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Since the forum of the beta is gone new players might find the following links useful: https://brilliand.github.io/HoG-Tools/battlecalc.html
http://archmage.php.xdomain.jp/game/hog/researches.html
http://heartofgalaxy.wikia.com/wiki/Heart_of_Galaxy_Wiki
Some things are a little outdated but in gerneral its still very useful.
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It would be good to be able to see and manage all of the building with upgrades queued on a single page. I like to know what's still waiting without scrolling all the tabs on all the planets.
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To finish about silicon upgrade. I usualy make 20 sand smelters on every planet that I can and ship everything to Tataridu. Once I get the rhodium extractor, I start producing it in Epsilon Rutheni because usualy (at that moment) that's the best planet for it on my way. And of course, all that doesn't matter anymore once you get to Kitrion where you'll be able to produce circuits everywhere.
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@Blackmercy 2: If there are any other civ's fleets around the planet, detstoy them. Then create a colony ship at the shipyard. Move the ship to the planet you want to colonize, select the fleet it's in, and click "Colonize Planet" in the righthand bar. You cannot colonize a planet without a colony ship, and you cannot colonize a planet if anyone else's fleets are around it.
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What gives "The Capital" title for the planet? Can I change my capital to Ihtar Gate for example? Will there be more titles for the planet with bonuses?
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About upgrading silicon production: There is a tech for this later in the game. Until then, your best bet is to produce everywhere; set up an autoroute to send sand to Antirion, Vasilis, and other such planets to make it there. You could then make circuits where the silicon is made, or ship the silicon to a central circuit-making planet.
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@aymericboussard there may be one later in the game, but it's one of the biggest limiting factors in the early-mid game, it's also technically Material Science, therefore that should probably boost it to keep with the accuracy of the research.
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I need some tips on resources, ideally in the form of tooltips that appear when hovering over a resource name. I'd like to see a tooltip showing what discovered buildings produce a resource (and current rate for this planet) and what buildings consume a resource (and their current rates). I shouldn't have to hunt for this info in all the different buildings and panels.
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Seems like a neat game but it's remarkably slow and doesn't pull the player in fast enough before it turns into a grind waiting for materials. Generally Idle games should have about 15-30 minutes of fast, active play before the slow.
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Just wanted to say that I love this game. I "only" time-traveled 2 times and I'm not bored at all. I'm starting to really conquer the second galaxy and it's challenging (maybe Space tournament is too challenging^^). I always thought that OGame for example was great but I didn't like the fact you could be looted by other players. Playing just against the AI is perfect for me. Keep on the good work!
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There is always that moment when I have the RP to upgrade tech again, especially geology or material science, when I think to myself, 'oh crap! its that time again when I have to readjust all the auto routes in the galaxy' -.-
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@tammckie28: There's an earlier version of this game that's now called "Heart of Galaxy Beta". When the version here was made, people could import their savings from the beta, keeping their progress. Time travels will be clear when you get to them. No secret strategies, but there are 2 tips I've come up with: 1. Sometimes it's a good idea to redesign a large part of your economy. Reset and reallocate your autoroutes, reassign your production, that sort of thing. 2: There's a lot of value in having production on non-specialized planets, especially as you get further into the game and the cost of building on specialized planets gets high.
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Also, would is be possible to see how long it will take for our hub fleets arrive at the planet they are delivering resources to?
If you enabled the option "show automatic deliveries" you will see them in the travelling section. There you will be able to see time to delivery and other
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I love this game, the resource management is really fun! I'm wondering, did you intentionally make it so that disabling buildings, you disable them all (for balance)? I think it would be nice to be able to disable a proportion of buildings; if I had 10 buildings, I'd like to be able to disable 8.
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Also, there's talk of queues (which I've enabled on the 'i' screen), how do you actually add things to this queue?
Although the tutorial is very useful in getting started, the more complex nature of this game needs further explaining of what things actually do...
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Is their some secret strategy that I'm missing? I'm reading of people on multiple time travels (what is that?) after the game being out for 8 days; I still haven't built any robots on Zelera yet because of the costs and I've been at it for almost 2 weeks...I think...
I have my auto-routes sending resources to planets to build the things they're good at and getting them all in one location for ship building, so I don't see what I'm missing.
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For people who get their saves deleted EXPORT YOUR SAVES TO YOUR EMAIL that way it willing be saved I avoided losing all my progress for 6 times now thanks to that
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Ithink this may be new but the idle bonus drops many planets proficiency... i loose many resources. Narrowed it down to planets reliance on imported hydrogen, all barely more than is used, and the speed ups not accounting in some way for cargo times? I + Fortegs comment, issue is the same ithink.
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iam like game but after 3 days iam lose all progress now iam start again from 0 .idk what is happend is any chance CCleener delite some files?
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Little issue with Idle bonus : As it multiplies your produced quantity produced, it also multiply your quantity used, without applying the same upgrade on what is imported from your ships, effectively reducing the produced quantity of elements using materials not found in the planet, dunno if intended but quite strange...
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Aaaand my save is gone. Autosave worked fine so far so didn't export. :-( Well, so much for this game, guess I have better things to do anyway...
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Suddenly my auto-routes are taking 13 hours instead of 5 minutes. If I send normal cargo fleets of the same ships it takes minutes. Is this something that was intentional, to make auto-routes harder to manage so that we have to be more active in playing the game?
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Got 9 planets now and well managing the resource transpot network is really tedious. I am basically just building new ships all the time to transpor more resources. Micromanaging key resources that you only gain on one planet and need to distribute to 5-6 other planets take up so much time.
Still though waiting for research points and for plastic to build the ships take bloody long time even. Plastic factories around 30 become a bit too expensive and importing it in the market is just a bit annoying a lot of the time.
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Karan Art of War increasing Muralla weight is a good start but insufficient, especially for late game. Dragons still offer better survivability (and damage) for less resources. A solution would be to extend the 50%/lvl bonus to Muralla HP, armor, and shields.
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It seems that even after the recent update to the tournament, the Quris artifacts are still obtainable only through the Quris missions, which means one must still leave the Quris planets untouched. Unless this is intentional, it doesn't really change anything IMHO. I feel that the Quris artifacts should be linked with the tournament itself and not with the Quris empire.
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@unjashfan: found my problem: My Polymerizers didn't get enough energy so their consumption of methane is low. when i turned my reactors on, the suddenly used way more methane than i could provide.
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@shipkiller: I can't replicate it. Perhaps you have polymerizers or floating fuel converters active? Those should be the only methane guzzlers on gas giants.
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I've encountered a bug. If I build a floating reactor on orpheus, it should use hydrogen, but it consumes Methane. I don't know what should be right.
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Like it, but balance is very strange. One planet I just struggle to get enough energy unless I build like 500 cargo ships and sending steel and iron in abundance so I can uppgrade things. On another planet I got lots of extra energy without anything to spend it on. Some resources like water also seem to be almost useless so far. I got plenty of it, but the only times you spend it is with a -10/s while I got over 1000+ per second just stacking up. Also waiting for graphite to stack up to build the nuclear reactors take a bloody long time.
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Tutorial: I turned the energy generator off, tutorial doesn't continue... is it because I increased my fuel before building it so I wouldn't go negative?
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Well designed, but show what the research will do with the next level instead of only showing what it currently does. It's impossible to determine whether or not I want to spend my points on any particular thing. Also, make each research do something new instead of requiring a certain level of research to reach the next incentive!
But it already shows the future bonus... the +% bonus are the same, and then you get new bonuses that you can already see in the bottom of the tooltip as Level X: unlocks Y