Do you set the goals for these achievements/badges? Not sure how it works with Kong... "Impossible" badges are meant to be very, very difficult. A 2500 population is actually quite easy. I have different saves for different purposes in playing. My current is aimed at trying to get to 11.1billion research, which we know is impossible, but still fun to see how close I can get. It's a "pure full completion" aimed build. Just playing it for the sake of getting as many research upgrades as I possibly can. If I switch back to my population load, I'd blow away the top scores on the leaderboard on population and jobs in an hour or two... Again. "Impossible" should be more like a 7500 population threshold. Just sayin. xD
Love the upcoming improvements! Can't wait!
Suggestions for future update:
Helium Factory
Airship Yard
Airship (travels slow, can carry more resources than ships, 5% chance to explode, destroying anything in a 5x5 radius)
Hermit Cabin (a refuge for antisocial citizens, attacks people who pass nearby)
Magic Mushroom Farm(on consuming mushrooms, people wander aimlessly. If they stumble into a research building, provides 3x bonus stacked on building’s current)
Political Campaign Office
Politician (Consumes 100x resources of normal citizen, Provides a 2% production bonus to 3 other “loyal” citizens)
Suggested release date: 31 February
When the whole world is in great harmony and 5500 people are balanced and happy, and you unlock University and make chippers and paper mills to gain the 30x research. Suddenly 5500 people are dying of thirst! xD Let them buuurn!! I'm still making progress!!! Lol. Really, it's too complex to balance with the metrics we're given. I can think and analyze forever, but I can’t follow the HUGE paths of, for example, water.. One tiny tweak, everyone dies. If ya want complex and "thinking" about strategy and balance, we need individual path views of where the resources are going so we can adjust accordingly. Networks of markets and expanded capacities and wheely carts to move faster, great! But I need to be able to follow the path from a bucket of water to the other side of the continent, and possibly even across the export ship to the tiny island that's making my world's clay... Unique views per resource. Kinda can't keep balance without it. Mostly guessing hit and miss otherwise at end-game
I love that idea to keep track on from where resources come from. Obviously each "item" can't be tracked, as they don't really exist (storage is just a number). But what could be done is that markets/harbours keep track from where they imported what and how much. (and hence also exports via reverse check). That would be realy cool to see I think - trade map of a resource, to where resources move. I will think about it how I can implement it.
@DracoBlackwing Later you will get bigger houses that keep food, water, resources at home. Also buildings that are "hubs" for resources (markets). If your huts/small houses are starving/dying of thirst, for now you need to keep them close enough to the resource they're lacking. If they wont walk down the road, usually the road is too long.
As far as increasing MAX research values, it varies on era. Basically, figure that building more of your best research/tech building does the trick. I had the same confusion early one. Even googled it! Hahah. First, "Free Thinking range", then Memory stones are really big when you can unlock them. Next era every "research" tech dramatically increases max research, not just by building their buildings, but also upgrading them in upgrades. Hope this helps a bit. Good luck!
Iron Mining upgrade level 1: 10 million mining research!!! HA!!!!! I know that's a ridiculous place-holder for future updates. Almost got the 200k research for the last Tech research, then there's nothing left to do. Also made your top score on population and jobs recently. :D Great game! Looking forward to updates! Gonna need more land to do anything further though.... Lol
Dreamarel: balanced gameplay, designate cheapest upgrade to #12, most expensive to #1 et al. Otherwise, it varies on stage of progress priority. My endgame layout is 3 5 1 4 7 8 9 10 6 11 12 2. Auto prestige in less than a minute waiting for prestige tier 3 content to be fixed.
Reloaded. Passives finally unlocked. Got to T3 prestige. No amount of trying to merge blocks by any means adds a single point of EP. Please let me know when ya fix the game...
Omg! So sometimes we're on TOP of a fish and nothing happens, other times, we've got 100 meter long fishing lines, which tend to break when the fish swim -through- the walls! LOL! Seemingly zero logical reason why sometimes things are hit with lines way far away, while other times nose to nose touching a fish, no lines will cast. WHY are people singing such high praise? Yes, great concept! Excessive poor execution. Unless you just want chaos... If so, cool! Lol
Thanks for the reply! I do love some chaos in games normally but some of the things you're describing aren't intended, or I haven't even seen them before. The fishing line behavior you mention is pretty odd. The only time no line is cast is if your cargo is full. I agree, the execution could be better as this was a prototype and there's plenty of room to improve here.
P.S, the fish swim under the walls :P
"Passives" are broken. I unlocked it via Prestige T2 lvl 10 and the passives menu is still locked. Reloaded from an earlier point and tried again, same result.Very sad to see the game die so close to the end...
Do we have to play on yorg.io to get our scores submitted to the leader board? Cause none of mine, on any difficulty, have ever shown up from the Kongregate site.
Ppl having trouble with tower 18-20: first, get to where you can beat dungeon 3 hard quickly, then grind it for gems and gold, sell spare gems for more gold, and buy perm stat-up food from the guy near the tower. Level 18 starts with all enemies visible, rely on heavy AoE/attack all skills. Make sure you've got plenty of Heal II characters and/or potions. 19 & 20: single enemy battles, but pretty massive HP and damage. I used Ralos, boosted heavily on attack, with a great sword and relied on his Blind Fury skill with others healing. A couple good whacks with fury and they'll go down before you die. :)
Ummm. Got to the Water Realm and now I'm stuck in a tiny area with nowhere to go and no way out! There's nothing here but some background art. No NPCs, no paths out, and the person who let me sail here is not here to take me back. Is this as far as it's been developed so far?
Also, thought it might be premature with only 2 weeks of acquired data, but I'm sure: your crafting system is a lie! Your 60, 65, 70, 75, 80, 85, 90, and 95% success crafting chances are all a lie. Best I can figure from trial and error on large spectrum analysis is that you are 35% below these numbers. Likely more. If anyone made any purchases via major credit card (Visa, MC, et al) related to crafting, or in hopes of improvement on said purchases through crafting, feel free to contact me through Knog PM and I will gladly provide a signed copy of the xls as proof to dispute charges and have your purchase refunded. Devs like this should have an empty wallet, a certificate of bankruptcy, and a desire to make better games, or find a new profession. I hear botany or marine biology are kinda trendy these days...
I love that idea to keep track on from where resources come from. Obviously each "item" can't be tracked, as they don't really exist (storage is just a number). But what could be done is that markets/harbours keep track from where they imported what and how much. (and hence also exports via reverse check). That would be realy cool to see I think - trade map of a resource, to where resources move. I will think about it how I can implement it.