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how about adding a small button to add workers for each "skill " or a button that divides the population equally between all the jobs
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Nice, I restarted and got -108 food guys...so I'm in the negative now...öÖ Somehow this doesn't feel right xD But so fart it's good
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Can you make auto population icon different when its turned on and off there is a cross always have to look down if it is closed or not.
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Mecânica muito interessante, mas eu acho que vocês deveriam criar algo como um mapa da sua civilização e tudo mais para poder descontrair melhor quem joga. i'm brazilian player please translate , if i can play your game you can undersantd me too
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If the graphic masking problem is Unity/OSX based, you might talk to the makers of AdVenture Capitalist. They had the exact same problem, but seem to have fixed it. Maybe they could help out?
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I am stuck on getting 250 population.
I go with Mailesmyth i think the lowering rate for the food has to be a %.
Keep up the good work game looks promising
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i dont know what happened, but when i created a colony and got back to where i could assign workers... my workers went negative and now they make me lose resources
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Why not make the adviser available at 150 population, not 125. I almost colonized, but then realized what I would do, as well as that I was 25 population short of the influence point.
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There's a graphics glitch in the building page. I can't see any buttons. They flicker when my screen moves, reappear, then disappear when I try to click on them.
All I was doing was clicking to gather resources.
If you are running on OSX there seems to be a Unity problem with masked panels that I unfortunately can't fix for now. I will keep looking for workarounds but it seems to be a Unity problem right now :(
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The villagers end up hardly producing anything once you have a few buildings made. The amount of food you need for each new person seems like it scales up too quickly
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manual gather achievements seem to not take into account how much resource you gather per click, I've collected well over 1000 of each resource manually and it's not triggering.
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So you need to spend these colony influence points? If not they disappear after you create a new colony?
Is that supposed to happen?
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The population spread is ridiculous... Ill have 50 Bil of every other resource before I have 250 population. Either decrease that spread to a more obtainable number, change the House upgrade to a percentage off food req (Instead of 25 (seriously? 25? These things cost 1 bil)), or dont hedge 85% of the game upgrades on reaching that stat... It just sucks the fun out of it early.
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Also, the metal research costs should shift down an order of magnitude. asking for 25M at the start of production is unreasonable compared to asking for 25k.
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Needs balancing. Should also probably keep cost of quarry as wood/stone, since it takes quite a white to work up to that much metal and my stone production is horribly off compared to food/wood until I can buy a quarry to keep up.
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Fun game, but after you build a colony for the first time and research "specialized villagers" my food production became "-158" and I started to lose food till I was at -2k and refreshed the page, and it fixed itself.
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This game has a lot of potential, but the balance issues are a huge problem. Researching Currency requires such a large population, and the food requirements are so enormous, it means leaving your computer on forever just doing nothing but waiting for it. I hope it gets fixed so the game is playable.
I've adjusted the population cost issue and I'm still working on other balance issues, it's a somewhat hard issue for me but with all your feedback I'll get there
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With enough work this game could be amazing. I know this is still a work in progress but the balance and progression needs a lot of work. It takes pretty long to build up the resources for writing and mining but its stupid how long i would need to wait for currency(50M metal is way too much).
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The game seems to get very wonkey after establishing a colony. At present I'm looking at a population of 30 and only 16 workers total. As soon as I had started there were negative 8 workers in my choice of food or lumber, one would be set to 0 workers and the other to - 8 no matter what I did. I'm only assuming this happening is a bug and not some sort of colony penalty that was not explained in game.
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I like this game but I do think that the balance is way off. Stone becomes very important quickly but it is the only one of the three starting resources that requires an advanced resource to build the third building. Add that it requires and incredible amount of said resource and in order to unlock that resource you need an incredible amount of stone makes for a rough start. Although I really do enjoy this game and I understand that it is a beta so I will keep an eye on it.
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have bein play rought atleast a hour orso
all i notice is is there any use for population beside 250 resarch
and per 150 = 1 Colony influence
because 1 population gain 0.50 to increase production
because around 100 orso i just form max out population on a one production is like 0.01k increase ((later in line alot longer
i just drop now all stuff on metal because it got need at moment X_X
This is now more manageable. Costs have been adjusted and with the Workforce Allocation research (which is now a lot cheaper), you'll massively increase the bonuses from your villagers based on how many buildings you have
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Creating a colony needs work. The first time I did it gave me a negative number in the hunter/farmer population slider. I had to refresh the page.
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You should have the sliders work based upon a percentage instead of a exact number. I.E. 100 pop with hunter at %50 will give 50 workers and so forth.
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a trading post might be a cool idea i feel like the population growth food cost shouldn't grow quite as fast as it does gets ridiculous quickly and i love the upgrade skill tree idea but adding more and more too it is never a bad idea i love the idea though keep it coming gonna be a great game
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There should also be a way to trade all my excess wood for stone/metal/currency. You've put too much emphasis on using metal and currency for upgrades and a lot of the other resources become obsolete.