@BlackLoter, depends on your board size. The same build on 4x7 will produce twice as much gold per second as on an 8x7 board because it takes twice as long for the board to do a full cycle.
After a bunch of trial and error, I settled on this 8x5 build for my late game. Generates 875M/s when turned into microchips. I'm open to any suggestions on builds that do better. (This likely doesn't require ALL upgrades, but it is a late game build). If people want to know how I pumped the initial god cells, I can write a tutorial on that. http://imgur.com/a/IPovZ
I found this (with all upgrades maxed, max board) was a stable configuration at replacing the 1k lost to the 3-way split. http://imgur.com/a/ggf5N I run two of these (mirror of each other) it holds steady at 526M/s. Best I've been able to do that is consistently steady. (There are 6 global chargers putting out 65 energy every cycle to drive the increasers on a constant basis)
@Droiyan7, to talk about the value per sale, yes, there is no change in the return/power cell as you go higher. But it doesn't matter how much value you get per cell, rather how much maximum gold payout you get per cell, because we are limited in the amount of cells we can sell per tick. Right now the highest ANY object in the game can push to a single other object is 200k cells. So selling 200k research cells only nets you 20M gold. But selling the same 200k god cells nets you 2 billion gold. So while there isn't an increase in the amount of gold you get PER equivalent power cell, it doesn't matter because we are limited in the maximum amount of cells we can move per tick. So it is always worth going to god cell when you are limited by total cell amount you can move per tick.
@Droiyan7, The problem I have isn't the the loss occurs at the seller, but the loss that occurs at the 3-way split. Here is another view to better explain. http://imgur.com/a/pkkel
My only complaint is that the 3-way splitter can lose up to 1% of the split. Pass it 100, each side gets 33. Not a big deal on the small numbers, but it REALLY matters on the large numbers (Pass it 100K, each gets 33k, 1k lost to oblivion).
I think this has a lot of potential, but it really starts to fall apart as you start breaking out into the Local Group. It becomes a matter of a LOT of time to build the initial groundwork on each conquered area, yet you need to to keep the growth curve on point. Even the ability to saved customer drops (1 CBD surrounded by Ore mine for a 5x5 planet) would help GREATLY in speeding up the process once you've got a solid growth and economy behind you. The single longest task I have is deploying to each planet. Thanks to good fleet composition and energy ball gathering, conquering each solar system is a very fast task.
Some math to make life easier for the rest of us.
To ensure everything is in sync, make sure you use the tooltips!
Following Acronyms used
Mining ore per second average (MOpS)
Ore used per smelting bar (OpB)
Seconds per Smelting (SpS)
Bars per second average (BpS)
Bars used per Forged Item (BpI)
Seconds per Forged Item (SpI)
Items per second average (IpS)
Seconds per Enchantment (SpE)
Seconds per Sale (SpSale)
When upgrading, always do the following
Increase your Mining upgrades, note your final MOpS
Increase your Auto Smelt upgrade until SpS = OpB/MOpS
Increase your other Smelting upgrades, note your final BpS
Increase your Auto Forge upgrade until SpI = BpI/BpS
Increase your other Forge upgrades, note your final IpS
Increase your Auto Enchantment and Auto Sell upgrades in tandem, ensuring your SpE and SpSale stay together, and are less than IpS.
Lots of acronyms, but I do love my optimizations.
Not the Dev's fault, but thought everyone else should know. There is a bug in Chrome if you have "Block 3rd party cookies and site data" enabled in the latest release that prohibits certain uses of LocalStorage, which in turn breaks this game and shows the "HTML5 not supported" error message.
I have to say, this is my favorite "idle" game yet, if only because it has a very nice blend of both idle and active elements. Though I am totally suffering from massive hand cramps trying to free the damn penguin in the pool!
Man, bob does have it easy.
Still, all in all a very good puzzle game. 5/5
I especially love winning by using the spazzing box of DOOM!
To make your own, just take about 10-20 sticks, and join then into a giant ball.
For those wondering how to play
B - increases defense of base by unknown amount
W - increases workers (income rate)
M - increases mages (mana regen rate)
Ice/Fire/Lighting UP - increases damange done by each spell by an unknown amount
Spells are as follows
Ice [cost 3 mana]- leaves a large shard of ice on the ground that damages foes who walk through it. Does NO direct damage
Fire [cost 20 mana]- damages foes in an area. Does direct damage on to point of impact and small area around impact
Lightning [cost 100 mana] - Does massive damage in a large area
Note that all spells "attack" from the upper left corner, and take a while to impact. You have to lead the walking mobs.
Foes:
You have an enemy castle, and mobs that stream at a fixed rate. To progress, you must destroy the enemy castle.
Basic Strat
Toss ice to stop the mob flow, then cast lightning at the opposing castle until it is destroyed. Lather, rinse, repeat.
Standard click management game. Graphics are good, and the pacing and difficulty are appropriate for the casual gaming crowd. The addition of mini games mixed in with the standard game play is a nice touch, but the nagging to download a copy locally does detract from the overall experience. I'm all for developers getting paid, I just ask they be respectful about it, and if we decline an option, please don't keep asking continuously.
Very much a "meh" game. End boss isn't that hard, just build angels and dragons as available, and make sure you spam arrows at him CONSTANTLY. Without arrows as backup, you won't beat him with units alone.