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General Colony Discussion

Posted Jul 13, '13 at 8:11pm

armornerd1

armornerd1

31 posts

I hate people who make *all marines* games or *all missiles* game or whatever, and whenever these guest teammates are about to win, the quit the game, and the only thing i can do is quit the game too, which FJHHGIFRSUHIGFHIDS up my Win/Lose ratio.

 

Posted Jul 13, '13 at 10:58pm

hezdog

hezdog

145 posts

Mods are killed by massed scouts, even with romans. So that grid mod strat doesn't work too well against most 2 person [rushing] strats.

 

Posted Jul 14, '13 at 5:09pm

chessmaster102

chessmaster102

662 posts

Starting Buildings

Ground Zero: The 'Ground Zero' is 'an underground construction site'. It allows you to make buildings. The 'Ground Zero' has 7 abilities. The first is 'Build Outpost'. This allows you to build an 'Outpost'. Another is 'Build Forge'. This allows you to build a 'Forge'. Next is 'Build Hospital'. This allows you to build a 'Hospital'. The fourth is 'Build Bank'. This allows you to build a 'Bank'. Later is the ability 'Build Armory'. This allows you to build an 'Armory'. Also there is the ability 'Build Generator'. This allows you to build a 'Generator'. Finally is the ability 'Build Special Operations'. This allows you to build a 'Special Operations'.

Central Base: The 'Central Base' is your headquarters. It gives you additional resources over time. The amount of resources depends on what government you are.

Resource Buildings

Bank: The 'Bank' is a 'Tier-1 resource structure'. It allows you to gain financial resources. It gains 3 money for every 4 seconds. The upgrade to this building is a 'Tier-3 resource structure' called a 'Treasury'. The 'Bank' is constructed in 10 seconds. The 'Bank' costs 50 money to make. The 'Bank' has 3 abilities. The first is 'Stock Exchange'. This gives you 3 money every 4 seconds. Another is 'Upgrade to Treasury'. This allows you to upgrade a 'Bank' to a 'Treasury'. Finally is the ability 'Destroy'. This allows you to destroy this structure and form a new 'Ground Zero'.
Hotkey: 4

Generator: The 'Generator' is a 'Tier-1 resource structure'. It allows you to gain energy resources. It gains 3 energy for every 4 seconds. The upgrade to this building is a 'Tier-3 resource structure' called a 'Solar Grid'. The 'Generator' is constructed in 10 seconds. The 'Generator' costs 50 money to make. The 'Generator' has 3 abilities. The first is 'Generate Power'. This gives you 3 energy every 4 seconds. Another is 'Upgrade to Solar Grid'. This allows you to upgrade a 'Generator' to a 'Solar Grid'. Finally is the ability 'Destroy'. This allows you to destroy this structure and form a new 'Ground Zero'.
Hotkey: W

Armory: The 'Armory' is a 'Tier-2 resource structure'. It allows you to call in additional supplies. It gains 9 money, manpower, or energy in 10 seconds. This is the only upgrade for this branch. The 'Armory' is constructed in 15 seconds. The 'Armory' costs 60 money, 25 manpower, and 25 energy to make. The 'Armory' has 5 abilities. The first is 'Plan Financial Support'. This gives you 9 money every 10 seconds. Another is 'Plan Reinforcements'. This gives you 9 manpower every 10 seconds. Next is 'Plan Reserve Energy'. This gives you 9 energy every 10 seconds. The fourth ability is 'Deploy Modified Phantom'. This allows you to deploy a 'Modified Phantom'. Finally is the ability 'Destroy'. This allows you to destroy this structure and form a new 'Ground Zero'.
Hotkey: Q

Treasury: The 'Treasury' is a 'Tier-3 resource structure'. It allows you to gain additional money. It gains 4 money every 3 seconds. This is the final upgrade for this branch. The 'Treasury' is constructed in 25 seconds. It takes 10 seconds to make a 'Bank'. Then 15 seconds to upgrade it into a 'Treasury'. The 'Treasury' costs 100 money to make. It costs 50 money to make a 'Bank'. Then it takes 50 money to upgrade it to a 'Treasury'. The 'Treasury' has 2 abilities. The first is 'Gold Trading'. This gives you 4 money every 3 seconds. Finally is the ability 'Destroy'. This allows you to destroy this structure and form a new 'Ground Zero'.
Hotkey: 2 (while 'Bank' is selected)



Solar Grid: The 'Solar Grid' is a 'Tier-3 resource structure'. It allows you to gain additional energy. It gains 4 energy every 3 seconds. This is the final upgrade of this branch. The 'Solar Grid' is constructed in 25 seconds. It takes 10 seconds to make a 'Generator'. Then 15 seconds to upgrade it into a 'Solar Grid'. The 'Solar Grid' costs 100 money to make. It costs 50 money to make a 'Generator'. Then it takes 50 money to upgrade it to a 'Solar Grid'. The 'Solar Grid' has 3 abilities. The first is 'Absorb Power'. This gives you 4 energy every 3 seconds. Another is 'Deploy Modified Sakata'. This allows you to deploy a 'Modified Sakata'. Finally is the ability 'Destroy'. This allows you to destroy this structure and form a new 'Ground Zero'.
Hotkey: 2 (while 'Generator' is selected)

War Sanctum: The 'War Sanctum' is a 'Tier-3 resource structure'. It allows you to gain additional manpower. It gains 4 manpower every 3 seconds. This is the final upgrade of this branch. The 'War Sanctum' is constructed in 20 seconds. It takes 5 seconds to make a 'Hospital'. Then 15 seconds to upgrade it into a 'War Sanctum'. The 'War Sanctum' costs 105 money, 10 manpower, and 30 energy to make. It costs 40 money, 10 manpower, and 30 energy to make a 'Hospital'. Then it takes 65 money to upgrade it to a 'War Sanctum'. The 'War Sanctum' has 6 abilities. The first is 'Recover'. This gives you 4 manpower every 3 seconds. Another is 'Deploy Meditec'. This allows you to deploy a 'Meditec'. Next is 'Scramble Rescue Team'. This allows you to deploy 3 'Meditecs'. The fourth ability is 'Deploy Saint'. This allows you to deploy a 'Saint'. Also there is the ability 'Deploy Sphinx'. This allows you to deploy a 'Sphinx'. Finally is the ability 'Destroy'. This allows you to destroy this structure and form a new 'Ground Zero'.
Hotkey: 4 (while 'Hospital' is selected)

Unit Deployment Buildings

Outpost: The 'Outpost' is a 'Tier-1 unit deployment structure'. The 'Outpost' allows you to make 'Tier-1 units' such as 'Marines', and 'combat vehicles'. These units allow you to defend your 'Central Base' and attack the opponent's 'Central Base'. The upgrade to the 'Outpost' is a 'Tier-2 unit deployment structure' called a 'Barracks'. The 'Outpost' is constructed in 5 seconds. The 'Outpost' costs 40 money, 30 manpower, and 30 energy to make. The 'Outpost' has 5 abilities. The first is 'Deploy Marine'. This allows you to deploy a 'Marine'. Another is 'Deploy Chronite Tank'. This allows you to deploy a 'Chronite Tank'. Next is 'Recruit'. This allows you to gain 1 manpower every 3 seconds. The fourth ability is 'Upgrade to Barracks'. This allows you to upgrade an 'Outpost' to a 'Barracks'. Finally is the ability 'Destroy'. This allows you to destroy this structure and form a new 'Ground Zero'.
Hotkey: 1

Forge: The 'Forge' is a 'Tier-1 unit deployment structure'. The 'Forge' allows you to make 'Tier-1 units' such as 'sky drones' and 'android forces'. These units allow you to defend your 'Central Base' and attack your opponent's 'Central Base' The upgrade to the 'Forge is a 'Tier-2 unit deployment structure' called a 'Manufactory'. The 'Forge' is constructed in 5 seconds. The 'Forge' costs 40 money, 30 manpower, and 30 energy to make. The 'Forge' has 5 abilities. The first is 'Deploy A25-Roman'. This allows you to deploy an 'A25-Roman'. Another is 'Deploy Scout'. This allows you to deploy a 'Scout'. Next is 'Salvage'. This allows you to gain 2 energy every 5 seconds. The fourth ability is 'Upgrade to Manufactory'. This allows you to upgrade a 'Forge' to a 'Manufactory'. Finally is the ability 'Destroy'. This allows you to destroy this structure and form a new 'Ground Zero'.
Hotkey: 2

Barracks: The 'Barracks' is a 'Tier-2 unit deployment structure'. The 'Barracks' allows you to make 'Tier-2 units' such as the 'Sniper' and other 'combat vehicles'. These units allow you to defend your 'Central Base' and attack your opponent's 'Central Base'. The upgrade to the 'Barracks' is a 'Tier-3 unit deployment structure' called an 'Arsenal'. The 'Barracks' is constructed in 22 seconds. It takes 5 seconds to make an 'Outpost'. Then 17 seconds to upgrade it into a 'Barracks'. The 'Barracks' costs 70 money, 30 manpower, and 30 energy to make. It costs 40 money, 30 manpower, and 30 energy to make an 'Outpost'. Then it takes 30 money to upgrade it to a 'Barracks'. The 'Barracks' has 7 abilities. The first is 'Deploy Marine'. This allows you to deploy a 'Marine'. Another is 'Deploy Chronite Tank'. This allows you to deploy a 'Chronite Tank'. Next is 'Deploy Sniper'. This allows you to deploy a 'Sniper'. The fourth ability is 'Deploy Gröditz'. This allows you to deploy a 'Gröditz'. Later is the ability 'Recruit'. This allows you to gain 1 manpower every 3 seconds. Also there is the ability 'Upgrade Structure'. This allows you to upgrade a 'Barracks' into an 'Arsenal'. Finally is the ability 'Destroy'. This allows you to destroy this structure and form a new 'Ground Zero'.
Hotkey: 4 (while 'Outpost' is selected)

Manufactory: The 'Manufactory' is a 'Tier-2 unit deployment structure'. The 'Manufactory' allows you to make 'Tier-2 units' such as 'sky drones' and 'android forces'. These units allow you to defend your 'Central Base' and attack your opponent's 'Central Base'. The upgrade to the 'Manufactory' is a 'Tier-3 unit deployment structure' called a 'Mechanics Terminal'. The 'Manufactory' is constructed in 20 seconds. It takes 5 seconds to make a 'Forge'. Then 15 seconds to upgrade it into a 'Manufactory'. The 'Manufactory' costs 100 money, 30 manpower, and 30 energy to make. It costs 40 money, 30 manpower, and 30 energy to make a 'Forge'. Then it takes 60 money to upgrade it to a 'Manufactory'. The 'Manufactory' has 7 abilities. The first is 'Deploy A25-Roman'. This allows you to deploy an 'A25-Roman'. Another is 'Deploy Scout'. This allows you to deploy a 'Scout'. Next is 'Deploy Phantom'. This allows you to deploy a 'Phantom'. The fourth ability is 'Deploy Sakata Mk-II'. This allows you to deploy a 'Sakata Mk-II'. Later is the ability 'Salvage'. This allows you to gain 2 energy every 5 seconds. Also there is the ability 'Upgrade Structure'. This allows you to upgrade a 'Manufactory' into a 'Mechanics Terminal'. Finally is the ability 'Destroy'. This allows you to destroy this structure and form a new 'Ground Zero'.
Hotkey: 4 (while 'Forge' is selected)

Arsenal: The 'Arsenal' is a 'Tier-3 unit deployment structure'. The 'Arsenal' allows you to make 'Tier-3 units' such as the 'Black Queen' and other 'combat vehicles'. These units allow you to defend your 'Central Base' and attack your opponent's 'Central Base'. This is the final upgrade of this branch. The 'Arsenal' is constructed in 32 seconds. It takes 5 seconds to make an 'Outpost'. Then 17 seconds to upgrade it to a 'Barracks'. Finally it takes 10 seconds to upgrade a 'Barracks' into an 'Arsenal'. The 'Arsenal' costs 150 money, 30 manpower, and 80 energy to make. It costs 40 money, 30 manpower, and 30 energy to make an 'Outpost'. Then it takes 30 money to upgrade it to a 'Barracks'. Finally it takes 80 money, and 50 energy to make an 'Arsenal'. The 'Arsenal' has 8 abilities. The first is 'Deploy Marine'. This allows you to deploy a 'Marine'. Another is 'Deploy Chronite Tank'. This allows you to deploy a 'Chronite Tank'. Next is 'Deploy Sniper'. This allows you to deploy a 'Sniper'. The fourth ability is 'Deploy Gröditz'. This allows you to deploy a 'Gröditz'. Later is the ability 'Deploy Hover Tank'. This allows you to deploy a 'Hover Tank'. Also there is the ability 'Deploy Black Queen'. This allows you to deploy a 'Black Queen'. After that is the ability 'Recruit'. This allows you to gain 1 manpower every 3 seconds. Finally is the ability 'Destroy'. This allows you to destroy this structure and form a new 'Ground Zero'.
Hotkey: W (while 'Barracks' is selected)

Mechanics Terminal: The 'Mechanics Terminal' is a 'Tier-3 unit deployment center'. The 'Mechanics Terminal' allows you to make 'Tier-3 units' such as 'Sakata Spider' and other 'android forces'. These units allow you to defend your 'Central Base' and attack your opponent's 'Central Base'. This is the final upgrade of this branch. The 'Mechanics Terminal' is constructed in 30 seconds. It takes 5 seconds to make a 'Forge'. Then 15 seconds to upgrade it to a 'Manufactory'. Finally it takes 10 seconds to upgrade a 'Manufactory' into a 'Mechanics Terminal'. The 'Mechanics Terminal' costs 170 money, 30 manpower, and 50 energy to make. It costs 40 money, 30 manpower, and 30 energy to make a 'Forge'. Then it takes 60 money to upgrade it to a 'Manufactory'. Finally it takes 70 money, and 20 energy to make a 'Mechanics Terminal'. The 'Mechanics Terminal' has 8 abilities. The first is 'Deploy A25-Roman'. This allows you to deploy an 'A25-Roman'. Another is 'Deploy Scout'. This allows you to deploy a 'Scout'. Next is 'Deploy Phantom'. This allows you to deploy a 'Phantom'. The fourth ability is 'Deploy Sakata Mk-II'. This allows you to deploy a 'Sakata Mk-II'. Later is the ability 'Deploy Sakata Spider'. This allows you to deploy a 'Sakata Spider'. Also there is the ability 'Deploy Gladiator'. This allows you to deploy an 'A28-Gladiator'. After that is the ability 'Salvage'. This allows you to gain 2 energy every 5 seconds. Finally is the ability 'Destroy'. This allows you to destroy this structure and form a new 'Ground Zero'.
Hotkey: W (while 'Manufactory' is selected)

Hybrid Buildings

Hospital: The 'Hospital' is a 'Tier-1 hybrid structure'. The 'Hospital' allows you to make a 'Meditec'. This unit allows you to heal injured men and damaged ground vehicles. The upgrade to the 'Hospital' is 'Tier-3 hybrid structure' called a 'War Sanctum'. The 'Hospital' is constructed in 5 seconds. The 'Hospital' costs 40 money, 10 manpower, and 30 energy to make. The 'Hospital' has 5 abilities. The first is 'Resuscitate'. This allows you to gain 3 manpower every 5 seconds. Another is 'Deploy Meditec'. This allows you to deploy a 'Meditec'. Next is 'Scramble Rescue Team'. This allows you to deploy 3 'Meditecs'. The fourth ability is 'Upgrade to War Sanctum'. This allows you to upgrade a 'Hospital' to a 'War Sanctum'. Finally is the ability 'Destroy'. This allows you to destroy this structure and form a new 'Ground Zero'.
Hotkey: 3

Weapons Buildings
Special Operations: The 'Special Operations' is a 'Tier-3 weapons structure'. The 'Special Operations' allows you to launch 'Missiles'. 'Missiles' are launched at the nearest enemy to the 'Central Base'. This is the final upgrade of this branch. The 'Special Operations' is constructed in 20 seconds. The 'Special Operations' costs 80 money, 30 manpower, and 30 energy to make. The 'Special Operations' has 7 abilities. The first is 'Launch Missile'. This allows you to launch a missile with 60 money and 15 energy. Another is 'Launch Missile'. This allows you to launch a missile for 60 energy and 15 money. Next is 'Black Operations'. This allows you to gain 2 influence every 5 seconds. The fourth ability is 'Deploy Special Forces'. This allows you to deploy 4 'S-Marines', 2 'Snipers', and 2 'Meditecs'. Later is the ability 'Deploy Far Sniper'. This allows you to deploy a 'Far Sniper'. Also there is the ability 'Deploy A27-Pride'. This allows you to deploy an 'A27-Pride'. Finally is the ability 'Destroy'. This allows you to destroy this structure and form a new 'Ground Zero'.
Hotkey: E


Like my guide so far? I dont actually know if this is going to post right or not but I'll try either way.

 

Posted Jul 14, '13 at 5:12pm

chessmaster102

chessmaster102

662 posts

Capitalist: The 'Capitalist' government is more based on the money resource. 'Capitalist' gains 5 money, 3 manpower, and 2 energy every 5 seconds. This is a money oriented resource gain. The 'Capitalist' government gains 25% or 50% more resources from buildings per minute.

Communist: The 'Communist' government is more based on the manpower resource. 'Communist' gains 4 money, 4 manpower, and 2 energy every 5 seconds. This is a manpower oriented resource gain. The 'Communist' government gains # money or # influence for # kill.

Fascist: The 'Fascist' government is more based on the energy resource. 'Fascist' gains 4 money, 2 manpower, and 4 energy every 5 seconds. This is an energy oriented resource gain. The 'Fascist' government has a 0% to 80% faster building speed depending on what you are building.

Monarchy: The 'Monarchy' government is more based on the influence resource. 'Monarchy' gains 3 money, 2 manpower, 3 energy, and 3 influence every 5 seconds. This is an influence oriented resource gain. The 'Monarchy' government is the only government to gain influence without having units in play.

And the Govs part

 

Posted Jul 15, '13 at 11:43pm

hezdog

hezdog

145 posts

Very nice so far chess! Looking forward to the units section!

Anyways, does somebody want to start a colony revival thread?

 

Posted Jul 16, '13 at 1:29am

chessmaster102

chessmaster102

662 posts

The real thing actually has pictures so its less boring but ya, this is a pretty good start to a guide I think. I might want to simplify it a bit, my goal is to make a guide that will help new players learn the game as well as helping experienced players improve, I feel like I'm helping the newer players more but would confuse them because of the large amounts of text... Maybe I should list the abilities instead of making a paragraph.

 

Posted Jul 16, '13 at 3:06pm

hezdog

hezdog

145 posts

Yeah i think that would be better

 

Posted Jul 16, '13 at 10:13pm

ricko427

ricko427

4 posts

3 things:
1. Great guide.
2. Yes, a revival of Colony would be nice.
3. Anyone think someone can get Krin to fix its loopholes?

 

Posted Jul 16, '13 at 10:43pm

chessmaster102

chessmaster102

662 posts

3. Anyone think someone can get Krin to fix its loopholes?


Krin has said somewhere that he isnt going to update Colony so yeah there goes that plan...
 

Posted Jul 20, '13 at 12:38am

SoymasterYos

SoymasterYos

989 posts

Krin can't do anything else with Colony. Colony was made on a very old outdated version of Flash. The only thing to do is continue playing Colony and wait for the next game.

 
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