ok, even tried a hard reset, and it still reverted to that save it's "stuck" on, can't get the game to save any more - maybe a manual "save" button would be helpful, since even a hard reset didn't get it to start working again.
Hmm.... thinking about the food and lumber on the map - perhaps it'd be better to keep only 1 resuorce on the map, but then make different maps give different resources (so you cn run a map over and over to catch up with a resource you maybe misestimated your need for) -- like "forest" or "woods" maps would have lumber. "Plains", or "Farm" would have food. "Mountain" or "Mines" could have metal. "Lab" or "Library" could have research. Etc. Even better, have the different maps have different blends of materials, woods might have a little food (trapping animals, finding berries, etc) and alot of lumber. Forest on the other hand might have a more even blend, etc... Anyways, just something to consider.
Another scaling issue: Those "free 5 population capacity squares" on the world map (gift looking icon) probably need to have the amount increased as the maps go... when I have a population cap of 42k, adding 5 seems kind of a waste....
Also, instead of making the number employ-able fixed at half the population, it should be full population - number in army... so it's up to the player to decide if they want more of their Trimps in the army, or working. The coordination upgrades would require that current workers + new army size is less than total population.
Also, since metal is found on maps (which can be run over and over to farm it) armor is extremely easy to get hold of and use, whereas trainer imps require the VASTLY more scarce and valuable food resource, and gyms the also more valuable lumber resource (which are both limited in supply due to their only being present on the world map) -- so armor is definitely the way to go...
Also, blocking doesn't keep up at all - in fact, I stopped buying Gyms and trainer Trimps around map 20 - currently, with roughly 300 Gyms, and 4000 Trainer Trimps, the block amount is 46.8T, but enemies are doing around 2 Dc damage... Needless to say, block is never going to catch up to that. Armor on the other hand continues to scale, and so HP are the only defense - well, and lots of breeder Trimps...
Bugger - don't know what happened with my comment - 12k farmers producing 103T food/sec -- cost for another 100 (less than 1 percent, or 1T / sec) is 63.5 Oc or roughly 10^15 times greater (working out to requiring 30k+ YEARS to pay for themselves -- and the doubling technology won't make that less than a day for another 24 maps)
PS: I'm currently on world 35, and have 36k/205k employed, and 374k breeders (410k max Trimps)
Side note: I have 374k breeders, but can't increase my army size to 262k (despite having 16 such upgrades discovered, and plenty of free Trimps) due to the limitation based on potential workers. See above for why I'll NEVER be using anywhere near my worker capacity...
The maps need to have food and lumber on them since after about 10k farmer / lumber trimps, they can't even pay for themselves in decades...
Ex: I currently have 12k farmer Trimps producing 103T food/sec - to buy another 100 (t be employing any more Trimps any time soon.
The game keeps going black except for a drop-down box. If I scroll down and take the game off the viewable page, then scroll back up, it redraws and is visible for a few seconds before it goes black again. For me at least it is not playable in this state. (Playing in Firefox 36.0 if that helps)
A filter toggle button on the jobs panel that allowed you to show only the local jobs would be nice. Alternatively a list of sectors with jobs that can be clicked to show jobs in the sector would be really nice - the number of jobs in each sector could be displayed next to it (In descending order, so highest jobs are at the top, like...)
Further a button for "Show only completed" / "Show all" would be nice.
All (21)
25 (1) <-- Selected and highlighted, so only jobs for sector 25 are showing in the list to the right
24 (3)
22 (2)
17 (4)
5 (3)
4 (2)
3 (3)
2 (1)
1 (1)
0 (1)