I seem to have been unclear. Apologies.
What event, precisely, gives you an attribute point. Specifically, those points used to raise the attributes. I know pretty much exactly what the actual attributes do, I want to know what specifically gets you the points you use to purchase them. Since this was, apparently, unclear in the original post.
Thanks. 8)
I like the new set up. Thank you devs. May I request an option to turn the tool tips on and off please. They are very well done and highly appreciated, but do tend to get in the way.
If you look at the summary page, there are two kinds of empire strength: Core and Total. The costs of various investments are taken out of your core strength. If buying an investment would take any part of your core strength below zero, then you are not allow to buy it.
w3r3r4bb1t: "It would be nice to have an 'Autobuy perquisites' feature. Thank you for the great game."
Developer response from HexagonGames:
"What if the 10x, 100x, etc., just didn't require you to have enough funds and bought either to the stop point or the maximum you can support (the lesser of the two)?"
Dear Devs,
This does not solve the problem. The pyramid scheme in the later parts of a given session is a major pain to deal with. Just spent 10 minutes trying to buy 1 level of "Local Group Trade Alliance." I'm not sure what purpose they pyramid scheme really serves in this sort of game. But I'm guessing bogging the players down in this sort of minutia was not it. The 'Auto Buy Perquisites' button is a very shiny idea.
Current income and funds bar... needs to have each field locked in place instead of being relative to the slot to the left. Since the far left slot is constantly changing width every time it uses a 1 and thus it makes the entire bar jiggle back and forth constantly.
It will be unlocked after you unlock all trainings and skills. This button is for convenience so you don't have to switch to the might page before fighting a god. When all of your might powers are unleashed at once, you are about 30 times as strong as normal for a short time.
Okay. Here we have another idle game making the mistake of using "diminishing returns" with it's "payoff" currency. (The stuff you get when you reset.) The idea with "payoff" currency is to have a system where it pays to go long in the main game up to the point where progressing further is inefficient to the point of undo-able. The Payoff currency would be at it's peak worth here. Later play throughs are going to give more of this by going further, now with the ability to do so in a reasonable time frame.
Here, each milestone is worth less of a payoff when you restart. (IE each successive milestone on any play-through is worth less than any of it's predecessors.) But the effects purchased with these milestones stack. Thus, it is far more efficient to get 10 or 15 milestones and reset immediately, than it is to go for a hundred or so. I can only imagine how worthless the thousands or millionth milestones must be. This is not the balance one is seeking in an idle game
me.
I really like the concept here. But too many of the levels are based purely on luck. A little randomness is one thing, but when you have to restart more than a few ties just waiting for the exact config needed to hit the goal... not so good. (L21 is a good example of this issue.)
The pathing on the level "Backed up" is glitched. My soldiers randomly take, not just the long way around but the scenic rout. Many times completely splitting up groups. Often even ignoring incoming enemies to do so. I'm masochistic enough to try to beat level 8 and 10 bases with my level ones a few times. But this is essentially the computer cheating.
Good game. Not sure how it is possible to beat some of the harder levels... But loving games and being good at them are two separate things. I'm proof of that...
Great. Voice acting in a language I do not recognize. Cryptic controls but completely lacking any tutorial I can find... Looks neat. I have no idea how any of it works.
You click on an area, then you wait for something to happen. There's a timer. About a second or two. Why? This game is entirely turn based strategy. There's no adds. Why the wait? It's not long enough to be important. Why have it at all?
These games all have the same problem. For me anyway. In the beginning there's lots to do. Decisions to make. Buttons to push. But then it's all waiting. first for a few minutes. Soon it takes hours before you need to push anything. *Yawn* The really good ones don't force you to just wait. You just have that option.
Every 50 levels you get one + how many other 50 levels. (50: 1, 100: 3, 150: 6, etc. etc.)