First impression: Having a hard time reading the help text. Maybe it's just me but the letters are fuzzy looking and poorly spaced on my display. After playing for a while, I am disappointed that there is no benefit to leveling after all 10 skill points are obtained. Also, the Retreat warning should really scale up with game length - you should at least have time to forge a shield between the warning pop-up and the defeat drop-down. As it is, my games typically end with those two events being simultaneous.
Thanks for the feedback, I think the text problem is the font, will try and change that for the next version, and you get 100 extra starting gold per level after level 10 but I take your point and will try to think of some other bonuses for 10+
[Phase 1] - Zoom out to view all boards. [Phase 2] - Set visual quality to Low. [Phase 3] - Wait at least 30 seconds. The longer, the better. [Phase 4] - Set visual quality to High. [Phase 5] - Watch DPS rate skyrocket. [Phase 6] - (Very important!) Set quality back to Low to freeze glitched DPS. [Phase 7] - Profit.
Downside of really big army: food production to support it is so high, Growth % just keeps on growing and population growth slows to a crawl (since that last X<1000% growth is never used and population only grows by 0.01% for each 1000% chunk of growth removed, as opposed to (100/Pop.)% for each 100% growth).
What's the highest %quality pick you've made? since, you know, we can't actually submit that score. I currently have a 1591.16% Mythical Mega Pick +27.
What a strange bug/exploit... Tested the Rclick 'Play' option, got the data reset confirmation screen, clicked 'NO', got booted to title screen. Started playing again and had a partial data reset. Lord level reset but kept all skill points. All population still in place, but on lvl 1 economic buildings (so 1000/10 for Lumberjacks, etc.). Kept Barracks level but no soldiers, kept Library level and all but Economics research. And reset to 20 land so can't build anything back up yet. Bizarre.
7000/6750 troops here. Needs some way of caching excess military progress, not to be used until the cap is raised, or else code that progress to convert to soldiers at much faster intervals than it accumulates from your sergeants.
When food production gives growth >1000%, the 1000% drop does not contribute to population growth. 450 food surplus (900% growth/t) gives the same pop. growth as 950, 1450, 1950, etc. surplus food/t. The -1000% growth reductions should give 10x the pop. boost as the -100% reductions, but apparently you're just dumping food in the river or whatnot until there is less than 1000% growth/t, then using what's left. The clearest example is if you have exactly +500/t or +1000/t food: your population will not grow at all (because you get exactly +1000% or +2000% growth/t).
Exactly, Divest! I thought it had slowed to a crawl just because my population was growing larger; a cursory test, seems to point to the cutoff being around 450 food per 200 ms. 445 is fine, 455 gets occasional pauses in growth increase, 500 slows to a crawl, 3,300 is on par with low 400's.
Would be nice to buy/sell resources at higher increments. Will never get rid of my huge food surplus, wish I could trade it directly for construction materials. Maybe check boxes for 10k, 100k, 1M, 10M increments could be added?
Suggestions: Research options for faster research, smithing and military recruitment; Ruler skill for recruitment. Scale research costs based on both the level of the tech being researched and the total of all achievements obtained so far - this would encourage specialized economies for different play styles/strategies.
I'm looking in to this. the save data loss really only seems to be occuring when flash crashes. I am looking in to implementing a server side save backup system, I'll let everyone know when it is implemented. Thanks for the report.
Nope, something here I'm still not getting. Anyone else showing numbers/prices for improvements within a planetary system? i.e. you buy a few things for a planet, then unlock one of its satellites and the moon shows like it already has the exact mining capital you just bought for its planet?
Okay after paying closer attention to the pricing of mining capital, I see that I was experiencing a bug before. I had zoomed into a planet, bought some stuff, then clicked one of its moons without zooming out to the solar system view first. This caused the number and price of improvements to stay the same, even though I hadn't yet bought anything for that moon. I assumed the problem was a game feature, not a glitch associated with my shortcut.
Thanks for the feedback, I think the text problem is the font, will try and change that for the next version, and you get 100 extra starting gold per level after level 10 but I take your point and will try to think of some other bonuses for 10+