alliance, all the Alpha Draconian forces in human territory were shortly destroyed.
  • Continuation Human Civil War (2084)
    The civil war was not over.
    Despite victories repelling Alpha Draconian invasion, the forces of United Earth, LIS and Zolarg were almost exhausted in fierce battles with Alpha Draconians (especially after the Siege of Barracuda Blues), little resources they had to continue a large scale war.
    While the Zolarg Empire quitted the war by signing a white peace with the United Earth, both LIS and United Earth sought an opportunity to conclude the war in a single battle.
    The Battle of Kaisergrounds was the end point of the Human Civil War, the only but the last battle after the Invasion event. Kaisergrounds was a strategic stronghold which was the important gateway to the core economic regions of United Earth. The battle ended with the United Earth forces regained control of the planet, it had contributed United Earth a strategic victory.

New Galactic Era of the Milky Way Galaxy (From 2084 on)
The Human Civil War and the Alpha Draconian Invasion during the war, had drawn the major civilizations closer. The New Galactic Era was the time things in the Milky Way began developing in galactic scale and perspectives.
  • Armistice of Hoxton (2084)
    The Armistice of Hoxton officially ended the Human Civil War, despite it being just an armistice. The armistice defined the United Earth-LIS border in the future, which the border line was known as the Hoxton Line.
    To conclude, nobody had won a total victory in the Human Civil War, however, each side won alternatively - United Earth won a strategic victory which LIS could no longer push deeply into the core territories, while LIS achieved their primary aim of gaining independence.
  • Official Establishment of League of Independent States (2084)
    The League of the Independent States was officially established 3 months after the Armistice of Hoxton was in effect. The League promised fairness, autonomy and freedom to the member states as stated in the Declaration of Independence.
    The League of the Independent States had no actual leader in power. Instead, each member state cooperates under the common principles, bearing the common responsibilities protecting people of the League.
    Though the establishment of LIS was officially recognized by their ally Zolarg Empire, the United Earth General Assembly declared they would never accept any rogue states in their ethnic territory.
  • The Midnight Coup (~2084)
    With the failure of invasion on humans, the core Reptilian society of Alpha Draconians lost all confidence in Overlord Betahan. Shortly after the end of invasion the Overlord was assassinated by Inner Circle covert agents.
    However, it did not put an end on the political crisis in Alpha Draconians, the coup further made everything worse instead. Every Lord of Inner Circle schemed to reach the throne of ultimate power, however there could only be one supreme ruler in Alpha Draconians. In order to secure the thrones for selves, the Lords fell into a status of internal political war.
    The absence of Overlord, and the internal political instability, catalysed the decay of Alpha Draconian influence in the Galaxy.
  • Emerging of New Galactic Empire (2086)
    The decayed Alpha Draconian influence after the Midnight Coup were not able to maintain control on a number of puppet states and territories, they began to break away from the Alpha Draconians.
    This had also given rise to the mysterious organization New Galactic Empire, who then annexed part of the states that broke away from Alpha Draconians. They called themselves the true descendants of the Old Galactic Empire, who carried the ‘inevitable destiny’ reviving the old Imperial glory.
    Though the ambitious organisation lacked strength to compete with any of the galactic powers in the Milky Way at the moment, the powers actually worried the ‘New Empire’ could be a large threat to them in the future, given their capabilities spreading influence at an unprecedented rate.
  • Further Discoveries in Barracuda Blues (2086)
    United Earth sent another research team investigating the remains of the Alpha Draconian stronghold and facilities. The team revealed a fact about Alpha Draconian technologies - they were derived from the Ancient technologies recorded on the ancient artifacts.
    The discovery further fostered the research and decoding on the information on the artifacts of the Ancients in United Earth.
  • Bradley's Military Reform (2086-2093)
    The new head of the United Earth Security Council, Marshal Bradley (which was the supreme commander throughout the Human Civil War), threw up a massive military reformation in order to suppress the military capabilities of LIS, including expanding the scale of Space Marines and especially the Starfleet (which the number of starships during the Civil War barely met demands on the battlefields), written a new professionalism military doctrine, and supported the development of new generation starships.
  • LIS Black Market Trade Union (2088)
    The blockades and embargo on LIS by United Earth had cut down most of the methods for LIS to contact the outside world. In order to survive and maintain development under the difficult conditions, LIS officially established the LIS Black Market Trade Union which facilitates external and domestic trade of their member states.
  • Galactic Colonization Race (2102~???)
    Seeking for further power in the Milky Way Galaxy for their own aims, the 4 civilizations of the Galaxy entered the galactic colonization race one by one. Alpha Draconians started the race, who were desperate to restore their ‘superiority’ in the Galaxy despite political instability.
    From the centre of the Galaxy to the Outer Rims, they were all targets of colonization.
  • United Earth Ancient Archives (2109)
    The Archives is a department of United Earth which is responsible for regulating research and usage related to Ancient alien technologies. Apart from regulations, they also take part in the research of the ancient technologies. Since the Archives existed United Earth had better progress extracting ancient knowledge with better organisation.
  • Chaos in Alpha Draconis and Restoration of Overlord (2112)
    Oligarchists in Alpha Draconis had been dissatisfied with the absence of Overlord for a period of time. With the old culture of Reptilians being harmed, these angry nobles stirred up chaos in the capital city, urging the restoration of Overlord.
    Without any other ways to suppress or pacify them, the Lords of the Inner Circle could only do as what these (lower) nobles asked them to (well, since their own plans were also disrupted due to the chaos).
    The exiled younger brother of the previous Overlord Betahan, Deltahan, was put to the throne. Despite being an Overlord, most actual powers were still in the hands of the Inner Circle, Deltahan was just nothing more than a puppet.
  • Zolarg Scholars Journey to United Earth (2113)
    A team of scholars from the Zolarg Empire, led by the Imperial High Scholar Abbe Amber, set off to United Earth for a study trip of human technologies.
    Scholars and scientists of the United Earth and the Zolarg Empire exchanged each other's knowledge and culture. While Zolarg scholars earned a bunch of precious knowledge which could help the technological development of the Zolarg Empire, the trip had also fostered the understanding between the United Earth and the Zolarg Empire, easing the tension since the Human Civil War a bit.
  • Insectoid Mind Network Technology (2116)
    A breakthrough in neuroscience research in the Zolarg Empire had led to an innovation - the Insectoid Mind Network, designed to foster understanding of consciousness and thinking, and enhancing advanced, direct communication and coordination of Insectoid society.
  • Cyberonic Transcendence (2119)
    A private United Earth research institute Transcendent Technology successfully prototyped Neuro-microchips (NMC), which were compatible with human neuro systems, small in size, but ten times more efficient than average human brains.
    The technology contributed to turning the futuristic cyberonic transcendence reality among humans.

Who knows what the future holds?




Hopefully the timeline looked decent and reasonable for My Colony Universe!
Thanks for reading!

Notes: not all events are 100% accurate.
My Colony 2 has just been updated to v0.33.0 on the Web and the Ape Apps Launcher and should be hitting other platforms over the weekend. There are some changes and some goodies packed into this release, so let's take a look at what is new!


To start off, base defenses have now arrived in My Colony 2 with the addition of the Pillbox and the Security Wall Pillbox (Pillbox texture by @GeneralWadaling )! Over the last few weeks, a certain user on MC2 online (whose name shall go unmentioned) has been rampaging through several dedicated servers with unprovoked attacks on settlements whose users have been offline. This highlighted the need for some updates to the game that should help address this problem, and one of those changes are the new base defensive structures that you can now construct around your settlement.

In addition, there have been cost increases to the military units in the game (the Infantry, Main Battle Tank and Patrol Boat). All three military units now require Money to build. As money is slower to come by at the beginning of the game, it should put a halt on being able to join a server and just spam thousands of infantry units right off the bat. In addition though, Infantry units now each cost you 1 population to build, so every time you build an infantry unit, your settlement population will go down by one (since he was drafted into service). This should likewise put a cap to mass infantry spamming, as you now actually need both the economy and the population to back an army up.


Some additional server admin settings have been added to the Statistics window. Now server admins can set a user account blacklist, so that if there is a user out there known for greifing servers, you can pre-ban him or her before they have a chance to trash your server. You can also set a Message of the Day that players will see when they sign in to your server.


I have also expanded the game Credits section (found in the Encyclopedia). When you select a username in the credits, you will now see more detailed information on all of the items they have contributed to the game.


I have also added a new engine setting, which you can find under the Tweaks section. You can now toggle on and off a grid that will be drawn over the ground tiles, which may make placing structures easier on a touch screen device. It looks like this when activated:


New content has arrived in this update as well, starting with the Low Gravity Masonry tech, which brings with it the long await Brick Factory and the regular and Yellow Brick Roads (brick texture provided by @SPARKY0303 )!

The Brick Roads utilize a new feature which you will find in the game editor, allowing you to use a Pixel Paint file (*.ppp from https://pixelpaint.online/, the 2D cousin to Voxel Paint) as a road texture. For best results, use a 16x16 Pixel Paint file. I should mention that the game editor also now lets you export packaged Voxel Paint models (which you previously could not do).

@spamdude provided a model for a new Ether Sanitation Plant in this update, converting Ether into Water and Uranium. Thanks to @therealchromedino we get two new Alien tech structures too, the Alien Enrichment Facility and the Ancient Alien Ore Refinery!

There are also two new Sugar production plants available in this update, the Integrated Sugar Lab (model by @SPARKY0303 ) and the Sugar Factory (model by @therealchromedino ). The First is a simple upgrade to the existing Sugar Extraction Lab. The second is a large facility that makes large amounts of Sugar, and also produces a bit of Helium-3 as a production byproduct, since we always need more He3 production.

Finally for new content, some of you in the forums and on the Discord know that I have been talking about adding a Star Gate to MC2. I know some people disagree since I said that MC2 is more of a prequel to MC1, but to me that is all irrelevant, since in both games you start out with no tech and you do research to advance into further ages, so timeline in this type of game is largely irrelevant. But that is neither here nor there, because before I can add the Star Gate from MC1, I need the tech to back it up, so in this update, I have added two additional techs, Artificial Intelligence and Transcendence! The AI tech is pretty easily obtainable and allows you to build the new Center for Artificial Learning.


This is a building that I wanted to make about twice as tall as it is, but my Voxel Paint was lagging out while I was making it, so it is what it is. Maybe I will revisit the model later, but it is fine for the time being.

Transcendence is a super expensive tech in MC1, and the same applies in MC2. Right now nothing happens when you research it, but major props for the first player who gets it. It costs 750m research, and maybe one of the larger worlds already has that, but I added the tech in the game to prepare the way for things to come :-)

Finally, I added a Regolith Synthesis Lab to the game, since we already have labs for Gold and Ore, and you need Regolith to build Helium-3 storage tanks, so it made sense.

In addition to the new stuff though, I have also buffed the existing Gold Extractor and the Gold Synthesis Lab. In addition, I also fixed a bug where building upgrades were not working properly. There were some other bugs I fixed as well, but I forgot what they were. But at least they are fixed!

I think that is all for this update, maybe there is more that you will find in there as well! Over the next few weeks I will be finishing up a new My Colony Universe game called Terra Nova 4X but after that I will be back to more exciting My Colony 2 content, so thanks to all who are playing and contributing to the game, and stay tuned for more to come!

#mycolony2
1y ago
Hi all...
the reference page that some of you already knows has been updated.
https://www.my-colony.com/reference/index.html

Update 0.4.1 (201711113)
-Responsive design for mobiles.
-New top menu instead of side one for large widths.
-Items names on tables are clickable now to open descriptions.
-Tech trees are zoomable now.

Update 0.4.0 (20171031)
-sort the lists of links in alphabetical order.
-new table for storages
-reordered the resources in tables in same order than in game.
-add can import / export informations for buildings
-new lists collected in/imported by/exported by for resources
-retractable sidemenu to allow bigger table/item description area
-sidebar menu hightlights the current page
-added informations about IQ requests/ IQ provide and educate
-new homepage with a little presentation...thanks to Núñez for that text...

Update 0.3.9 (20171020)
-new values per minutes added.
-added ratios beside the link lists "Produced by" and "Consumed by" for resources.
-added storage amounts beside the link list "Stored by" for resources.
-New table with production and consumption values per tick.
-New table with production and consumption values per minute.

Update 0.3.8 (20171017)
-Mainly bug fixes...

Update 0.3.7 (20171016)
-reordered almost all code in seperate modules, to easily implement new features later.
-added in-game description strings.
-added for maps: which civ can play this map & what deposits are present.
-added for races: which civs are available for this race.
-added informations for special buildings (consulate/capitol/embassy/trade depot/comms hub/healing).
-reorganized the different links in item description.

Update 0.3.6 (20171013)
-Modified the calling of game.js thru a new "Easy to update" file. (for Bast Only)
-added provided resource on deposit characteristics.
-fixed the scaling of item icons
-fixed indentifying items function on links
-added planet types (infos: difficulty /starting techs / starting buildings)
-added races (infos: starting techs / narcotics)
-added factions (infos: race / starting colonists / available maps / starting techs / starting building / starting vehicles)

Update 0.3.5 (20171010)
-Fixed a display bug on "Produced by" links for resources.(ex: Antanium)
-Fixed a display bug on "Consumed by" links for resources.(ex: Antanium)
-Fixed glitch when smeltObj exist without Output (appeared in 0.46 with atmosphere scrubber)
-Use now the tiles objects in the game.js to find the good icon for all buildings. (ex: Flower Gardens)
-Added "Deposit" Type with capacity and Spread Rate informations.

Update 0.3.4 (20171006)
-Home is now showing a new "General Table" with all game items.
-Old table kept as "Cost to Build / Unlock Table".
-Added missing resources on the "Cost to Build / Unlock Table".
-Fixed a bug that was preventing Aluminum Cost to be displayed on the "Cost to Build / Unlock Table".
-Added resources in the "General Table".
-Added resource description details (infos: limited storage or not / Base Price / Toxic Rate).
-Added Unskilled occupation information on "Item descriptions".
-Modified enumeration of smelt inputs in case of several items (see Advanced Synthetic Oil Lab)
-Modified enumeration of smelt outputs in case of several items (see Black Bazaar Market)
-Modified enumeration of Utilities to operate in case of several items (see: Alien Enrichment Facility)
-List of buildings that stores the resource on the resource Description.
-List of the vehicles that harvests the resource on the resource Description.
-Links everywhere in all "Items Descriptions" for resources (smelt/store/refine/generate/harvest areas)
-New pages with Tech Trees (clickable pictures that point to the technologies descriptions).
-Fixed a Bug that was preventing to open the " Green House" Description.
-Divided the Vehicle Type into 2 new ones: "Human Vehicle" & "Zolarg Worker".

Please give your feedback and/or ideas for the next updates.

7y ago
bastecklein said:...The decay rate is about 50k per minute...


I guess the *rate* was more harsh for me 'cause I only had like 60-100k aluminum that I lost.... but since my overall loss was a lot less than some in this thread I guess not.



Some of these complaints have me a bit concerned for the late-game, now that there's the 10b money cap. Personally, I'm nowhere near that point in the game yet, but when I do eventually get there, I'd like to see what I can do with the colony I've worked so hard on other than just let it stagnate and start another.

I play a game called Soda Dungeon. In that game, there's a 1.5b cap on gold, if you earn more than that at any particular time in the game, the excess money is automatically used to purchase "essence", a currency used to buy upgrades. Those upgrades enable you to go further into the infinite, linear, dungeon, thus earning more gold and essence, and eventually unlock "caps" which can be used to buy a second tier of upgrades that kind of change the fundamental assumptions of the earlier levels of the game. when you unlock the higher tier upgrades (long, long after defeating the final boss) there's even a narrator character who jokes about people who are just obsessed with achieving higher and higher numbers (alot of the blow-back you're getting on this is from the 'higher-numbers' crowd, I think). The treadmill of the standard game essentially powers a second, much slower treadmill, which powers a third even slower treadmill. Progress is still possible, but it matters less than the other goals you could be perusing at that point.

maybe you could try something like that for My Colony. after a player gets to the end of what you (bast) would think would be the end of a colony, maybe they get the option to unlock funky upgrades that will change the way they play the game. Maybe they have to go back and rearrange their building placements to make them more aesthetically pleasing (granting efficiency bonuses), or their colony can then create sister/daughter colonies that are only visible to that colony.

My point is, bast, that if you've decided to change the game from being infinite to having this fundamental cap on money, then the best solutions would be (imo) to either give a colony thats reached that point some type of "ending" or to change the goal of the game so that it can continue in a meaningful, lateral direction at that point.
7y ago
Wubman said:The zolarg race is currently incomplete and bast wants to bring them up to speed with humans at some point. Presumably after he launches Colony wars and gets the Draconian race on its feet. However there is no research in the zolarg race that doesn't unlock anything. By the looks of it, the only research on zolarg that costs 200 artifacts will unlock the quantum sugar cloner and the unholy command buildings. It also gives you access to building ancientbugs, so I'm sure if you build those and have all the necessary materials you should see it.


Still cant seem to unlock it!! imported like every type of resource.. cant build anything extra it seems!
6y ago
For your first question, there are other requirements to be able a building than just the technology. You must have at least 1 of every resource required to build the building in storage, you must also have the correct builder built for the building. Lastly, there may be an atmosphere stage requirement for some things you may need, that you maybe don’t have yet. (P.S. if you have declared independence you are no longer able to build consulates)

For your second question, the tech will say needed by (insert building name) because in order to be able to build it down the road, you will have to unlock that tech, which will unlock more techs when you do that. The later techs that you can unlock are what it means when it says ‘needed by’
4y ago
So I got bored and decided to research the advanced simulation theory for the insectoid race and whatever tech comes after that. I know they don't benefit from researching it, but I figured why not kill some of my coins and research something the race cannot reasonably gain the currency to unlock? I accidentally hit the back button on the mouse before I could save my progress, and when I reloaded the game, my coins were removed but the research being unlocked didn't save, making me re-purchase the unlock. I think implementing an autosave after purchasing the research would fix this issue, but I'm down about $34 in research progress that is completely unnecessary, so a patch and having the save file unlock the research once more would be highly appreciated.
1y ago
This is a brand new idea.

Computers
I don't know what category. Maybe IQ+?
Computer LAB
Costs
Microchip -500
Steel -6000
Ore -15000

Upgrades to....

Adv. Computer LAB
Steel -30000
Microchip -4000
Gold -30000
Ore -15000

Upgrades to....

Alien Computer LAB
Steel -35000
Microchip -25000
Gold -16000
Alien Artifact -100
Plastic -1000
Cloth -1000

Upgrades to....

Magical Computer LAB

Ore -100000
Steel -100000
Gold -85000
Food -1000
Water -100k
Microchip -100k
Aluminum -4k
Oil -10k
Plastic -50k
Cloth -40k
Pottery -10k
Alien Artifact -10k
Triantanium -2k
Tetrianium -4


I was thinking these computer labs could produce money, and make colonist IQ go up. You could also use it to unlock new advanced research. For example: You need a Computer Lab to unlock Long Range Communications. (In the My Colony Reference you could add a Buildings required category.)







7y ago
yeah, spamming this small research labs is good in the beginning. once you can unlock "artificial intelligence", you should unlock the research that costs 85k research. it gives you a seriously better research building.
7y ago
that's what I'm thinking about. There's all kinds of challenges that could be put into a campaign for my colony, one just has to be creative. Each mission on each planet would have to have a specific goal though, so maybe you only have one colonist and you have to amass enough resources and research to build a communication hub and send out a distress beacon. Once you send out the distress beacon, the mission is accomplished and you unlock the landing pad. Then another mission on that location starts and you have to do something else.

In correcting my ideas above, I don't think that certain buildings shouldn't be allowed for us until they are unlocked at a later level. For instance, location 1 will only allow basic buildings that don't require research, then location 2 might unlock the research facility and certain basic techs and buildins, and so on for location 3, 4, etc. Then, when the chapter/planet is complete, the player can go back to each location and build a colony on each one and trade resources back and forth between locations by sending gifts.
7y ago
Im currently unhappy with the way you pick your map size at the start, and how you can expand. If you dont know anything about the game when you start, you might pick a smaller sized map because of the warning that bigger maps can compromise game performance. Later, when you are slowly running out of space, you realise your mistake and have to annex land very costly. This puts you at a disadvantage behind players who knew better.

Now to my idea: At the start of the game you can only pick between maybe small and medium. This is the region you know and where you can identify resources. Maybe with some research you can unlock an expedition. You have to bild an rover, that houses 2 citzcens. It drives around the border of the map and as it drives over unknown land, it makes it usable. That way expansion wouldnt be so costly, and there would be one more element of the game. You could explore to an certain map size, and everything over that you have to annex. Also you would only know what resources are in your "landing zone" and every other resource must be identified. The normal rover would have to drive up to it, take a probe and drive back to a lab, where the resource would be identified. There could also be a upgraded rover (that you would have to unlock) which has a little trailer with an lab and houses 4 colonists. It would be able to identify every resource that it drives up to.

Feel free to add tho this idea

Thanks
7y ago
The glorious January update for Antiquitas has just been pushed out to all platforms and should be arriving on your device of choice within the next few days. Here is a look at what is new.

First and foremost, Antiquitas v1.3.0 contains all of the new engine updates and features found in My Colony v0.52.0, so if you are interested to know what that consists of, feel free to read the changelog for that release:
https://www.ape-apps.com/viewpage.php?p=12141

Those new updates include the new Map Editor feature (premium users only) which allows you to build, play, and share custom maps right from within the game.

Additionally, this update contains no less than 10 new structures, 1 new tech, 2 new units, and 4 new resources! Included in the new goodies are a new theater occupation tree, the a Clay resource which gives way to Bricks and Pottery, and Chariot construction so you can build your own little Circus Maximius (the Circo).

In the next update, a lot of the existing structures are going to have their building requirements modified to require bricks and pottery, but I thought I would hold off on the requirement to let existing cities build up a stockpile before making the changeover.

Finally, this update removes Facebook login support and replaces it with Ape Apps Account login, the same login you use to access this forum. The benefit of the change is that now if you purchase Antiquitas on one platform, it will be remembered by your account and automatically unlock the game on other platforms you sign in on. Because of this, I will no longer be messing with giving out .amk files for people who purchased the game on one app store and want to unlock it on another. If you want to carry your purchase over, just make an Ape Apps Account and sign in.

So anyway, that is what's new here. If you like what you see then keep the suggestions coming and tell your friends about the game! Next update will introduce offline LAN/WiFi based multiplayer, so stay tuned for that. Enjoy!
6y ago
The zolarg race is currently incomplete and bast wants to bring them up to speed with humans at some point. Presumably after he launches Colony wars and gets the Draconian race on its feet. However there is no research in the zolarg race that doesn't unlock anything. By the looks of it, the only research on zolarg that costs 200 artifacts will unlock the quantum sugar cloner and the unholy command buildings. It also gives you access to building ancientbugs, so I'm sure if you build those and have all the necessary materials you should see it.
6y ago
Wubman said:The zolarg race is currently incomplete and bast wants to bring them up to speed with humans at some point. Presumably after he launches Colony wars and gets the Draconian race on its feet. However there is no research in the zolarg race that doesn't unlock anything. By the looks of it, the only research on zolarg that costs 200 artifacts will unlock the quantum sugar cloner and the unholy command buildings. It also gives you access to building ancientbugs, so I'm sure if you build those and have all the necessary materials you should see it.


Yeup that is the one, im guessing im missing some building materials then!! not quite sure what but ill try and figure it out lol!
6y ago
misteddawn said:@scottnevil - you mean no building has shown up to earn research points? or you mean no new research has shown up? more specifically have you gotten the tech Mysticism? That one should unlock the ability to create Antaura(not Antanium) and then give you the ability to create the Unholy Spire, mound and a few others.
I’ve gotten all research in bug race, you unlock antura which builds lot of new things like the ability to mine alien relics, new power generation, quantum sugar cloner, bigger command center with 1m gifting capacity and new storage which stores a lot more than just the pile of stuff.
6y ago
tommyboyblitz said:I seem to get to a point and cant seem to get any more technology? am i missing something? i have built everything and researched stuff like diamond mining and i should be able to have things that i cant seem to get? I have built one of every building.

why cant i unlock stuff?


Some stuff is unlocked after building certain vehicles or mining certain resources. Go check in the small vehicle factory and see if there is any vehicles you haven't built yet. Otherwise, some techs require a certain amount of atmosphere to unlock
Today I am publishing the v0.76.0 build of My Colony to all platforms. I was traveling all of last week, and due to the holiday I will be with family for the remainder of this week (U.S. Thanksgiving), so I was not able to spend much time on this release or really dig deep into the code. There were a couple of easy fixes that I wanted to get in there before the holiday though, as well as a little more content. So here is the rundown.

Firstly, the issue where Federation ballots were duplicated should now be fixed. Also, there was a bug where several money-related achievements were not posting. These should be working now. Also, and I have not been able to test this, but now when a colony has been disconnected from the server due to inactivity, it should now automatically register a new charter code when the player comes back online, with no further action required of the player. I have also implemented several fixes on the server side which caused stats not to be updating. Finally, any bug that caused a stack-trace exception to be reported to the error tracker has been addressed.

Beyond those fixes, I have added new content, primarily to the Zolarg.

Zolarg have two new techs to unlock now, Insectoid Oil Production and Mystic Uranium Generation. These techs unlock new structures, including the Petropit, the Petrocone, and the Unholy Uranium Generator. These additions are moving the Zolarg closer to being able to build Starships, which will be necessary for the Federation content I plan on adding soon.

The Reptilians get an upgraded capitol building called the Chamber of our Fathers, which also doubles as their very first Research producing building, so Reptilians are soon going to be getting a tech tree. Of course, and as with other things Reptilian, it will be a bit different than the other two races. Things are going to start getting crazy for the Reptilians, and you will even be seeing some My Colony lore emerge about the link between the Reptilians and the Ancient Aliens who are an underpinning presence across a lot of the game.

So that is about it for today. There is a lot more to come on all fronts, I just did not have a lot of time to do work over the last week and over the coming days, although I still wanted to get some fixes for My Colony pushed out. So stay tuned, and thanks for playing!
6y ago
Today I am releasing the very first update to the Colony Wars beta, v0.2.0! This update cranks up the firepower a bit, with the addition of two new units - the Rocket Infantry and the Light Tank!

Now that there is more than just simple bullets flying across the battlefield, the dynamics are starting to change a little bit. After testing, I had to crank up the hit point values on most of the structures, since the light tanks were able to just roll on into a base and destroy it with minimal effort. It can't be that easy, especially since Medium and Heavy tanks will be coming soon as well!

This update also adds one new map, Red Canyon, which is a larger 6 player map taking place on the "Red Planet" surface.

In addition, unit and building costs now appear in the construction sidebar, and several bugs have been fixed.

In the coming updates, I will continue to add new units and structures. The next planned structures are the Tech Center, which will unlock the Ore Fracking Operation. It will also unlock the Medium Tank, the Troop Transport, and the Engineer, a unit which will be able to capture enemy buildings, or repair your own buildings.

Also, at some point I will be activating Power and Silo requirements. Right now you can just harvest forever without running into storage limits, and buildings do not drain your power reserves. Activating these will be another big change to the dynamic of the game.

Anyway, the update is now live on the website and the Ape Apps Launcher, and should be hitting Android within the day. Enjoy the game, thank you for playing, and keep leaving that feedback! Thanks!

https://apps.ape-apps.com/colony-wars/
5y ago
Can you make a better version of the small water pump that is easier to unlock? Meaning you can unlock it in the tech tree earlier. Because I have a large colony (6000~ish colonists) and A whole fourth of my map is covered with small water pumps. I know you have the atmosphere condensers but sometimes if your population is at a certain level, the colonists spread out among the other jobs and none of them go to the water condensers. If you could do that it would be greatly appreciated.
5y ago
H3110 guys! (•ω•)

Although in our game we have developed tourism system in the game, however they don't actually give some significant economical advantages to the game, especially after a short early stage of development, entire tourism can be replaced by other economy buildings.
And some big players such as @Invincible has mentioned about tourism in one of my post:
Invincible said:Have you made any post on how tourism can be made into a bigger industry or something? The thing so happens is, there is so less income in tourism sector, it's useless almost every where and in any part of the game. I was thinking maybe adding some sort of feature where tourist drop of certain things which unlock some skins or clothes or maybe even buildings? Would at least give something useful to have a nice booming tourism sector.


Indeed, tourism really needs to get redeveloped. We should give tourism an new use apart from its weak economy value.

So here are my ideas, hope you'll like it!


Plan 1 - Ultimately High Cost Tourism!
  • Galactic Hall of Luxurious Arts Trade and Exchange
    Where the masterpieces of potteries, diamonds, gold and paintings are sold at a mad price to visitors! Yields 500000000000 per visitor, serves at most 120 tourists. Also generates money on its own but one fourth as a investment bank do, while slowly consuming the luxuries.
  • City of Gold
    City of gold is not a legend now - It becomes true! This is the shining golden hotel where the riches pays millions for one day of settlement!
  • The Diamond Highrise
    It's a hotel, but that's the most expensive yet the hotel where people dreamed to live - Every wall, every tile, every furniture, are coated with shiny DIAMONDS! Consumes a steady stream of food, cloth, water, rum, gold, and diamonds, while extracting ten-billions of cash from those rich tourists!
  • The DreamySim Hub
    Want to escape from the reality and live in the world you dreamed to be? It's not a problem, because this massive Colonimulation facility has lots of AI and software to help you build out one! You wont want to leave, but if you want to stayfor longer, you gotta pay lots... Consumes a steady stream of robots, microchips, software and water.
  • Starships Racing Mid-Station
    Build this mid-station for the biggest entertainment event in the galaxy - Starships Racing, to show how rich your colony is that can afford such event, meanwhile draining colonists' and tourists' pockets till they're empty. Yields 15000 per guest, and it serves as much as 100000 tourists!

Plan 2 - Prestiges!
  • Colony Sponsers
    Why we’ll need sponsers? These sponsers will give actual help to the colony development that, some provides direct resource investment, some brings their technology to unlock ways to produce expensive materials better and cheaper (or other awesome stuff), whatever. They are here to help, if your colony is famous enough to get their attention?
  • Unlocking new policies (possibly)
    Well, so with a higher prestige, you are allowed to have more (and better) control on your tourism - For example, @Westy266 suggested about tourist taxes for their entry into colony to further increase their yield (but carefully that too much it may decrease your prestige; how high they should be depends on your GDP (maybe) and prestige). Also they unlocks some extra special policies, such as decreasing unhappiness and earn big from launching a big festival event, which also increases number of tourists flushing in per arrival for a short time.

Plan 3 - Tourism that tourists pays other resources as entry fees

    More ideas and plans will be updated! stay tuned for post updates!
    Hello guys!

    Up to now, the way we unlock buildings is based on two ways, technology and atmosphere, respectively.

    Indeed on such stranger planets, research and terraforming are vital for a colony to survive and develop.
    But something we can question in My Colony - how people are maintained in harmony and order? And where do the services, institutes and policies comes from?

    Here, let me introduce a new gameplay that would be added onto the current gameplay system - The Code of Law, i.e, legislation.
    Similar to researches, but what it consumes would be mainly civics, what it unlocks would be mostly gameplay features and policies.

    The Code of Law is available after you have researched colonial civics, and producing the first civics.
    To unlock the policies you normally use in My Colony, some laws must be signed, costing civics.

    For instance, the first law available would be ‘Governance Institutes’, unlocking Consulate and in-commonwealth interactions.
    Another example would be ‘Financial Secretary’, unlocking the ability of auto-budget.
    Further example would be ‘International Trade Regulation‘, unlocks GBT buildings.

    Besides these stuff, there’ll be more extra (and some crazy) stuff like:
    ‘Child Labour’ law which expands labour force to lower age groups. Provides more workers, but your people will surely be unhappy.
    ‘Subdivided Housing’ law that increases all housing limit by 10%, rounded up.
    ‘Tourism Tax’ law which the colony will recieve extra income from each tourist’s arrival.

    And more... which I’ll dump in the comments later!

    Ideas? Feedbacks? (•ω•)
    Comments please!
    @Luker124

    I'm not talking to capping the gifts at 1k resources.

    In a offline world i was able to unlock everything (until ship tech) in 3-4day, without outside gifts, and i was testing new game mechanics for most of the time.

    With infinite resources i have unlock everything (nano included) in.. 5-6h game play.

    The new limits won't change anything for colony already developed, because they will already have 1B/500M limits, and storage above this number.

    New players should't have access to infinite resources, is extremely deleterious.

    The multiplayer game have the possibility to have a very nice economy system, to bad is completely ruin with the free unlimited gifts.
    4y ago


    So you're new to the game and it's all stressful and confusing...

    No problem. We're here for you.

    First of all, once you're able to make a resource , be it ore, gold, steel etc , spam the hell out of it. Make hundreds of the structure that gives you that particular resource.
    When developing, you will need a lot of everything, so might as well make tons of it.

    I personally have entire cities (on a region map) dedicated to ONE SINGLE resource !!! Do the same !

    IF at one point you end up making to much, no problem :) . Just sell it on the market. Even if it seems like it brings in pennies, it adds up. I made my first billion from selling excess ore on the market alone.

    IF you have any questions , feel free to open a topic on the forum, ask on the general chat or join a commonwealth and their discord. You'd be surprised how helpful older players are.

    RESEARCH . I can't stress this enough. Have as much as possible. It might seem irrelevant in the beginning, but mid-to-end-game you will need billions of that stuff.

    CIVICS - same

    HAVE PATIENCE ! Sometimes all you need is a little bit of patience. Leave the game running, go do other stuff while your resources pile up so you can build whatever it was you wanted to build.

    DO NOT RUSH TO UNLOCK/RESEARCH THINGS ! Every new thing you unlock requires tons of resources. Make sure you have tons of it to spare before you move on to the next shiny thing.

    READ THE FORUM ! There's tons of info here. You'd be surprised how many questions to problems that you didn't even know you had have been answered here :)

    I'm sure i'll have more advice to give when i remember it, but for now, follow these basic guidelines and you'll gave a great time with this game .
    4y ago
    I like it as well. We very briefly discussed that with Wadaling and Ira a few days ago.
    Research should not be a resource.

    I like the idea of selecting a technology and having your different scientists - that is, workers in physics/chemistry/biology labs - filling the progress bar, instead of piling up million (billion) of research resource and then instantly unlock the tech of your choice. It creates the need to plan the techs you will unlock in advance.
    Hi,

    Since research was added in the last version, I just want to give a feedback on that, I think the research system would be better if research was not a resource. Two options:

    • Research power


    You select a tech that you want to unlock, and then your various scientific buildings (academies, research labs, laboratories...) work on the tech.

    It takes them a certain amount of time before you have the tech unlocked. They could also consume various resources specific to the tech in the process.

    Research could be some kind of "research power", and techs take eg. 10000 days-researchpower (unit is days*researchpower) to complete. If you have 1000 research power, it will take 10 days. It works a bit like man-days.

    BUT because you can't just spam research buildings and get techs in one day, building more and more research buildings will get you less and less research power per building, eg. power = [log(buildings)+1]*C, eg. 1 building = C power, 2 bds = 1.3*C, ...10 bds = 2*C, but maybe for another base for the log but you get it.

    Inspired by @username https://www.ape-apps.com/viewpage.php?p=38290

    • United Earth sends new techs


    Second option : research does not exist, at least in the colony. We were discussing a lot about the lore exactly 12 months ago. There was an idea about the colony being sent by UE to colonize new worlds. Then the colony would owe UE resources. In exchange of this cooperation, UE regularly discovers new techs and sends the blueprints to the colony, which immediately unlock the tech.

    Going independent has the advantage of getting rid of these taxes, while it has the disadvantage of having to research new techs by themselves (but maybe also get techs that were kept hidden by UE...)
    I hope you are all having a great today! Today I am releasing My Colony 2 v0.12.0, which includes quite a bit of new content. I have also submitted this build to both the Google Play store and the Amazon App Store so that I can start getting better feedback on mobile performance and UI! MC2 is really starting to shape up into a real game now, so let's take a look at what is new in this release!


    First, you may notice that My Colony 2 now has a proper title background image instead of a blank grey screen, which of course looks a lot nicer. Modders can obviously customize this to be whatever they want.

    I started adding in the interface for the in-game encyclopedia, which you can see from the main slide-out menu. The only section so far is the in-game credits, which are automatically generated based on username data attached to game data and .vpp files. Check it out if you want to see who has all helped on the game so far! The neat thing is that the credits will be different when you activate a mod, so that you can see information on the mod creator as well.

    Since the game is starting to get more resources, I made a change to the resource readout bar. It will appear static as normal until your resource list takes up more space than can fit on one line, then it will begin scrolling like it does in My Colony 1.

    Speaking of resources, I added two new ones to this release, Rum and Sugar! I always thought that Rum in MC1 should have been made out of sugar instead of food, so that is how it works now in My Colony 2. Sugar is obtained through the new Sugar Extraction Lab which extracts trace sugars from your excess food. Rum is naturally made as the new Distillery. Unlock these structures with the new Microgravity Brewing tech.


    As you may have noticed in the background of the above picture, the Solar Tower from MC1 has returned. You can unlock it using the new High Density Solar Panels tech.

    Some good new structures pulled from @GeneralWadaling 's voxel batch have been added, including the Regolith Processing Plant, and Greenhouse Park, and the Trading Depot.


    The Regolith Processing Plant is a superior version of the Regolith Compactor on Lunar maps. The Greenhouse Park is sort of like the Green Dome from MC1, except it will produce some food as well. The Trading Depot currently only generates a bit of cash, but is eventually going to be used to facilitate trade between players on the same world. So stay tuned for that.

    You can now start generating Civics using the new Civic Center! The Civic Center is unlocked with the Colonial Civics tech. Civics in MC2 are slightly different from MC1, in that they are stored at the settlement level and are not shared between settlements, even if you have a logistics center. Civics are going to determine the "city level" of a settlement, and be a factor in deciding what sort of government options a city has available.


    I have made a lot of fixes to pavement rendering in this release. In addition, Pavement is now slightly depressed into the ground once built. It is fairly subtle, but you can notice it when the lighting is right.


    In addition, the engine can now automatically generate brick road patterns for pavement, which I demonstrate in this release with the addition of the Solar Road. I also want to add checkered pavement generation, which will probably be coming in the next update or so.

    There are more little changes here and there, and you will see them as you play. For now though, I want to thank everyone for playing, leaving feedback, and helping with content! The next few updates are all going to be big on content, so stay tuned for more!

    #mycolony2
    3y ago
    Welcome
    Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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