Name, production multiplier, amount (bought in brackets).
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Thanks for the comments!
The "Game by..." info shouldn't cover stuff; if it does, the layout broke. I will look into it.
The idea about engineer improvement is nice, thanks! Might include it in future.
Stock market manipulation is already a research, but maybe some added complexity won't be bad. Thanks for the ideas!
This way of stocking would not help much, it would just replace continuous purchases with repeatable bulk ones, and that won't give a discount since the bulk buys happen on timer and not when the price is at the lowest. Alternately, if it buys even when there are supplies, people would have difficulties with autobuyers wasting money on oversupplying.
That's why I said that an effective auto-buy algorithm is complicated: you need to determine that the current price is low enough in a sense that the chances of it becoming even lower are slim, and you need to somehow pick an amount to buy that is obvious to players and won't screw them over even if they had other plans for the money they stocked up.
Your assumptions are correct. The storage is not that much helpful, that is true; but you might like to have an energy buffer when you unlock alternate energy sources, or to have more time until filling up to operate manual selling. The auto-buy is not as effective as a human, exactly (making it stock up would probably require some heavy logic and be not clear for players anyway); but it still gets the job done.
There are some elements in this game that are not strictly needed for the optimal playthrough, but they still usually have some kind of situation where they are helpful.
The stock market is essentially random. Each resource has a base price (it is 10k for nuclear - skims at the edge of profitability when you first unlock it without engineers assigned), which is then multiplied based on how much you bought (for nuclear, this dependency is really weak, like power 0.1 or so), and the price drifts around that.
It is definitely possible that the price would be too high at some times.
You start with pressing the only button on the screen. When you press it 5 times, the choice would appear - select the variant you like and continue. After that, there would be more buttons.
Infinity is the end of the game, actually; the game is Infinity-resistant as much as it can be, given that point. No prestige route and generator choice are stronger in this regard, but it is possible to reach Infinity on any path.
The prices do go down with the population amount, but maybe I picked a function that is too slow. It should be most noticeable with electronics.
Geothermal plants being covered in credits is a bug that shouldn't actually happen. Would you mind telling me what is the resolution of your screen?
Water Dam with the engineer on it, if turned on, would always produce the average amount of power.
It has no way of knowing that the power is not needed - maybe you are selling everything.
Thanks for the comment!
Several other people have already mentioned that it is too easy to start losing, and the negative loop fed by market prices makes it harder to get back if this happens. I think it is a major cause of situations when the game becomes un-fun for people, and yes, this is my fault. The engineers in the early game are likely too far and few to allow for decent running builds (and the engineer count in the endgame is too high by comparison, so I should have dropped the initial prices in favor of faster scaling after some point). The jam deadline is over, so it would be improper to actually go and fix balance issues; but you can try and give it another go tomorrow (if you had the stock exchange upgrade for 600 research, it would clear the upwards trend in the market, so the prices would start to fall after a significant amount of time spent offline). The game would continue to screw you up after that point, but less and less with each passing upgrade, until the market becomes completely irrelevant around e6 research or so.
That's true, it is possible to get prices too high that only Crank is profitable. If you end up in this situation, the 600 science upgrade was added to help you to get out of it; with this upgrade, your lasting effect on market prices is divided roughly by 6 every hour, so you are not locked for a very long time.
Well, the problem is, when you hit any cyan ball, you need to start from scratch. I got to the point where I had every possible upgrade; I tried several times to survive the cyan level and always failed.
Now the save seems to be wiped, so need to start again :(
UPD: tried again. Still cannot complete, still frustrated.
Well, having to be smart with your engineer placement was intended a bit, so you would never actually have enough to fill all those 10 slots (but, to be honest, most of them are not needed - you only need the plant that is the best for you at this moment, for instance).
The engineer cost scaling is 100 (the cost of each next engineer is 100 times higher), but it is divided by the population squared, so the population has a big effect on the cost. It was probably a bad design decision, since it is hard to recover if you lose energy output.
Okay, good luck with your other game!
In retrospect, I did make the engineer costs too high, because I thought it won't be right to have one before you unlocked the use for it. Sorry for that experience!
Huh, if you mention radioactivity - do you already have the ability to assign engineers to the plants? Because if you do, you definitely want to ditch coal or oil and focus on the other - engineer working on a plant gives it a major production boost.
Well, it might be changing, but it is not like you need the maximum production at any time anyway - I thought you wanted a decent idle build, maybe I'm mistaken, then sorry.
The stock part might be too rough, agreed. Should have pushed the cost restoring upgrade earlier and made it stronger.
No, autobuys are perfect, they have no running costs - but you as a player can generally buy a lot of something when the price is low and live with that, and that is more effective cost-wise.
If you have 3 engineers, you can automate autosell and have everything running well, if you decide to drop coal or oil. Save the one that gives the most profits; the rise of selling efficiency to 100% should be well worth the drop.
The autosell is actually good, it just sells 100% of energy overflow. The autobuys are ineffective, though, probably even after you unlock the ability to stop them if they are unprofitable (you should have this research done already).
Thanks for the comment!
You are likely correct and the sell automation should be earlier - I actually wanted to switch the overflow autosell and the second storage expander, but forgot about it.
Regarding slow research - you are probably correct here as well. I did a full run on Saturday prior to submission to iron out balance issues and ended up dividing many research costs by 10, but I might have missed that early research also felt slow. Maybe I was distracted, don't remember right now.
The automation+research problem is definitely on me. I increased the base engineer price since you were able to buy them much before being able to actually use them; by doing so, I forgot that it also made the possibility to hire 2 engineers appear later in the progression, and so the parallel running of both systems was delayed.
Sorry, but I'm not going to fix those balance issues now - this probably doesn't follow the spirit of allowing changes after the submission deadline to fix bugs.
I tried to make every thing that can be switched on/off state the effect of pressing the button - maybe this is counterintuitive and I need to make that the other way around, sorry.
Engineers are intended to be very expensive but have a massive cost reduction from the city population, so you actually have an incentive to supply more.