I'd like to see a "balancer" building... Basically a sorter in reverse used to combine multiple input belts into 1 output belt with fixed ratios. It'd let us get low throughput mixed belts that are less prone to clogging at the cost of extra space and probably a per tick money.
A nice research or genetics option I'd like to see is a "social reform" axis that lets you tweak the percent women in the workforce with an impact on birth rates. Each level of research could let you shift the number +/- a percent or ten of women working.
I've got a great idea! Let's make a game, but then cut out all the parts where you have to make decisions, but still make the players click a button! Then they'll have to give us all their money!
It feels a bit like there's a leak somewhere. After playing on larger maps for a few rounds, the game becomes considerably jerky. Make sure you're actually freeing up the resources after every map.
Okay. So I finally got the hang of surviving.
1) Limit yourself to 2 adult dragons at once, male and female, until you start breaching into 10s.
2) Focus exclusively on the first 3 stats until you have 10's in all 3.
2.5)Get very lucky.
3)Do whatever you want as long as you keep first 3 stats above 10.
This works because of how the villagers upgrade. If your dragons don't wipe them out, they get much stronger, so a single weak dragon attacking them makes it much harder for the rest of your dragons. But, as long as they're wiped every attack in either direction, they never become a threat.
That is actually the main inspiration for the game. I loved the tension that arises when you try to be the last one standing in Spleef, and clearly, this is an effort to emulate that kind of experience in single player. It surprised me that it took so long for someone to notice. Thanks :D
Yeah, I noticed that one awhile ago. Still trying to figure out where that one is coming from exactly, but I'll try to fix it in my next build.