Yes Kazeto, that's when you go to war, which I already have, long time ago. I'm about to finish West 55, which will give me another 6 billion unemployed workers since I don't have the gold to get more workstations. After West 55 I'll have about 10% of the available workers actually working.
Tools, Medicine and Cars are really the bottlenecks in the game. Got 6 billion food production with 0 active farms, -50, -40 and -1 million in tools, medicine and cars. The gold and wood production is far from enough to keep them running, the food is gained from doing war with west
@snzaqxswese auto-clicks does not provide gems, same with purchsed clicks. manual clicks benefit from Gem Chance, only the mine benefit from "ultimate gem mine"
Since my comment is getting lost in the hoard of all other comments and it's of importance to improve the game I'd repost it again: I would like to clarify one thing of a top-rated comment from 7starHaku. using a for-loop in this case would waste a lot of unnessecary computer power do like this instead: add a new int variable (unsure if it's hard typing or not) name it to progresses, do an integer division: "progresses = progression / 100" this will give you how many full progresses that has been made, skip the if-statement and instead do: "progression = progression - (100*progresses); money += whateverVarIsBeingUsed*progresses; This will be a more efficient solution, since you don't use a for-loop 385 times per frame.
I would like to clarify one thing of a top-rated comment from 7starHaku.
using a for-loop in this case would waste a lot of unnessecary computer power do like this instead: add a new int variable (unsure if it's hard typing or not) name it to progresses, do an integer division: "progresses = progression / 100" this will give you how many full progresses that has been made, skip the if-statement and instead do: "progression = progression - (100*progresses); money += whateverVarIsBeingUsed*progresses;
This will be a more efficient solution, since you don't use a for-loop 385 times per frame.
Idle upgrades that benefit from each special upgrade:
Axe, Saw and Chain saw: Leaves, Books, Branches, Large branches, Firewood, Brickets, Pine Tree
Gears: Brickets, Pine Tree, Castle, Town
Dynamite: Coal
Crystalized: Global + Coal (meaning coal get benefit from Crystalized 2 times)
Nuclear reactor give no benefit!
@moo5003, the formula for each item cost is not linear, there are 5 levels of the increase, When an item cost less than 6000 CO2 the increase is exactly 1,6071825 * old value, less than 100.000 CO2 with the multiplier: 1,461075, less than 1.500.000 (1,32825), less than 100.000.000 (1,2075) and greater than 100.000.000 it's 1.15 times the old price
to dev (and everyone else), This game has one flaw which is that upgrading the sword is the way to go, doing this makes you able to beat the game in about 15-25 minutes, since the price curve is linear.
@DerKapitan, If you refresh the game you will have max runes (I think the dev made something wrong with the random generator, highest value gets an overflow and makes it always return 1)
Also @4dmelon, the american way of writing an aircraft is "Airplane", brittish way is "Aeroplane" Both are correct but Airplane is most commonly used (since most ppl learn american english). Same goes with color - colour, armor - armour etc..
Hint for the game,
Since it's only worth producing the most expensive resource, all of the other products are useless after unlocking the last one.. Make some quests of gathering X of a specific product with some bonus reward by doing so.
(It increases the interest in making different products)
You can also make so that the user is able to use products to produce some other cake or food or valueable instead of doing quests.
Yes, I have in mind a mini-mini (so mini) quest functinality for specific products. And also, I'm putting together some last things to upload an update with another functionality that works better with low grade crops (its optional to use it, of course).
If anyone wishes to have the component for a clockpulse, (works for lvl 4 and can be used in future ( I think) ) here is a code:
eNrtWluOwjAMJJ7+cIa9wv7vWfb+F1mpi1RSkplgt5CUtkIgGTsTP8ZJ2ul7+rr+
putPmi6ee2hFm2+XYmpRro2YbvcTiouCPae4KDgV3VATd09J0bJvh+Lp1W29an6o
yeOceyPDcM5rnBMIhzsBnCnnTnJ3WbkLOUAdp1e3b3PBxnrs5Uqr4rycs/o1SwEU
P3Hp/4X5b/OVjbtIS6hmWa5VktpKvEgtKGXjWkjaI2ame0NNdSuo6lmnpdxyEyqf
N3JPTpcNg8TDH0ksawihF7OSVsfl5V2nhr0pqZR2TVx5aGm9hhGyXE8AfCTm3qQI
eEONi0AEj4b5MNIhqBJG+47RnhVCdVpusxyk6L2kCMyIWoadllstQ1jGSZUbupr1
SkB04freD5DEwtZv9W0FJIFjOMzgGyWoQttvTQIfKjoj4Q3qSREFGkEVfRsPM61Q
vQE/qTJzNev+hYx+6IY0xGK76icWTnchMuwQM2g5vHODBhdmMV/VoBnt8BjR+PLc
6BMzr0Fev+h0P9IrVYreQdeN7ChbWpZrv4BlQUoHw9xjwnNUfEYmSUmslOCLILc8
JGZaobK6B6PKTR5yr381H0czd6HUte6f3D0u8Fe6xLIJy+TBPDuBabDcI2bq5/eQ
IZSUPgLn86W+En7mMRLxtQExA5ET8qbax8aMtBtVlj9x6V1vyd8paH5fxEh6hFdo
+yRAw/Z8MMy8nYnXRQJUqV9EMe+MLHCGph5kqHO/0TDDX6E6+kVmeAEjra8/81fJ
jw==
Question: Do "Critical hit" do a normal hit + critical or is it just a critical hit?
In that case Critical hit is horrible now, normal damage: 59, critical hit: 54, a crit doing less damage than a normal hit?? why do that?
Yes, I have in mind a mini-mini (so mini) quest functinality for specific products. And also, I'm putting together some last things to upload an update with another functionality that works better with low grade crops (its optional to use it, of course).