One thing: is there a way to edit your deck? Build a hand and exclude certain cards? still would have to play with the cards of the opponents deck, but it would be nice to be able to remove or not play with cards that I don't find useful to the Rival I am playing.
Also just deck building is a huge part of CCG's ... somehow it feels missing.
Can we get a re- organization of the museum to something with a easy to follow patter so we can tell which mutations we are missing when we go to backfill our earlier breeds?
The Angle - Reaper set needs one more tiny automation piece to be complete. a "Derp wrangler" who every 10 minutes finds the working derp who's base stats are lowest for the job they are in, and switches them for the derp in the unassigned derp pool with the longest wait to to killed by the reaper. This would complete the "idle" mode for the game.
It could replace the "heartburn spell" that desperately need to be upgraded or ditched. Because it is currently not worth casting.
"After move to a new farm, now you are asked to produce some crops on a field before be able to unlock the next one."
This contributes nothing to the game, but making the restarts ever more painful, slow and annoying. and makes the game less playable.
Please consider binning it.
Odd thing with the new merchant mechanic. If when I click the cart it puts up the guy who says "I want this please" and I click "ok" I loose the crops, and get no stars.... if When I click it the man does not appear I get stars. seams something about deciding to show what crops he is going to take, and having him tell me he wants them ... prevents him from paying me for them.
The mechanic is: when you say "ok" to the merchant, the crops are sent to the client and a countdown begins on the cart while it's on the way. When it arrives, it start to palpitate. It's in that moment when you can click to get your prestige (and then the cart starts to return again).
Simple request, change the colour of the Manage icon if a manager is assigned already. also beside each investment type show it's total production number. Thank you.
XP rewards really need to be written in Scientific notation, after the first few quests numbers get so indecently large they don't fit in the text boxes.
Could almost take the natural Log of all exp presented in the game the numbers just get so big so quickly they quickly become meaningless.
How are you storing your game data that it is so fragile, this is the second time I've suffered a complete reset. The first time I was almost a month in, stopped playing missed the moon stage completely. Came back for vs 2.0 hoping for data stability and nope. all gone again.
Can I get genetic options for the exact opposite of these three:
better food, sicker, consumer.
I want to store LESS food not more, and I want my people to use LESS of the goods I am producing so that I can use them to make buildings. Money is well and nice, but not worth the longer ramp time to be ready for ones first wars.
Would be nice if Medicine wasn't used equally by people of all ages.
Medical needs should be high for age 65, and small in between. Under-served medical needs might result in death, Medical surplus results in longer (productive) life (working past 65, but also slower death rate past 70).
Also it would be nice if population had some 'memory' of feast and famine times. Birth rates in places with inconsistent food, and medical access are 5-10 times higher then when food and medical supplies are reliable (and child mortality rates are 5-10 times higher to compensate).
Some kind of feedback between medical/food access and child mortality (age<5?) and from that to birth rates would be interesting to see.
Spoils of War seam somewhat unbalanced.
By the time you can raise an army of that magnitude, the only prizes that matter are the research. which is 8 and 21 times larger then your research rate.
Everything else is <1% of your native production.
Oh and the most expensive mining pick that requires the deepest ore to make... should have enough durability to dig down to beyond the next ore of the same type. It really really NEEDS to be durable enough to replace itself.
Mining mini-game needs serious re-working. The rewards are ... lackluster... time invested is fine but currently you need to click and hold for . . . approximately forever, to get anywhere, which means you can't read something online.
Mining needs:
1.) Button Mine until all picks broken
2.) Buy multiple of the same pick, same dig rate but N*price for N*durability.
3.) Artifacts, Items you can find that give small but permanent multipliers to various things like total research generated or EXP gained.
4. Less Rarity 1 rocks. past 3000 or so meters it's just rock, like 80% of the tiles are rock. and it's DULL.
Completely stalled at the 90,000 mark, I have 500e6 in every infinitely upgradable category, I have 2e66 containers and can't spend them because the cap is 1e6 at time and clicking 500 times on each category was slow enough.
For the Piggy Bank to be useful need an extra option in the AutoBuy configure menu *spend no more then ___% of current resources in a second" so that one can set that % slightly lower then your Piggy Bank% and actually earn non-trival ROI.
Ok, so it is a little OCD, but can the Territory Twins be /XYZ twins not * XZY twins. so that the number I type is the number I hatch (rounded down to the next lower integer number of larva?
small thing, but can the 'twin' increase the number of things produced by 2.15443469... = cubeRoot(10). So that every 3rd 'twin' simply increases the number of ___'s you get from a larva by 10. It would make things easier to follow for larger 'twin' numbers.
[thematically 'twin' also increases the rare change of triples].
The mechanic is: when you say "ok" to the merchant, the crops are sent to the client and a countdown begins on the cart while it's on the way. When it arrives, it start to palpitate. It's in that moment when you can click to get your prestige (and then the cart starts to return again).