i like this game pretty much, but comparing to other clicker games like bitcoin and tap titan, i don't think the "tapping" part is an important part of the game, so what does the tappings really for actually as you can get the resources depends on how many works you put on each field, so what are the benefits of tapping anyway? thanks.
I think as the game progresses that tapping becomes less relevant. The developer is active here and has been getting suggestions about making taps proportional...not just through upgrades that let you tap for more resources, but for building construction as well. I learned last night that leaving the app open overnight is not a good idea. I didn't make as much wonder progress as I would have liked, and all my stuff was totally out of wack. This wasn't an unexpected result. So I'm in support of suggestions that let us make some kind of resource and/or wonder progress while the game is closed and/or unattended. This doesn't have to come for free.
totally agree, i think it would be much better to let players tap for shortening the building time, not just for the 3 basic resources,
Suggestions: A few suggestions: I think there should be Music and Sound Effects button. I want to be able to turn off the music, but still be able to hear things, specifically Enemy Raiding fanfare and Trader pop. With this, I can watch TV or whatever with the game running by me, without being bothered by the music, but still be able to respond to being Raided, or check when a trader is available. I think there should be an overtapping bonus. By overtapping, I mean manually clicking on a maxed resource. It's common for resources to be maxed when I'm trying to collect special items. It feels useless to resource click when specifically trying to get special items (you only get a few items per several clicks, which feels useless when getting several thousand a second from automatic farmers). My suggestion is to considerably increase special item output when clicking a maxed resource. Make the increase output proportional to the associated cap. Thus, clicking on a non-capped resource will grant normal special item returns, overtapping with a low cap will give increased special item returns, and overtapping with a high cap will grant considerably increased special item returns. With this, resource clicking when capped and specifically looking for special items won't feel completely useless. I noticed you keep track of the number of trades, but I haven't read it having a purpose. My suggestion is as that number increases, the frequency of traders appearing should increase. Also, once higher, you get a greater likely hood of multiple traders appearing at once as well. If it gets really high, several traders would often appear at once. (Don't reset with Prestige.) - Have fun
But doesn't that take away one of the only ways the developer has to monetize this game? If I want to speed up construction I pay gold otherwise I wait. What other way do they have to make money besides the occasional video for shortening construction times and the ads on startup? I'd be all for this but I think there's a fine line that the dev needs to not cross otherwise they can't make any money. I've played most all of Naquatics games in the past and they've always been generous with their games and this one is no different.
When you add or remove workers to a task, how long does it take for them to be effective (ie, actually start collecting/generating that resource)? I've tried to balance my workers, but it seems impossible. It looks as if there was a delay between when I add workers to a task, and until they start doing it. So, I will remove 100 blacksmiths, for instance, because my ore is decreasing too fast. It will take a while for the ore production to stabilize, but after a while, and without me doing anything else, I start seeing an excess of ore, so I have to put back blacksmiths to work. It's a very annoying thing. Also, related to this, it would be very nice if we could get indicators or arrows in the UI to see if the production of a resource is increasing or decreasing. Naquatic, do you think you can implement something like this?
I've been obsessing over the ratios, and I think I now have the formula to keep everything in balance for a city in a maximum state of bliss. Keep in mind that it can say "blissful" but not actually be maximally blissful. If your numbers drift downward, go on a raid. By manually adjusting values and playing in a spreadsheet I got to the following data: 1 wonder builder 8.16666 clerics 1.63333 smiths and tanners 50 loggers and miners for herb and ore The only way to make all those numbers come out even for a given number of wonder workers is to add wonder dudes in groups of 30. More on that below. So my gameplay loop is as follows: Make sure we're building everything we can, except war buildings Make sure all our storehouses are full or filling Make sure our existing war buildings are full of warriors Add as many people as we can to the population, make sure food storage will be full by the time they all arrive Wait for the people to arrive If the army was wiped out in the meantime, add some more war buildings Fully stock war buildings with warriors If we're short on materials and have a decent sized army, go on a raid If resource numbers seem to be drifting down, go on a raid If we're running out of land, go on a raid If, after all that, we still have at least 3373 people unemployed, accelerate wonder production by adding: - 30 wonder workers - 49 smiths and tanners - 245 clerics - 1500 loggers and miners ...and repeat from the top.
I think they start generating right away. At least that's been my experience. I could be wrong. When you get up to the 100k to 1000k+ resources it is hard to tell if your resources are moving sometimes. I'll usually stare at it for a while to see if it is going down or up then add workers accordingly. Those wonder workers take so many dang resources!
We could start a new clan. I joined a random one and out of the 20 people only 3-4 actually raid consistently... If I make my own clam can I boot people that aren't playing?
maybe you are right, but if they want to focus on the concept clicker, i think they should make some adjustment for players who really do the clicking work instead of spending most of the time waiting for the timer, as least add some benefits for clicking.
I want to spend some money on this game & get rid of the ads but how long can this game really last? How far away is the endgame? Will there be some major updates? It's worth a little money I've played it more than I ever thought I would, but it is free & if it will run out of more stuff too fast.....what are people's thoughts? Developer thoughts? Understand, I am all for paying for games & supporting good developers (though the timers seem a little out of place here) so I'm not trying to be cheap.
It would be nice to be able to turn off the clicking sounds for the resources but keep the music going. It would be really great to have options to turn off any individual sound just to customize everything as much as possible.
I haven't been playing because there isn't a whole lot for me to do. Later on tapping isn't as effective when you are needing 10k+ population at a time. This requires waiting on timers, however you can't simply check in a few minutes a day since you do not gain resources while it is off. The end result is leaving the game running which I think is silly so I stopped playing. That said if you have gotten a few dollars worth of enjoyment out of the game I suggest tossing it their way. I look at it as a way to pay for the fun I had not the fun I might have later.
You make a great a point about fun had, not fun to come. You also bring up a good point that maybe an update could allow for some growth while the game is off. One more question: Does buying something from a Trader with real money remove ads? Thanks
Yes, once and permanently. You still get occasional offers to cancel a timer by watching a video. I think IAP purchasers should get these without watching a video as an occasional "thank you" bonus.