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Some Suggestions To Make The Endgame More Bearable

5y
#1
Note: This is all for human colonies.

So I've currently got a region colony which currently has quite a few problems regarding resources. I've got 2 maps full of just tree farms, a map where 1/4 is full of wool, my clay production is sad, and my bricks, pottery, and toys have nothing to do. Additionally, the endgame right now is pretty fast to get to, and as buildings and techs are easier to add to the game than new features, I think it'd be nice to have quite a bit more content. So, to fix these problems and a few more, here are some idea for buildings and some other general improvements I have:

General:
Make megatrees grow A LOT faster. They are so slow, you can barely sustain a middling zolarg colony with them. Sugar canes covered the entire map before I even got 5 new megatrees.

Disable auto-trading on the GBT. It's really cluttered now.

Widen the game. Currently, the tech tree is growing upwards, with new techs and building being added for later in the game than current ones. Instead, focus on adding more buildings and techs to current techs and mid-game play.

Resources:
Miniships

Techs:
Advanced Biology: Requires Low Gravity Husbandry. Unlocks: Underground Tree Farm.

Bioengineering: Requires Advanced Biology, Human Cloning. Unlocks: Megatree, Megatree Farm, Human Repair Lab.

Synthetic Biology: Requires Bioengineering, Transcendence. Unlocks: Bioprinter.

Commercial Shipping: Requires Faster Than Light Travel, Galactic Finance Theory. Unlocks: Small Shipyard, Planetary Freight, Ship Showroom, Refueling Station, Mega-Elevator.

Asteroid Mining: Requires Commercial Shipping. Unlocks: Asteroid Tether.

Buildings:
Underground Tree Farm: An upgrade to the tree farm which goes 5 stories underground for 5x faster production. About the same cost as a dig site. Requires: Advanced Biology

Megatree Farm: An upgrade to the underground tree farm for 2x production. Requires: Bioengineering.

Human Repair Lab: Heal humans by giving them robotic parts. Consumes civics and robots. Requires: Bioengineering.

Bioprinter: A 3x3 building which prints any organic material and consumes food, water, and robots. Produces 5 units of one of wood, charcoal, sugar, or wool every 5 ticks. Needs no workers. Requires Synthetic Biology.

Clay Mixer: Produces clay by consuming ore and water. Requires Clay Production.

Advanced Clay Mixer: Produces clay by consuming ore and ant paste. Requires Ant Paste Synthesis and Clay Production.

Toy Store: Just sells toys in exchange for money.

Build-N-Bricks: Sells toys for even more money than the toy store (they're Lego knock-offs). Has a lot of entertainment capacity, too.

Ansible Array: Produces 10000 Bandwidth. Consumes ether, software, and a lot of power.

Ape-Apps-plex: An endgame software producing building, churning out software by the thousands while consuming robots. As an idea, make it require a technology called "Singularity".

Small Shipyard: 5x5 building. Produces Miniships much faster than the shipyard produces starships. Consumes less resources too. Still very expensive. Requires: Commercial Shipping.

Planetary Freight: 2x7 building like interstellar freight. It is not an upgrade. Enables a new feature for auto-trading with commonwealth members. Requires: Commercial Shipping.

Ship Showroom: 9x9 building. Consumes both Starships and Miniships very slowly. Sells them for an unholy amount of money to the richest of your colony. Requires: Commercial Shipping.

Refueling Station: 5x5 building, is just a pipeline leading to the sky like the space elevator. Refuels Starships, produces an unholy amount of money while consuming oil, crystalline, and ether. Requires: Commercial Shipping.

Mega-Elevator: 2x7 upgrade to Space-Elevator. Is much wider. Even bigger trading capacity and immigration. Requires: Commercial Shipping.

Asteroid Tether: a 7x7 building which is unbelievably expensive (like really expensive, 10x hall of congress maybe?) and costs many Miniships to make (you have to pull the asteroid over), but produces immense amounts of ore, regolith, aluminum, gold, diamond, uranium, and alien artifacts. Maybe 10000 ore, 10000 regolith, 50000 gold, 10000 aluminum, 10000 uranium, 5000 diamond, and 100 alien artifacts every 150 ticks? Requires: Asteroid Mining
5y
#2
Toas-tally (I mean totally) Great!
This post actually have almost everything I wished to have (•ω•)
Support to this list of idea!

It’s also a good idea to have smaller space vehicle.
You can help by EXPANDING IT.
5y
#3
@Totillity1

Proto-artworks for supporting your ideas!
Although not every buildings and some are not exactly same as your ideas.
You can help by EXPANDING IT.
5y
#4
Totillity1 said:Note: This is all for human colonies.

So I've currently got a region colony which currently has quite a few problems regarding resources. I've got 2 maps full of just tree farms, a map where 1/4 is full of wool, my clay production is sad, and my bricks, pottery, and toys have nothing to do. Additionally, the endgame right now is pretty fast to get to, and as buildings and techs are easier to add to the game than new features, I think it'd be nice to have quite a bit more content. So, to fix these problems and a few more, here are some idea for buildings and some other general improvements I have:

General:
Make megatrees grow A LOT faster. They are so slow, you can barely sustain a middling zolarg colony with them. Sugar canes covered the entire map before I even got 5 new megatrees.

Disable auto-trading on the GBT. It's really cluttered now.


What do you mean with "endgame"? For me, endgame is when you have all tech unlock and you can build everything. In this situation we don't need maps full of wool, tree farms, ecc. just several maps of converter (and other maps for gold, plastics, aluminium, steel, ecc).

Because some building need a lots of bricks, pottery.. They are actually a problem when you try to build a lot of converter, or bank, or shipwards. Of course they are a big problem only if you don't have enough converter.
5y
#5
@GeneralWadaling That's some really, really nice art. Thanks!

@Ansom By endgame I mean you've unlocked every tech and there isn't really much else to do except grow your colony. Right now, this is pretty hard. Yes, research converter helps, but you can't just build a ton of research converters and supply your whole colony with that. And it'd be nice if there was a specific building to produce each resource. Having maps of converters is sort of ... inelegant.
5y
#6
@Totillity1 actually converters make it so that they can be the main production method for a lot of resources. The only problem with them is that they take a long time to build
5y
#7
Totillity1 said:
By endgame I mean you've unlocked every tech and there isn't really much else to do except grow your colony. Right now, this is pretty hard. Yes, research converter helps, but you can't just build a ton of research converters and supply your whole colony with that. And it'd be nice if there was a specific building to produce each resource. Having maps of converters is sort of ... inelegant.


It's hard only at the begin. After few map, everything become possible. Convert, like the old version "black market", are fantastic for make material even not available for LIS (market) or human.
My Colony





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