Not a big fan of no offline progress, especially since there's already an auto-collection mechanic which with a little napkin math could easily estimate how much experience was gained in the time someone had the game closed for since the range of possible values added by chance is known at every individual step.
By 'beating countries efficiently' I mean 'check in on the game around when the country dies off since I can't conquer the next country until I close the confirmation for winning the fight' though...
Unfortunately the calculations for damaging a country run off a random number generator 4 times per second so it's rather impossible to give you an estimate that would either be spot on or way off. I plan on changing the way country conquering works in one of my future big updates and I will take these things into consideration as I rework it all. I just didn't think people watched the clock to know when to return to my game, almost makes me feel kinda happy :P ~Taiga
I wish there was an estimate of when all of my current opponent's soldiers would die off and let me conquer them, then I could beat countries more efficiently as opposed to guessing at how long it will take.
Bug report - when the dialog comes up for an angel upgrade asking if you want to spend more than 1% of your angels, if you say no the upgrade is shunted to the bottom as if it was purchased even though it will still have the option to buy it.
Also I have a suspicion that you are using floats - I noted some multiple of a hundred farms and the aforementioned round 3x boost giving me a number ending in .99. http://stackoverflow.com/questions/2100490/floating-point-inaccuracy-examples explains that in short, floating points add useless junk to any number and what is more ideal when accuracy is useful is to use integers instead (shifting the decimal places by 2) and add the decimal point afterwards.
There are three multipliers that pool into one big multiplier for each object. We have yet to figure out how to update the tooltips to explain this to anyone. Achievement multiplier, dark knight multipliers and upgrade multiplier. The dark knights "280%" boost is the dark knight multiplier at 28 which then gets added together with the achievement multiplier and any upgrade multipliers. It isn't that the math is inaccurate it's that we have yet to be able to explain the way the multipliers work in this game which is a lot different than other idle games since we have more stats in it than just gold. If you provide me with accurate details about what you are making with your structures, your achievements earned I can tell you the exact formula for how you got the numbers you did.
Something strange is going on with the idle calculation of dark knights - I was away for maybe 10 minutes when my computer decided to restart and update and found myself with 28,000 dark knights where it had taken some hours while active to make 3,000. Then when I reset and claimed those dark knights I found that even with what should be a 2800% or 28x boost I still only made 1200 troops with 200 barracks which is more like the 3x boost I actually had created.
Troop counts are handled differently since you can't have 999 sextillion troops it just doesn't make sense since troops are essentially a representation to the population of the world. I know it's just a stupid idle game but I wanted to avoid some "wtf" stuff.
Well this is odd, I refreshed and found my 100 castles' production went down from 2900 to 2880. Not exactly expected behavior for the achievement fix... guess hard resetting wouldn't lose a lot of progress.
I don't think achievement boosts carry over from reset to reset - noted that I had the same troop output of 600 from 200 barracks when I had 1000 dark knights and the 100% boost freshly gained as the next reset when I had 4000.
When was your last reset? We just published an update that should have solved that issue. You may have had the bad luck to reset just before that =\. Sorry for the inconvenience!
It looks like "Lowest Cost" doesn't take into account buy settings, it keeps sticking unmaxed units that cost quindecillions to finish ahead of hundreds of maxed units that only cost quadrillions to rank up. Alternatively some way to buy all the rank ups and levels for a unit you can afford with your given cash would solve this problem, but that's probably harder to do than fixing the sort to take buy settings into account.
I am also a big fan of the idea to have an ETA for each section based on not only autovalues but also clickvalues (so players not only know how long it would take to idle that job but also how 'hard' it would be to speed it up).
There should be a way to change what item is being automatically sold. For instance I had a forge job finish before an enchantment job and ended up with the unenchanted item being sold before the enchanted item because it was the only item at that exact second in inventory when the autoseller was ready to move on and there was no way to tell it that I wanted to sell the enchanted item instead.
Final post regarding food and water - the +x refers to how many of that resource you get every 60 ticks (seconds). Level 0 of food/water gives 1 food/water every 60 ticks, level 1 gives 2 food/water every 60 ticks or 1 every 30 ticks, level 9 gives you 10 every 60 ticks or 1 every 6 ticks, and level 59 would give you 60 every 60 ticks or 1 every tick. It's likely more cost effective to stop at level 29 though for 1 food/water every 2 seconds.
Having played longer, it appears that the amount of food and water required to increase population becomes increasingly larger as your population gets bigger, so there's not too much in the way of actually getting workers fast as much as getting them less slowly for a time.
DThorn: population increases every 10 food and water, to make your population grow faster you need to increase food and water production. As for gaise, there IS a difference when you increase the level of food/water production which you can notice just by making one a higher level than the other for a bit, it's just very small.
The increased hitboxes are good, thanks! I can actually progress a bit now instead of always just being destroyed by rocks that are moving too fast to hit pixel-perfectly. I would love to see a level system with gradual enemy difficulty increase though (also an achievements menu).
Or maybe Catherine did that deliberately to mock her enemies! Fufu ~Taiga