Development Suggestions:
1. Add customers, have various levels of fatalities per drug. Ex. Weed kills no one, ex. Nuke kills 60% of customers.
2. Add addictive levels/drug. Person uses drug. x% chance they will continue to buy until dead.
3. Add Empire Spread (Unlocks Higher Levels of Muscle), at each unlock access a greater % of the population. (Initially selling to a building, neighborhood, ... global drug empire.)
4. Remove 10% surcharge on never getting arrested. It's silly. Add actual counter-forces which respect purchases can reduce. (Ex. Young Thugs counter Old Lady population who arrest salesman x% and/or reduce sales value and/or reduce sales rate/addiction rate...Senators reduce DEA agencies. Puppet leaders reduce Interpol/Anti-Drug Army. etc.
5. Take or develop trans-dimensional drug to move your empire to a non-wasteland with larger population/birth rate. (Prestige.)
So let's suppose I'm an explorer. I hear about some planet conquering civilization killing and enslaving innumerable populations. So I say to myself "Hey, never see that before. Let's explore that!"
Commander, that would be an inhabitant. These are the ones that die ... err ... will be moved immediately before befriending with other people. Explorers are the fine (sometimes greedy) adventurers that find us other planets to help growing their civilisation, bringing new technologies and showing the brave new world ... err ... universe. Explorers travel to the unkown universe, while the ones you talk about stay at home. And then loose their homes. Of course to get a better one from us. So lets suppose you are an exlorer: Than you would not be a Commander and I would not answer to you. So BE A COMMANDER and be ahead of every explorer you will find. Sincerely Corporal Tutnix.
I'm not sure but it would appear weapons aren't updating unless quality % increases, whereas my power has substantially increased, and even a poor roll on quality should yield a better weapon. Maybe I'm just consistently unlucky.
Commander, like Commander ReverendDel suggested we threatened some of the scientist to work harder. I can tell you this was helping tremendously. Even this is just a short solution and the deal with our scientist will end soon. It will help the last days to make a little easier. Our lawers are working to update the deal wihtin the next days. Sincerely Corporal Tutnix.
I would recommend a multiplier on hobbies based on how many times you've unlocked them. For example, the second time you get to level 20 can take half as long. The third time it could go down to a fourth, eighth, etc.
Let's get the defeated gods added to the monsters tab so they can be farmed for divinity by our clones... after all if we don't die I'm sure they're around somewhere or who are we buying these creations from...
My one critique, experience. 142% experience to go back and collect the stars with a perfect score on past missions. But you can get 90% xp for failing within the first few rounds of a new mission at a much higher xp rate.
Commander, that would be an inhabitant. These are the ones that die ... err ... will be moved immediately before befriending with other people. Explorers are the fine (sometimes greedy) adventurers that find us other planets to help growing their civilisation, bringing new technologies and showing the brave new world ... err ... universe. Explorers travel to the unkown universe, while the ones you talk about stay at home. And then loose their homes. Of course to get a better one from us. So lets suppose you are an exlorer: Than you would not be a Commander and I would not answer to you. So BE A COMMANDER and be ahead of every explorer you will find. Sincerely Corporal Tutnix.