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  Feedback: Unfilled, nonfuctioning Buildings report
Posted by: terabix - 06-17-2017, 07:20 AM - Forum: Game Ideas, Suggestions, and Feedback - Replies (2)

When you click the unemployed citizens button on the statistics page, it brings up a list of unemployed citizens you can assign to buildings manually.

Now what I want is when I click the "Jobs filled" list, it should bring up a list of buildings that don't have their worker slots completely filled.

I don't have a poll on this because this is a quality of life suggestion that should be included, as part of base features.

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  Looking for a active commonwealth
Posted by: Razznik - 06-17-2017, 03:18 AM - Forum: General My Colony Discussion - Replies (5)

So I've tryed joining two different commonwealths and they have both been pretty much dead. I would like to join a active one, so plz post you charter here. thanks!

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  Not sure if bug or feature...
Posted by: CTucker42701 - 06-17-2017, 01:47 AM - Forum: Bug Reports - Replies (3)

As the title states I'm not sure. I know that when I have builders on one side of the map and post something on the other side they don't go rushing to build it. I have to manually select them and send them over there.

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Question Medic stuff
Posted by: Punchwood911 - 06-16-2017, 08:25 PM - Forum: Technical Support - No Replies

Huh Why do colonists go to the hospital at the last second like when they are at below 5 health?
And also one colonist is literally getting sick getting healed then getting sick again and repeat.

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  "Merciful" My Colony
Posted by: terabix - 06-16-2017, 08:18 PM - Forum: Game Ideas, Suggestions, and Feedback - Replies (6)

Allows for an option to change the flavor, but not the gameplay mechanics, for certain players who feel a bit more empathetic towards their colonists.

Effects:
Emigration: Whenever a colonist's health would drop to zero, instead of a prompt saying he or she died, a prompt will appear saying "XXX has left the colony"
Banishment: The execute button is changed to the "Banish" button. I don't know what to do about the colonist exploding in red particles. Overall drop in satisfaction as a result of that action remains the same.

Knowing from game dev experience, this wouldn't be too much work to implement, but it would help shift the flavor to a softer tone for certain players here.

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  Suggestion : Genetically modified trees
Posted by: forcedminer - 06-16-2017, 05:10 PM - Forum: Game Ideas, Suggestions, and Feedback - Replies (6)

"use the power of science, genetic engineering and biology to create a breed of stronger trees that can be harvested for more wood." ?
with a side effect that they can spread much faster to other "free unused" tiles much faster if they remain unchecked potentially covering an entire world IF you let them by not tiling off an area for them.

[Image: tenor.gif]

I'm only suggesting it because harvesting the 15 wood fir trees gets a bit painful after a while.

so how about:
genetically modified fir trees
150 wood harvested
200 water used to grow

only researchable once the player has 
"advanced Microbiology" [which does require terraforming if no atmospheric exists]
with a cost of 500 research points.

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  Benx Join our Commonwealth or extablish an embassy
Posted by: Benice - 06-16-2017, 03:00 PM - Forum: Commonwealth Area - Replies (2)

We are a growing colony and would love to work with you. charter id: aAfYIx5o. Roll Tide!

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  A better sugar production in zolarg
Posted by: valentinconstruitsacolonie - 06-16-2017, 09:33 AM - Forum: Game Ideas, Suggestions, and Feedback - Replies (7)

In my part zolarg I begin to have great difficulties to produce sugar and even by building farms and by filling plenty of workmen bug jai struggling to produce a lot of sugar and my idea would be a building that produces a lot of sugar from wood

Name: sugar extractor
Research required: advanced sugar production

Cost of the building:
900 ores
1200 pate of ants
1200 wood
500 gold

Size: 2X2

Produces 200 sugar and requires wood for production

And consumes 35 power

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  Join Metax Free, less Tax lot of HELP
Posted by: Lucidwalker - 06-16-2017, 07:52 AM - Forum: Commonwealth Area - No Replies

Check out my colony: https://www.my-colony.com/colonies/JjA65ZR0/


JjA65ZR0

As soon as i find out how to set the taxes, there wont be no taxes anymore. You can get what i can give. Iam online lot of time, so the commonwealth is also a communicate wealth.

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  War, war never changes
Posted by: CTucker42701 - 06-16-2017, 03:07 AM - Forum: Game Ideas, Suggestions, and Feedback - Replies (3)

I think it would be cool if there was someway to do a war type scenario. Build soldiers, nukes, tanks, etc. Now in order for the game to retain the fun and friendly atmosphere I love, the war we would wage would not be again one another but against a made up alien race or something. Bonuses for doing the war could include a "season" of attacks and a ranked tier damage system. I don't have all the specs and technicals worked out just thought it may be a cool fun idea and keep everyone friendly with one another.

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