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HOW TO USE MULTIPLIER 3.
The problem with the last multiplier is that there doesn't seem to be a way to boost cells from 10k to 30k (the minimum requirement for this multiplier). First, a review of increasing cell values that assumes you have all upgrades:
* 1-40: wire
* 40-99: multiplier 0
* 100-199: wire/increaser
* 200-999: multiplier 1
* 1000-1999: increaser
* 2k-10k: multiplier 2
* 10k-30k: ???
* 30k-100k: multiplier 3
The trick for 10k-30k is to use a series of spinners. I've found three works reliably, but you might be able to get away with two. Boost your cells to 10k, then make the following in one continuous line: accumulator -> spinner -> spinner -> spinner -> multiplier 3. This will input 10k every cycle, but only output cells occasionally.
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This game is pretty buggy. I've seen one setup (extractor+inceraser+accumulator+lab) that worked on one part of board, but not on another.
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Research is too easy to acquire. Not enough things to research. Upgrade costs jump all over the place in a bad way. Top end of upgrade/item costs is way too high. Game is poorly designed and feels unfinished. No way to win aside from snowballing at the end by leaving the game open for multiple days straight, and I can't use it during that time either or else the snowball crashes due to some sort of glitch.
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@ciffo, you can do a little better by chaining the spit output directly into another chain of multipliers rather than immediately looping around, as demonstrated here: http://imgur.com/a/JYWHz
This board is used to build up massive god cells and sell them all at once to cause a very large average spike, then load the average spike into all the chips. It's the only way I know of to "win" the game. Btw, if you're going to attempt this, this board cost 10s of Q gold to build and store, so you might have to start smaller and build up.
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There is a little cheat on power. If you send them back and forth through increasers, you have a TON of power building up.
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I think this is the most efficent space/gain solution
http://imgur.com/ny0QDfB
and you could fill theboard with it, but it cost very much to doso :(
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@Granite26, @zipp21, once upgrades are maxed, you can make 2,000 straight with 1x Increaser > 3x Multiplier 1 > 3x Increaser. If you run out of power, build multiple global power cells and space them 3-5 spaces horizontally so you get power every few ticks to recharge the Increasers.
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Automating the infinite splitter so it continues working on reload (use 3-way splitter and cram them next to one another): http://imgur.com/a/HsIpy
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I have reached a point where I honestly can't progress in the game because I lag too much once I have around 4-6Billion God Cells. And the only other way for me to progress is to leave my PC on for more than a month strait.. which I do not want to do.
I would love to have some sort of standalone download or something to possibly reduce some of this lag.
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@Zipp21 there's no way to make 2000 income straight. If you do Accumulator=>Split =>Accumulator(2) => 200 Multiplier(2) * 2, remerge, you'll have 2000
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a lot of components are nearly useless, many more are still bad. Many game mechanics aren't explained at all. The average income calculator is completely terrible by being both abuseable as well as normally never works right when using long-enough accumulators. Upgrades are rather lacking and not particularly interesting. Overall a half-decent concept, but but quite bad execution in its current state.
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jwelshinger, thanks for the reply. I think I've got it figured out now. Took me a while to realize the Increaser uses as much power as the upgraded value it has on each tick and was running out of power. My board now runs 3 Global Chargers to keep everything powered so I get maximum value from the Increasers.
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I'm a little sad the profit / sec calculations aren't averaged out to steady state. Easily able to build a chip that spikes, and use it at the spike value.
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Great game! Problems:
1) Kongregate cuts off most of the game window but it's hard to tell since the toolbar inside the flash game autosizes but the map does not scroll. You have to edit the HTML to play on the larger boards. This has to turn a lot of new players off, because you might not even notice.
2) When selling items, sometimes you don't get your money back, or the purchase price doesn't scale back down (so for example you can have zero increasers on the board, and the price for the first one can be in the trillions.)
3) If you want a clean board, you can drag all the components off by hand and get paid for most of them OR you can pay a large fee, lose 100% of your component money, and start with a fresh board. Why punish the player for wanting to start a fresh board? Also, you often can't sell your components off and start fresh due to the bug(s) in #2.
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@D00mM4r1n3, the Increaser releases the cells whenever the column activates, so it's dependent on the timing of the column activation (the triangle moving at the top) and when the cells arrive in the increaser
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What determines the number of ticks the "Increaser" component applies? I've seen as little as 1 and as high as 5 (I am not referring to the upgrades that increase the Increaser value per tick.)
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A spinner loop is basically just storage. It's because the spinner (second to the right) is the only component that has unlimited output. So instead of a seller you route your god cells into a spinner, and you make a loop back into that. (Need to be careful because it spins 180 of course). And then you let that accumulate for a few hours, switch in a seller so that your money/sec skyrockets for a few seconds and in those seconds you make it into chips (which then keep that money/sec).
But even at maximum you need around a day to get that up high enough to get enough to finish in a feasible amount of time.
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Splitter loop: Take a two-way splitter, route one of the outputs into a chain of two multipliers and then back into the splitter. The other output goes wherever you want. Once there are enough cells in there it will keep going round and producing more cells, until you reach the max output of the multiplier.
The other output goes into another two multipliers and then to a seller to sell the maximum output each tick. For more, split the output and route it into more multipliers.
For this, you need to feed enough research cells into the full-grid powerup thing of course.
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Please make the game run in the background, anytime I minimize my browser my active board doesn't run, which means I don't get any production for my active board. Also it would be nice to have the rotate command on a different key, so that you don't accidentally rotate stuff while building.
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The first board IS free, borris - its what you start on. It confused me too, but i thought it added cells. Didnt mess me up for long though.
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On ho. Im stuck. Really stuck.
I can't redesign my board anymore.
It sounds so relaxing i don't want to touch any pieces anymore, i just put this on background as i sleep naps and do arts and stuff...
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Adding two multipliers after a splitter loop has the same payout as building another splitter loop, but takes less space.
But even then you're in the range of 2-3B/s per board. Now, using the trick where you store all god cells in a spinner loop I can get it up to around 100B/s before I get bored. Is it really the designer's intention that you build this, have it run for half a day to get enough cells for around 10T/s and then snapshot that?