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Latest Threads
[F] The Galactic Federati...
Forum: Commonwealth Area
Last Post: Vyryn
12 minutes ago
» Replies: 8
» Views: 625
Bastecklein, help?
Forum: Technical Support
Last Post: bastecklein
1 hour ago
» Replies: 1
» Views: 14
Commonwealth Welcome Mess...
Forum: Game Ideas, Suggestions, and Feedback
Last Post: kunal1234
2 hours ago
» Replies: 0
» Views: 8
[FFF] EMERALD CITY - SUPE...
Forum: Commonwealth Area
Last Post: Thoth Viduata
3 hours ago
» Replies: 110
» Views: 8,076
Best base type?
Forum: General My Colony Discussion
Last Post: Zelfin
5 hours ago
» Replies: 7
» Views: 94
Q+A
Forum: Game Tips and FAQs
Last Post: Patchdaddy
7 hours ago
» Replies: 197
» Views: 20,181
Guide For Reporting a Bug
Forum: Bug Reports
Last Post: Patchdaddy
7 hours ago
» Replies: 1
» Views: 509
Trades disappearing from ...
Forum: Bug Reports
Last Post: Patchdaddy
8 hours ago
» Replies: 6
» Views: 121
Find Your Colony on the M...
Forum: Updates and Announcements
Last Post: bastecklein
8 hours ago
» Replies: 15
» Views: 548
make entertainment more o...
Forum: Game Ideas, Suggestions, and Feedback
Last Post: DolphinPride138
11 hours ago
» Replies: 1
» Views: 24

 
  Commonwealth Welcome Message
Posted by: kunal1234 - 2 hours ago - Forum: Game Ideas, Suggestions, and Feedback - No Replies

I suggest that all commonwealth leaders should be able to create a welcome message that is sent to all of our new colonies immediately after they join

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  Bastecklein, help?
Posted by: Colin Woodward - 3 hours ago - Forum: Technical Support - Replies (1)

You most likely will not remember me, but I was an early beta tester for the mobile version. I had to uninstall due to getting a new phone, but before I uninstalled I used one of the codes for the add free version that you gave out as a limited-supply gift. I lost that code when I uninstalled. Is there any way I could get it back? My phone is saying that there is "no data" even though I had it saved on that external app.
   Does that code act as a "premium version" upgrade or is it just for add-free fun? Anyways, if there is anything I can do to get that code back please let me know.

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  make entertainment more of a thing?
Posted by: Toddy - 11 hours ago - Forum: Game Ideas, Suggestions, and Feedback - Replies (1)

At the moment entertainment is only used by colonists when they are over worked and need r&r so when you have a great colony with high approval ratings they all stop using the buildings making them pointless, my idea if it's workable is make it so the colonists use the entertainment as a daily thing dependant on the persons mood thus keeping the revenue flowing from paying guests.
If the worker is sad make them go into a pub. bar, dome and if they are happy make them go shopping, the park, pyramid, sight seeing.
Also i have noticed since the last update hardly any colonists visit any entertainment and the pubs are empty all the time no matter what state the approval rating is or if any are protesting.

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  Suggestion Index Revamp (under construction)
Posted by: Patchdaddy - Yesterday, 02:44 PM - Forum: Game Ideas, Suggestions, and Feedback - No Replies

Placeholder for new Suggestion Index.

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  ability to drag-build mines
Posted by: Fredfreddy - Yesterday, 12:37 PM - Forum: Game Ideas, Suggestions, and Feedback - Replies (1)

Hi, when I build certain structures, such as a road or a regolith compactor, I'm able to drag an entire line of them to have 10 (or whatever) built at once. Could you please add that same mechanic to mines?  As I am constantly rebuilding, for example, long strands of gold and regolith mines, this would be a nice feature.

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  Homeless Colonists
Posted by: 59jed95 - Yesterday, 08:59 AM - Forum: Bug Reports - Replies (1)

My colonists don't seem to want to find a home? 
The homeless population seems to be growing aswell, all my housing is accesable and theres definately vacancies so don't really understand why its happening?



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  Mechanics to encourage colony specialization/cooperation.
Posted by: terabix - Yesterday, 01:34 AM - Forum: Game Ideas, Suggestions, and Feedback - Replies (2)

To encourage colony resource specialization and cooperation, two main mechanics must be implemented: a unique efficiency mechanic, and an expanded exchange mechanic. Additionally, a resource sink must be introduced to provide a use for those resources without the need for introducing new colonies.

1. Building maintenance
a. Give the option to spend resources to repair buildings, proportional to the original building cost and the current deterioration of the building. Picking this option will send builder units to perform the repairs.
b. The consulate/capital policy menu will have an "auto-repair" option, which will automatically repair buildings with money or resources, and at a certain level of condition, depending on what options are selected. Construction vehicles will be sent to repair buildings as needed.
c. Quicken the pace of building deterioration, especially those in use, to encourage resource consumption. Adjust to balance against global resource production.

2. Inter-colonial resource exchange
b. Give the ability to exceed the resource gifting limit in exchange for expending a certain amount of civics per certain load of resource above the limit, similar to how the Galactic Exchange works.

3. Specialization via Efficiency
Introduce a new building, ideally 3x3 or 4x4, called the Industrial Hub. It is unique, can only be built once. Has an option to target one type of production building; that type of building will have its production boosted by 20%-50% (adjust numbers for balance).

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  Best base type?
Posted by: Zelfin - 04-24-2017, 09:36 PM - Forum: General My Colony Discussion - Replies (7)

Apologies if this has been answered before. I searched and did not find anything so hoping for an assist. 

Which is the best base type? If there is one. I got very used to the red planet, but towards the end do not see how to get regolith and helium with buying them. With GTB prices I buy very little. 

So I guess my question really is: Is there a base type that has access to everything?

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  Teleportation - Alien Tech
Posted by: RobPro - 04-24-2017, 08:03 PM - Forum: Game Ideas, Suggestions, and Feedback - Replies (2)

Not sure if this has been suggested before or if it would be helpful for some people. But perhaps a teleport could be introduced to help people reduce commuting distance. A later technology which would suit extra large maps or maps where people have built all their residential buildings in one place or in poor place etc

Have them have a small footprint or relatively cheap as one would have to go by residences and big places of work. I dont know if its worth it, but a suggestion

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  Regolith Miners not choosing the regolith mines over the raw rock
Posted by: AsheNightheart - 04-24-2017, 07:48 PM - Forum: Bug Reports - Replies (2)

So i dont know if this has been reported but i have this bug where when you make the mines for regolith, the miners dont touch them at all or in this case mine them. They instead run off to a far off place to get the regolith.

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