It just occurred to me that this game's economics make no sense. You are sent to manage a space mine. Building structures to support this mining operation requires use of some of the minerals you mine. So why are you evaluated based on the gross amount of minerals you mine? Shouldn't your boss care about the net?
This is a fun game and I enjoy the historical aspects. But the missions are just too long, both for history and for playability.
Actual Battle of Britain fights were quite short; a squadron come apart in combat within a minute or two and head for home in small groups. They very rarely reformed and reengaged. In this game, the missions last forever and you have to restart if you fail even at the very end. Break them into smaller missions.
The cars seem to be scored when they enter the intersections, not when they survive crossings. Or as my three-year-old puts it, "You caused an accident but you still won!" We are both surprised and think this is a strange way to score the game
Practically all the games on kongregate that purport to let you control a real process (air traffic control, running a restaurant, etc.) impose constraints that make them worthless as simulations. Basically they show you why we do things the way we actually do instead of the way the games portray them.
This is an interesting game, but like many games based on real-life practices it shows why the system we actually use is much better than the one presented in the game. So I'm glad traffic isn't actually controlled this way.
It's an interesting concept but the word choices are rather arbitrary. I doubt many native speakers of English would associate the word "radiator" with the category "interrior" (sic).