unintentional (i hope) cheat: in the current version the prices for manually buying production-units doesn't update until one uses shift and/or ctrl with that production-unit-window open, allowing you to buy all the units for the price of the 2nd unit.
suggestion: put the next level hover-tab on top of any production hover-tab. Makes checking the amount of fame-points to be gained somewhat less disruptive. (no more need to close the production tab just to check how long one has to use said tab to get to the next level)
Thanks for the suggestion. In general tooltips should be on top of everything, but there are some sorting problems currently. I hope I can fix this with one of the next updates.
one thing is clear, the developer doesn't have a clue as to how to calculate the total average per second.
instead of adding the per-second of each item together, he's averaging the per-cycle (which, if used for determining the gain while the game is unfocused, deprives all of us of approx. 99.999999...% of what we should receive)
due to rounding-logic-errors many upgrades fail to have any effect.
when a value is derived from 2 base-values (EG: CPU is derived from CORES*SPEED) it is calculated from the rounded-for-display values instead of the actual values. So unless the developer gets his act together the number of fake upgrades between real upgrades will only increase.
request: indicator for how long it takes from end of sales-cooldown to the next autosale. (this should tell us if extra salesmen will do more then increase the time they spend on twiddling their thumbs)
feature request: remember automatization settings. (getting tired of having to re-deactivate the researchers/engineers after a reload while collecting for extra salesmen)
The reported average needs a lot of work. Simplest would be to calculate gain-per-run divided by run-duration for each app and add up the results ... when one of the apps changes in some way (no need to de it every single moment)
Thanks for reporting. It's fixed with the latest update.