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Without medicine the most dangerous time in a person's life is early childhood and then for females it is child birth. Your graph of how your population is slowly dying as it gets older is the wrong shape. It needs to flair out a lot more at the top stabilizing from the age 3-8. Having research options such as medicine, herbalism, or midwifery could be used to alter the shape significantly so that it is more like your current shape.
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I'm confused - my food production is greater than my food consumption and my food stocks keep dropping. Is this a bug?
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Medicine *only* use is to sell it. Once you get your money from other sources, it's actually harmfull. Without it, people die soon after 65 and you don't have to feed their lazy bums. And wile medicine does make more "children" to actually survive long enough to start working, overall you have less working population in relation to your food production. Seems weird, but it is actually accurate - your government also wants you to die as soon as you stop working.
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Trouble reaching population milestone?
Induce temporary population starvation: set food production to 0 for 2 seconds. Then set food production to 100%. Watch as you gain a food surplus and then population overshoots, allowing you to hit your population milestone bonus sooner than otherwise possible.
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I don't think HUMAN populations really fluctuate that much as a function of food availability. Animal populations might but since the advent of agriculture, I don't think those population fluctuations are "Realistic"
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A reasonable and historically correct way to resolve crisis of fertility and food crisis is expanding work age and fertile age to 14.
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Any economist knows that it is exactly the growth of food production that allowed specialization which led to artisans, scientists, soldiers and kings.
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This is ridiculous. This guy should read an economy book. I can't stand how I can make cars but half of my f0cking population must work on the soil.
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Stopping food production to cause a mass genocide probably not the best idea. But these are my people i will kill them if I want to.
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I would like to see some option for mobilizing for war. As it stands, I seem to be going between a period where I'm waiting a while with soldiers standing around doing nothing to needing lots of them. I'm sure that optimal play would be to drop down the number of soldiers to temporarily move them to say producing wood, tools, medicine, cars, or even weapons, but that's a lot of clicks that just feels like busywork.
Perhaps this could be something like +5% capacity to wood, tools, medicine, cars and weapons and a -100% capacity to soldiers?
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it says im ganing 116 fod in profit yearly but it goes up by like one a eya bu when lose -26 food a year it goes down 26 a year
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Land grabbing would be nice like a small strategic map or something so you can pick where to send your brave warriors and maybe like tech advancement
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minus 12889 people a second...I'm a horrible leader...That was from starvation. Any hint's or idea's of how to stop my massive people loss,other then waiting for it to stop? Because buying all the farm's a can get isn't working.
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Enjoy the game but... stuck in a infinite chain of buying farm's almost get my tool's place's working them poplution cause a problem and I need more farm's. 5/5 thought other then that.
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biggest problem with progression is the lack of technological advancements for food gathering. historically if you look at the past, the ratio of farmers to specialized positions were as much as 5 farmers: 1 job. modern times with the introduction of machinery, accumulative knowledge and genetic alteration, you can have 1 farmer support 20 people.
in this game, you will always need a 1:1 ratio or everyone dies. 2/10 design
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I would prefer more information on tooltips for what each resource does. What exactly do tools and cars do when consumed? What price exactly is food, medicine, etc, purchased at? How many weapons does a single solder take with them?
Also, unless the data is incorrect, why does medicine not increase the maximum working age? It slows aging presumably, and lets you work for a longer time, so you should get more workers, not less. Ideally, a larger fraction of workers as well, since it would inflate your population and cause a faster collapse.
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With static maximum working age any use of medicine to lenghten life expectancy cripples the economy. You end up with loads of useless folks doing nothing but eating your food :P
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At year 36755 food is my worst problem... Can't get the funds to research more production or more workers... Building more does practically nothing to stave off hunger... Even if I could afford more than just 1-2 every 50 years or so...
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My brother and I were discussing this game. It should be renamed snail world. It takes my workers 20 years to make a weapon. I then equip each of my soldiers with 12 weapons. And then they kill one enemy every 3 years of combat. Only conclusion my brother and I could come up with is since they don't have homes and are really slow they must be snails lol. Some suggestions. Rename years to days so my 114k years in the game would really be around 300 years. 20 days to make a weapon, and killing 1 enemy every 3 days makes more sense. Also rename cars to carts. Cars just seem out of place with everything else in the game. Currently I need 1/4 of my population making food. If it was advanced enough to have cars I would need far less. Also why would a car help my farmers and wood cutters but not other workers? Carts make sense, cars don't. Medicine needs to increase maximum working age. There are a number of reasons for this, but kongregate says my comment is too long if I put them in lol.
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So, a few suggestions: -More possibilities to interact with other countries, like trade treaties, different ways to overtake them (investments, protectorates etc...) which would modify what you get from them and how you get it.
-Different forms of government, so that you can maximize one aspect of production or change the workers distribution.
-More buildings types, maybe something like wonders that give boosts.
The game is neat, the mechanism are interesting and challenging at the beginning, but it quickly becomes repetitive. Adding some way of specializing my civilization would make it more interesting. I don't know if it is feasible... Anyway, keep up the good work!
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Whats up with attack value going down b half each time my army fails to take over a part of country and doesn't refill after army goes into resting state. Starts happening when you get into the quintillions of attack power
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My brother and I were discussing this game. It should be renamed snail world. It takes my workers 20 years to make a weapon. I then equip each of my soldiers with 12 weapons. And then they kill one enemy every 3 years of combat. Only conclusion my brother and I could come up with is since they don't have homes and are really slow they must be snails lol.
Some suggestions. Rename years to days so my 114k years in the game would really be around 300 years. 20 days to make a weapon, and killing 1 enemy every 3 days makes more sense.
Also rename cars to carts. Cars just seem out of place with everything else in the game. Currently I need 1/4 of my population making food. If it was advanced enough to have cars I would need far less. Also why would a car help my farmers and wood cutters but not other workers? Carts make sense, cars don't.
Medicine needs to increase maximum working age. There are a number of reasons for this, but kongregate says my comment is too long if I put them in lol.
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I can't seem to find where the bonus genes are. I suggest that they are put in a separate tab so they are easier to find.
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As AbiS1 wrote "There should be an emancipation upgrade that puts 100% of female population to work." > This should though decrease the baby spawn ;)