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Is this a glitch? When i buy something with catnip the food advisory suddenly says that my catnip suply is too low even though my catnip is gaining at +26
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100 days a season = 400 days a year?
kitten forest of catnip gets 1 star in the "astronomical"? sky.
it's astrology, doesn't take a rocket scientist.
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25th day of Spring Year 16 I added a barn this past year. Also Balls of Yarn decided at the last minute that they wanted me to learn something.
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@n8rtw: you need gold to level up your kittens; the level up option doesn't seem to show up until you've got everything you need for the new level.
There's a lot of info on the wiki - the link is to the Instructions box on Kong or you can find it by searching "kitten wiki" through your favorite search provider online.
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sooo is there a way to rank up the kittens like... specialties? like i have a scientist rank0 with some like 2k exp... there needs to be like a tutorial for this game lol
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I also would like to know what my hunters can bring back, the min and max of that amount and the chance they bring it.
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Having plenty of fun with this; coming up on my second reset. One thing I've noticed; Chapels seem fairly useless. Culture isn't used for enough stuff to really need more generation, and while the faith generation is nice, I find the faith cap more problematic than the faith generation rate. To fix this: the Chapel tooltip says "May be improved with religious upgrades". Perhaps add an upgrade to let Chapels add to Faith capacity? Also, there should be more things that consume Culture. Festivals are a neat idea, there should be more things along those lines. Perhaps a 'Feast', which consumes Catnip, Spice, Catpower, and Culture for a similar temporary buff?
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I almost want to say that the IDLE tag should be removed from this game. Your primary food production goes through a swing of +75% to - 90% rate and that's not including happiness which continually plummets while your away. I haven't been able to walk away from this game for more than 45 minutes without coming back to a load of dead kittens ...
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what I also would like to know is diminishing returns like the first pasture giving (-0.5) and I would like how many discount the ones after that one give like pastry 43 (-0.21) as a example
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Am I the only one bothered with how kittens gains individual skills, but when you get a certain amount of kittens, it becomes impossible to manage, one of the reasons being the player can't see all the kittens needed to be seen?
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It would be nice if I were able to see what kind of multiplier buildings give (Like academy sience bonus +180%) this also should count for production (Like farmer give 5 catnip a second +245% = 17.25 catnip a second) This would really help me out deciding which buildings are more important
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69th day of Summer Year 14 With how often he hunts I think this will be the last time I wright about him going out hunting.
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34th day of Spring Year 14 Apparently I use cat power to send him out hunting. So now I have furs that I have no idea how to use.
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ugh, took me weeks to figure this out... only your *active leader* apparently gives you production bonuses. upgrading other cats is useless. this explains all the random income changes i've been seeing...
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there is a problem i have noticed: if you have many cats you do not see every cat to upgrade it which i belive is a problem because we can't make full use of them then. There should be a seperate window for upgrading it and where you can sort your cats by their level
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25th day of Spring Year 14 I added two fields this past year but now I have to gather wood for another barn. Oddly the Zebra is producing something called Catpower, no idea what I am supposed to do with it.
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@ekx, its a shame you can´t cope with actually figuring a game and you need to be told exactly what to do. "IQ's must have dropped since I have been away"
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Was the amount of Blueprints obtained via trading drastically reduced? I have barely gotten any in the last day or two.
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The details for happiness and ampitheatre aren't clear to me. I get that it's a bonus / penalty to overall production and ampitheatre improves it and population penalizes it. However, ampitheatre says "-4.8% happiness" which looks like a penalty. Also, when I hover over happiness i'm not clear how it's being calculated. For example, right now I have 42 kitties and 16 ampitheatre's, 1.92 karma (and two luxuries) and it says "124% - Base 100%, Building's 0%, population -17%". Again, I'm just not clear where these numbers are coming from and would appreciate clarification!
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With kittens eating 4.25 catnip per second and not sharing if there's not enough for anyone, no wonder my town isn't growing. Also, it would be nice to at least TELL the players that kittens consume catnip and that kittens are automatically generated until population is full, because you've been stupid enough to let the game produce more kittens than you can feed, forcing the player to destroy houses in order to stop the food from going up and down in an endless loop.
Such errors could be forgiven if idle games were a new thing, but not anymore. Get some knowledge from good idle games and do better than this.
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Seem to have hit a bug. I researched Geology and got the geologists just fine, but no access to quarries. Did I miss something?
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25th day of Spring Year 13 I have added two fields since last year. Sometimes I wonder if I really all this Cat Nip. Than I remember the nice exchange rate for wood.