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The game hasn't been loading for me all of a sudden. It's just a black screen. Has this been happening to anyone else recently?
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making second instead of upgrading needs you to build roads and/or cables and/or water pipes. and they increase in cost too exponentially
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When we're in a resource defecit, it would be helpful if the amount that we're missing was displayed next to the deficit.
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Can we have a way to create land on water and water where land is etc. Want to connect all my power grid up so theres no waste but can't connect some areas due to a gap that's too big.
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Maybe some device that speeds up time? I know its highly unrealistic but it would be nice to not have to wait a day for concrete
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The only thing that bugs me is that solar panels are made almost completely out of glass and silicon (sand), not plastic.
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It is always much cheaper to buy 2 of the same level than to increase the level. Increasing a level is 2.5 of the previous cost and it *accumulates*, so the total price of a level 2 is 3.5* one (although this diminishes), where it is 2* one for two of the same.
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What about making a "Land reclamation works site" which makes land and you can choose where to put it. 100 land req. for water, 200 land req. for deep water. And a suggestion: MORE DEEP WATER!!!
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Is there a limit to how much each storage can hold? The coal quarry and wood factories don't seem to work for me, even when they're connected
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It makes little sense to upgrade the coal burner. 500 glass/ 1250 concrete for lvl2, or 2.5 lvl1. Most of the energy generators are that way.
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Is there any goal to the game?
Any point where it ends, or is it, as the title suggests really just "Endless Expansion"?
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I created a picture with all constructions and where they could be builded:
https://picload.org/image/woodild/endlessexpansionwheretobuild.png
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@Volch please fix this distribution algorithm: http://imgur.com/cn2yKZ2 - the windmill is ignored since the upper coal plant prioritizes the upper wood factory, even though it has a windmill for itself.
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Fun fact if you put the feedstock production right next to the factory that uses it no roads are needed. There are some weirdnesses though when buildings are close, especially with power plants -- sometimes factories pull from certain power plants and ignore others even if it means sub-optimal power. Also some combinations, like a coal quarry next to a power plant, need to be "primed" with a road/warehouse/tunnel but once going they can be removed.
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"Sir, there are reports of lands to the east and west and they are rich and a lot closer than-"
"I SAID GO SOUTH!"
"Yes sir."
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You have to link stone factories to warehouses via roads. If the warehouse is right next to the stone then you don't need roads.
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I like the idea of the item directly in contact with its user item. Like windmill put next to a stone quarry with no accumulator powers the quarry.
Suggestion: Take this concept to the next lvl by allowing same type of items directly in contact to be a conduit to the accumulator or storage or end user.
This would diminish the exponential growth cost of the base items like roads, cable, accum, etc. Which imo is the impassable brick wall to this game for long term play.
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A land item like stone or wood and beside energy that has no ongoing cost like charcoal would be nice. Most of my map is empty land.