Bugs and Improvements

Can I suggest along with that at least a partial resource recovery as well? I’d have to assume at least some of the buildings construction material could be recovered or recycled into usable material :slight_smile:

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That’s been brought up a couple of times before, and I 100% agree personally, but it’s not yet certain what exactly is going to be done about it and when. :slightly_smiling_face:

Hello, I’ve been playing since 17 January 2019, and have several ideas about improvements:

  1. MM prices are great help at the begining (right after reset), but later on they become obstacle to regular economic development, like low MM Ask price of DW at 63 is rendering DW production infeasible with water prices above 43, and lower water prices disourage RIG building…
    So my idea is to introduce gradual fading mechanism, where ater some initial time (e.g. two weeks) the MM prices start to slowly diverge. I mean Ask prices slowly rise, and Bid prices slowly descend, to allow for more free market mechanisms to play.
  2. There is serious imbalance in Luxury good for Pioneers. On one hand it is relatively easy and cheap to make OVE (I am producing this right now), and sell price which many players are willing to pay allows for quite a profit (I am easily selling for 300 ICA), but on the other hand making COF is very hard and looks very expensive, as builing HYF is much biger investment than WPL, and cost to produce COF substantially exceeds potenncial gain from COF to may players, so scope for profit is very small.
    My idea is to either improve COF receipt yield (from 3 to 7 or 8 COF from one production cycle), or to lower consumption rate for Pioners from 1 per 100 Pioneers per day, to 0.4 COf per 100 per day.
  3. There is also imblance between RAT production and DW production in favor of RAT, which makes DW production not feasible for substacnial range of H2O prices, while Agriculture production and RAT production stay fairly feasible.
    My idea is to retract part of a receipt change done between Alph 6 and Alpha 7, allowing for 10 DW to be made from 10 H2O instead of present 7. Also with 10-fold difference in weight and volume between 1 H2O and 1 DW it will be little less unrealistic.
    I hope these ideas will prove helpfull to make this Great game even better :slight_smile:
    [sorry for my spelling]

Thanks a lot for your feedback, @HumAnt!

There has been some discussion about market makers and their adverse impact on the market recently, and it was suggested that they can only be traded with for x days after company creation. I see the problem, and I like your solution.

That being said, it’s not up to me, but I made sure to give @dbltnk a heads up, so he considers all three things in the next balancing update. :slightly_smiling_face:

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Thanks a lot @Mjeno for the nice reply :slight_smile:

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There is nowhere you can click on the apex interface to go back to the home page or forums.
Links you click don’t open in new tabs like they do in every other browser game when they really should


Hi Jejune,
I totally agree with your first comment. I tried several times to get from APEX to the game home page, and coudn’t.
However, as for the opening a link, you just need to Ctrl+click it, and it opens in a new browser tab.


game could use more lists:
list of planets in X system with basic stats
list of sites on X planet with some stats (owner, founded, area, primary industry and etc)

one of the company stats could show how active it is, which could be simply 5 out of 10 factories working = 50% activity, 10/10 = 100%

another important thing: progress bar for experts, showing how much time left for gaining next expert


Bug or just strange behaviour:

When I vote in the CoGC, my votes are based on the population. If i build a new habitat after that, my number of votes won’t change in the list. As i can’t “revote” i have to vote for another topic first, then back again for the really desired topic?

I just tried it myself and it worked for me, the vote got updated. I will have to do more tests!

Another possible bug–with resource gathering:
I have a new base on FO-705D planet, which has ARgon and Nitrogen (and nothing else).
I have several COLectors, and expected the rate of gatehring AR and N to be exactly proportional to their concentrations, and independent of cycle-rhythm I chose. But it is NOT the case.
When I use maximum 20-cycle production order, I will get 29 AR and 6 N, which correcponds to 5.8 AR and 1.2 N a day. From concentrations I was expecting 5.98 AR and 1.38 N, but that is small deviation which I can attribute to rounding.
However when I choose just 2-cycle order, I get 2 AR and 1 N every 12 hours (with 100% efficiency), which means 4 AR and 2 N a day–too few AR and too many N.
The situation is even worse (better for me) with 1-cycle order, when I get 1 AR and 1 N every 6 hrs!
It means I can get 4N a day from a planet with 0.0229822 concentration ! :worried:
I am not complaining, but I doubt it is on purpose…

Thanks, I will look into this!

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  • I had 2 DW in my inventory…
  • Satisfaction regarding DW was 100%
  • bought 40 DW on the CX
  • just 29 DW in my inventory?

(no, no open trade left… all bought…)
(no message regarding unsatisfied workers though! and would be a huge coincidence that this happens within exactly these 30 secs…?)

Did you mix up the amount and limit fields by any chance?

Edit: asking because I’ve done this

@Prdgi: checked it again: no…

I think the consumables need some more information. Like a timer, when the next batch is required?

Or maybe it would be even better when not all for one day is consumed within one timestep, but you have a “demand for 1 DW each x hours, y minutes” (with smaller timesteps the more people you have to support)?


We are currently discussing how to get the whole consumables system more transparent, both the efficiency gain caused by the different types of consumables and the different edge cases (e.g. what happens when a new Hab module is built etc.)

@Sonicus83 That being said, could it be that the discrepancy was caused by the construction of a new building?

Hi there,
I found a bug with Zirconium:
I extract ZIR, and 1 m3 of it weights 4.84 t
It can be processed only in AML to ZR and SI, at a rate 1 ZIR = 1 ZR + 1 SI
but 1 ZR weights 6.53 t, so we have a hudge mass creation here! not to mention SI mass…
How come the process at AML almost doubles the mass of outputs relative to inputs?

BTW currently there is no use for ZR (and this makes ZIR useless as well), and without any way of getting rid of it, it would quickly block storage space… so please make a quck fix to its weight and provide us with ability to “jettison” stuff ASAP
I would suggest for the mass of ZR to be below 2 t.

And the easiest method to quickly introduce the possibility to “jettison” stuff is to enable MM buying it with a very low bid price (like 1 CIS/NCC/ICA, or even 0.01…)
Best Regards!

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Hi - thinks you have a issue with the ratio - AUO --> AU

AUO is 3,86 t - and you use 3 x to make 2xAU —> 11,58 t

With Carbon - 2,25t - 3 AUO and 1 C (total of 13,83t) makes 2 x AU (total of 38,64t).
So around 25t added from nothing.

Normally 1 ton of Gold ore will give 3-10 grams of AU and you use mercury in the production not carbon. So all in all 3 x AUO should give around 115,8 g or 0,0001158t

Best regards - (super game btw.)!


Regarding efficiency for production:

If you have no consumables left (or almost none), the productivity goes down… so far so good.


I have a second colony which ran (almost completely) out of supplies (7 %) but i have + 25 % from the CoGC-program and +12 % from two experts. In total i have now 44 %… with more experts i could raise it to about 50 % without the need for consumables!

I think the bonus-program and the experts should be multiplicative than additive (maybe change the numbers then!)

Efficiency of pioneers + CoGC + Experts
100 % + 25 % + 12 % = 137 %
50 % + 25 % + 12 % = 77 %
7 % + 25 % + 12 % = 44%

Better (from my view):
Efficiency of pioneers * CoGC * Experts
100 % * 125 % * 112 % = 140 %
50 % * 125 % * 112 % = 70 %
7 % * 125 % * 112 % = 10 %

Is it cheating to accept “no supplies” and let them run at 50% later? Can i be forced to supply them?


An idea for Improvement–BIG improvement:

  1. introduce new Echange category: “Ship Auction” (with one position: “Standard ships”);
  2. annouce that once a week (or once a day, or every 2 hours) there will be 1 (or more) standard ship sold to the highest bidder;
  3. proceed as promissed–with a limit, below which you do not sell ships, of course–until demand for sips is saturated, or ship construction is introduced;
  4. consider introducing some other designs of ships (like a “Barge” with 4 times the cargo space, but half the speed) to be sold through the Ship Auction–as additional position in this category.

This can function untill actual ship construction is introduced, at which point the exchenge category should be renamed to just 'Ships" and should allow for trade in standard ships.
The custom-made ships shall only be traded through Local Markets.

I hope you will like it :slight_smile: