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Even if you miscalculate your catnip production in the beginning, you can survive through winter by clicking "gather catnip" as mad. This way you can compensate 5-8 catnip/s, and winter lasts only for 3 minutes, after all. I never lost a kitten myself.
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Bugged? Logged in this morning and found my Unobtanium production went from over 4ps to barely 1ps. The anitmatter technology is also missing. Just as I am able to get relics.
I don't know what happened here. There are no notes in the change log, but somehow we're at version 1.1.6.2.
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Out of all of the idle games with a prestige system this one takes the cake for how long it takes to prestige meaningfully. With that said I'll still stick with it as it seems to have a lot more depth left to it.
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huts are quantity over quality (more cats, less cat-power per cat).
houses are quality over quantity (less cats, more cat-power per cat).
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there needs to be some gold/uranium sink. Im always at the cap of that resource because I have nowhere to spend it on.
also there should really be a way to increase culture cap drastically.
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Anyone figure out the function of the symbol next to the year/date? putting the cursor over it results in text suggesting another date? Anyone know what this means?
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Hoooooly crap, Hydro Plants SUCK. And now I have to rebuild my aqueducts so I can move kittens back out of farming again.
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Note to new players : In winter, you will either lose a crap ton of cats or have a hand twitch by the end of it. RIP pointer finger :'(
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chrispppower: I know, but then the mint does the opposite of what it should do. It should make gold (currency), not consume it.
On an unrelated note... how does this game not have it's own forums?!? O_o;
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jonny0panic - Later there is a building called "Mint" that automatically produces the fur and ivory at the expense of Catpower. So the hunters can go to work there when your not around to manually hunt.
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Dozens of kittens... and I can't automate sending out a pack of Hunters (one of the earliest things they can do) when Catpower is maxed. It irks me that so much of thew game can't be set to do what Steamworks does for wood/minerals/iron... just put in some toggles for various actions.
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not to mention the fact that catnip can't have much nutritional value
(one field is 1 French fry?) or its coordination ruining effects.
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clcman, they just suck at agriculture and they must be waaaaay to lazy to cultivate in winter.... after all... they are kittens
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humm... interesting. it seems my kittens have built libraries about a 20 years before discovering writing. and they also have academies and currency, but still... none of them can read or write at all... uh, they also have acqueducts and a flourishent government... and yet they are all analphabetes... see mom?! i don't need to fking study! XD
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I'd give this game a 5/5 if not for the misguided views on religion (religion produces culture, leads to practical upgrades, is a necessity to advance scientifically later on...?).
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no geologists are not identical to quarry. Quarries are buildings, i dont know why you miss it. maybe just save and refresh?
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espen about your bugs. actually smelters produce 0.005 gold but its rounded up to 0.01, this is the case for many production things.
second once. what storage upgrades say is false. it increases dtorage for ALL storage buildings. and I dont know the drill bout catnip
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requests for this game 1. on the side where you can refine your resources, please make it so you can collapse down certain resources so you remember to save up. possibly make the option for turning it on or off under the workshop tab. 2. under the religion tab, why is there no option for hiding the completed researches? 3. there isnt enough stuff that use culture, i constantly have it maxed out. just to clear up point 1, example is to collapse or block in some way slabs so that i remember im saving minerals for something.