BUG REPORT: Under Masonry, buying an upgrade for a particular facility is setting its income to 0 instead of giving it +100% https://pastebin.com/kvK8axMf
A relatively simple to implement way of scaling the growth: Right now, you gain additional multiplier through the acquisition of time bars. Rather than have the bonus multiplier from the time bars be fixed, after a certain point, have them start incrementing. So right now both the first and fifteenth time bar you acquire are worth a +0.1 multiplier; the first may not even have a multiplier after this rebalance, but the fifteenth might have a +1 to your multiplier on its own.
Obviously, this requires its own balancing but it can be rather easily adjusted.
SUGGESTIONS (UI or Gameplay):
-Increased Production speed perks and/or perks to reduce production slots used for given materials
-On sailing Map, have a compass pointing you to the next town to conquer
-On the Market, under the double arrow show the actual exchange rate (i.e. 1>7.33 or 15>1)
-Quick Battle option: either automatically calculates results based off of 0 active skill usage or immediate active skill usage
BUGS (or possibly suggestions/clarifications):
-Adventure and marketplace cooldown perks only take effect when the adventure starts or AFTER the marketplace refreshes; these seem like they should be able to dynamically adjust in progress timers.
Fun game. Before adding all the upgrades and stuff though, I'd work on the mapgen. Right now it's waaay too random. I've gotten 50K where I only have a bit of cyan left, and when I got my best score of 100K, I still had 3 huge red veins and a huge yellow and a pair of smaller (but still big) yellow veins I hadn't tapped.
I dislike in general how the jump is only slightly longer than one row of spikes. A little more leeway on this could have made things a lot nicer without detracting from the game. (less stupid deaths. Like on level 25 when I made it past the desynched balls only to nick the left edge of the second set of spikes and die)
I enjoy the game, but is there any way we can get an option that disables specific parts from showing up? In particular, lasers. They're powerful, but they lag the game to hell. and so when I am fighting four enemies all using lasers? the game practically freezes.
There's a trick to this game to preserve your energy. Use AC instead of DC. Basically, rather than hold down the mouse button for a constant current (which uses energy insanely quickly) rapidly click the mouse button. You deal basically the same damage, you still freeze the target in place, and you use almost no energy this way.
Even more impressive than how scientists will try to unhack a computer being taken over by a rogue AI with zombies, cleaning bots, and exploding computers trying to kill them, is how they'll run to answer the phone with all of that stuff trying to kill them.
The Dragons work great if a bit slowly. I got Bahamut pretty early on, and between poison breath, fire breath, flight, and a whopping 110 hp, you'll clear everything no problem. Not the best for farming new unlocks, but yknow.
The only really important stat is reproduction. Just max reproduction and it more or less doesn't matter what your other stats are, so you can have fun and experiment.
To offer some criticism, I do think that the AI viruses should have better stats by the end (while the player probably has 2-3 stats maxed by the end, the AI viruses' BEST stats are no higher than 4-5/10, so they just really don't stand a chance).
Just a cosmetic thing, but why wasn't envy green? Purple just kind of seems off as a color choice for it, and envy is traditionally portrayed as green (and given that all your others seemed more or less to have the stereotypical colors associated with them, it seems odd). Also your numbering seems a little awkward (envy coming before greed despite their physical order).
Other than a few cosmetic issues, this was a great game, though.