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would like to have food and water listed somewhere... it's cumbersome to click on everyone to see that they're getting fed.
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I think I got a bug with a colony, they need 4 planks, there is a boat with them nearby but nothing happens, the dock is free. The colony's stats show "1% of stocks filled" and nothing happen. Deleted docks to do it back, still nothing
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Brickmaker won't go and get tools...bug? First one built, it just gathers material but never makes bricks because there are no tools (it has two tool sheds on each side, just wood ones but I think those should work).
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game crashed, loaded save, game keep crashed. I've read in older comments that this has happened before to some people. The error says: Error: Expected ForeverAction, but had Hs:
at Vs.finishCurrentForeverAction (coreAndGraphics.c9897d48.js:1:180940)
at li.onFinish (coreAndGraphics.c9897d48.js:1:212323)
at Le.finish (coreAndGraphics.c9897d48.js:1:50941)
at hr.startedActionFinished (coreAndGraphics.c9897d48.js:1:183656)
at Le.start (coreAndGraphics.c9897d48.js:1:50771)
at hr.startedActionFinished (coreAndGraphics.c9897d48.js:1:183940)
at Ge.tick (coreAndGraphics.c9897d48.js:1:56436)
at ho.tick (coreAndGraphics.c9897d48.js:1:397890)
at Do.onTick (coreAndGraphics.c9897d48.js:1:416915)
at coreAndGraphics.c9897d48.js:1:454214
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Most games that I play, I hope that they will meet, or even exceed, my expectations. Games by Baldurans, on the other hand, I go in knowing that they will easily exceed my expectations. Great work on this one man, keep doing what you're good at
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So will there be an ETA on new content? Sort of stuck after building out libraries for 120M. Really doesn't seem like anything else is possible ATM.
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bug: if harbor has max worker upgrade, something in each export&import, export, import, you can't see import. || possible fix, add scrollbar. ||
on an unrelated note, having some trouble with my population. have an area that has plenty of food and water production/import, was running fine for 12 hours. added an area loosely connected which pushed around 1.5k pop into the island, aforementioned area refuses to keep pop. what conditions need to be met to reproduce? some houses get up to 11 pop and then they just die of old age with all needs except for bread met, then an hour or two passes and it's back up to 11 pop again.
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You've not removed the block on Safari. Playing the game right now with Safari, just expanding to a new island as I've unlocked colonisation. Game works just fine with the latest version, 16.5, on a MacBook Air M1.
Only oddity is it works much better with a mouse as one mistouch on the trackpad and it zooms in or out which is then hard to undo. It could do with keyboard shortcuts for zooming in and out.
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Awesome game! But I seem to have a problem with the harbour. I can't remove a item from the import/export list. When deselecting both options the item is automatically placed in export. It only appears to be visual but made me check manually very often. And over 2500citizens I got frame drops which were to be expected. But considering how good it ran until that point I believe you to be the wizard that can fix that! Anyway, thanks Baldurans, I loved it!
It puts it there if you have existing stockpile so people can "empty" it. It most probably is not a bug. About 2500+ population, some slow down is expected, but thinking of a technique to make it faster even with that population, but not sure it will work out :)
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Learning from the discord, if you are only aiming for the badges: Get to colonization and then rush colonization over to the right-hand islands. Beyond the small one there is a massive one, where you can build basics (houses, water, berries, woodcut, wood tools) and very quickly boost your population. In about 5 hours of play time I went from just about 1000 population and I'm now over 2300 and closing in on the badge, with plenty of empty area to continue expanding to until I'm finished.
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additional QOL suggestions: pipes should also be on the side panel with roads and bridges. when in the pipe placement overlay, a color coded outline that highlights buildings that can draw from pipes, and changes colors to indicate if it is connected to the grid or not
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I found such a good strategy. First, you place A LOT of libraries on the map, then you use your great scientist. Each library increases storage by a whole lot.
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This game seems bugged right now, you can't buy floating devices and a lot of other research later, the game displays 000 as the cost to buy.
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Anyone else unlock stone roads and try to replace them all at once only to realize it would tie up every worker without anyone to mine stone and decimate your population? No? Just me then...
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? For you Developer, my Luxury Research seems to be stuck at 30021, even with multiple campuses and libraries, free-thinking ranges and etc, collecting the research papers. Is there a way to fix this?
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I can't post on the official site so I'll post here. The game now works with Safari, with the ?safari=1 switch (which is why I need to play at cityidle.com). Mac OS got an update today with an update of Safari to 16.5 at the same time so I don't know if that is what fixed it. Managed to play for most of an hour without a hitch
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Pretty good game, enjoying it. Unless I'm missing it: would be nice to add a performance mode or the like. Don't always need to see the people running around, and I presume it slows the game down?
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It doesn't seem to be an issue for others, but I need more info visible. Like, clicking a building to tell me what building it is, many are just brown, or (when stuck) brown in fog instead. Also show (describe) its states - e.g. "Hiring" is self-explanatory, but cogwheels no idea what I am supposed to fix. Like I changed berry farms to grains, and most of it is just "?" state. Also it let me place Campus, but do I have bricks or boards, can I even produce these atm?
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The ships just dont work to me. Ive built docks, shipyards, the ships were fabricated, they are stopped at the docks, there is products defined to import export but they dont move, the crew dont get in.
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5 star game
But
Kind of frustrating that it is impossible to "100%" the game in completing the research tree. Even if you filled the entire map with (maxed) libraries in a pretty optimal matter and popped a great scientist, 10 billion (of which there are several) research isn't even somewhat attainable, not to mention the trillion luxury nodes. Let alone building a proper library supply chain that then links to a central "library center" in a manner that actually would make sense gameplay wise (not throwing everything just to fill the map with libraries). 50mil storage is what I've got with a "logical" setup, which locks me out of several 100mil upgrades, but I'm not going to buy a great scientist so I have no interest in just filling an island with libraries to try and hit 100mil.
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@evoluchien It tells you multiple times that you're going to have to think it through for this game, which involves trial and error. If you don't know what something does, build it and find out. You gain more population by building more houses (as long as you current population is decently employed), houses come before population in this game (admittedly, it took me 10 mins to figure this out when I started). Virtually all your early game buildings aside from basic resource producers like water/tree/mining will become obsolete, which is great because it allows you to continually do more with your space available. The game is basically a colony sim, it is up to you how optimized you want to be. The only "idle" periods of the game are when you've built on everything available to you and are waiting for research to build up so you can unlock new tech to continue building/upgrading/expanding your infrastructure/supply chain.
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Has anyone made a good guide for this game on what order to build in, which buildings make other ones obsolete, etc.? Trying to treat this as a casual game but I've been at the same population for a week now, doesn't feel like much progress without me doing in-depth studying... not much of an idle game if you need to take a course on how all the buildings and people and RNG interact, in order to succeed.
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Hey for some reason the ability to click on a building and see what it's doing has disappeared. I did get a new laptop which is when the problem started but I tried a manual reset and reloading the page a few times.
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@Spacemanspiff1 I once had that problem as well. Even though the harbor has already a lot of workers, it can happen, that they are too busy with getting different resources to the harbor storage. When I added even more workers or put a garage for quickly filling up the storage, the boats started exchanging goods again. Maybe you can check, if your workers are busy all the time or if there is some downtime for them.
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Great Game, Been Obsessed or weeks now. Tips on Harbors? I cannot get one harbor to send good to another harbor? ie Harbor 1 had EXP on Glass, and has stored 750 glass, Two schooners with empty holds at the dock, Lots of workers employed by the harbor. Harbor B has IMP on Glass, 0 glass in inventory and also 2 ships on the dock with 0 goods in the hold. The four ships just sit and never fill up. No ships are traveling between any of the harbors. What is the trick to making harbor's move goods?
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there is a certain area in my map where houses dont attract people to live there no matter what i do. they have all the perks and food and stuff but its literally this side of the road full house, the other side of the road empty. no redesign whatsoever did solve in any way
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If the manager office can help people to find closer job i will thought about using it. There is some idea for new patch (like beer starship to conquer other map with different challenge)
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How are the job and housing choices made? Like, I click on a bunch of job sites next to houses, and it seems like it's never the case that the workers at the job site come from the nearest houses, instead choosing houses from further away.
Somewhat like in real life. When someone is looking for a job, they prefer closest (highest importance) job to their house.
But it is never optimal, as they don't do these decisions as collective, but rather person by person hence if someone dies and one job opens, somewhat random person will take this job now.
There is a way to fire everyone and then hire back, it will creates quite optimal structure shorterm, but kinda annoying to do (on purpose) and it is not that important anyway :P
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if you have too many things going in out of a harbor it gets cut off showing the stock of what you actually HAVE in the harbor , needs a scroll function or something
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My current strategy is to place 2 harbors per island - one imports everything and one exports everything. I figure they'll eventually fill up and become efficient doing that.