skitszo, place a level 1 glass blowing workshop, next to it place a level 4 sand quarry, now set a level 4 windmill and a level 7 windmill adjacent to create a square with the 4 total buildings. Connect the glass blowing workshop to a warehouse and you have created a basic complex factory that produces 1 glass per tick.
almost everyone on the list has used a cheat to increase their score. It used to be a simple math formula to identify who cheated. One tick =1 second starting from Dec 2015.
I recommend not using reservoirs, they just waste resources. You can make glass in many ways, I use either 8 or 16 sand quarries connected to a glass plant. Power each quarry and plant with a windmill. Some find it easier to create a few higher level sand quarries and only one or two glass plants as its easier to manage upgrade wise.
for zorgzong-Storage buildings are the answer for basic resources, like steel. You may connect islands using fluid pipes and cables typically while collecting water and oil to make concrete, plastic and fiberglass.
Using accumulators and reservoirs are generally wasted resources. You don't actually need either of them, only the basic storage. The help screen explains complex builds which you will require for efficient layout. Test many complex configurations to see what styles you prefer.
Make sure your browser history is not set to delete every time it closes. The game is stored in your history. You may also manually save the game file also in a notepad or word type document.
You must have "clear browser history on exit" checked in internet options. This game saves on your system, not Kongs. You can manually save and load a game in options as well.
I personally dont use any coal burners. They cost 4 resources to produce one energy with an infinite upkeep cost of coal. I do use solar which is basically twice as inefficient initial cost but no upkeep cost. Really the only thing that matters is that you enjoy your method of play.
You can build balanced complexes or individual structures, your choice of style. The advantage of complex building is each supply/energy/output becomes independent on your map. The disadvantage is that you must upgrade every complex building together to maintain efficiency and balance. If done correctly you should never require an accumulator or reservoir anywhere on your map. If you would like an example I can post a link.
@toxik56, my suspicion is that there is only partial demand for the sand at a connected factory complex thus only producing the demand amount. Increase the factory demand to balance the supply.
Is an efficiency penalty possibly for distance between resource and factory? That would benefit exploring different complexes rather than checkerboard roads/cables with grouped resources. Great Game Volch