Hint: Although some things look like it might work with very careful timing, most likely you need to do things in different order. The physics here is very carefully calculated and hard to predict, lots of things that might seem unlikely actually work fine.
For the roulette game, set your gamble percentage as 2*[win percent]-100%. This is the best you can do as reliable income. It will earn you 0.5% on average per game at 55% odds, 2% at 60%, 4.7% at 65%, 8.6% at 70%, 14% at 75%, and 21% at 80%. It's exponential growth, like the market, although the market will beat low-level gambling.
Correct! I should have added more gold to calling waves early. Only then it would make sense. Currently it is just not profitable to click that button at all.
Training Level increases to match the level of the highest enemy you managed to defeat, doesn't matter if you eventually lose the tournament or win the tournament. This works for Rivals as well at the end of the current content.
The trick to surviving the zombie apocalypse is to realize that the zombies are basically weak, slow, incompetent idiots. You gotta quickly figure out how they infected half the town because it sure as hell wasn't by biting people.
There's only one type of production. The limit increases all gen limits, and gathering at any level gathers the base resource as a resource of that gen. 10,000 gen 1 = 100 gen 2 = 1 gen 3, etc
I'd like a button to free all my vendors. Or a way to auto-liberate them if their product is worth 0.1% of the best product. Usually only one product or rarely 2 are worth selling.
Thanks for the feedback. I will keep this in mind for the next Auto-Build iteration. Btw: Did you know that you can right click the small vendor icons to remove them from a production unit? This also works with Shift/Control.
Food mechanic seems a bit broken. Early on you can die with no reason, once you find a merchant food becomes mainly useful as a potion. If you want to force advancement, you could just place food on each level but not have it drop.
That's a really good idea. I'll think about it. I like a little bit of variance just so that sometimes you have a little more and sometimes a little less. So maybe I could significantly reduce drop rate of food (not 0 but much lower then it is now). And then make say a guaranteed drop on floors 4, 8 and 12 (subject to testing). This would force the player forward to get food while still allowing for random cases where you find more or less. You may have just solved this balance issue :) Thanks.
People complaining about Unity problems: before blaming this author/game, check to see if you can play any other Unity games. Pretty sure this one is related to Mozilla's war on Flash/Unity/Plugins.
Minor features request: Disable buildings that can't ever produce. Use background text instead of popups, also same text can give a fading message when fleets arrive. Disable and fade load buttons on full ships, and unload buttons on empty ships. Disable merge fleet when no available fleet, don't show fleets it can't merge with. Fade out or mark planet of origin for travel, either disable clicking on it or have it cancel the travel.
Thanks for the suggestion. There expeditions will be replaced in a few weeks with a new missions system. You will be able to see the missions dependencies directly from the workshop. Check out the Alchemist's Kitchen event tomorrow to see how it works.
Correct! I should have added more gold to calling waves early. Only then it would make sense. Currently it is just not profitable to click that button at all.