Yep, I just noticed the same thing. Now my trees are set to around midnight again, and I can harvest my daily 25 utopium.
A found a bug on the trees. I was at 0u collected from trees for the day. I started Over Logging and then Utopium Leak (for 8m). I collected 40/50 before Utopium Leak stopped. I then collected 1u (41/50) more before starting Utopium Leak again. Got a few more and was at 49/50. But I could not get the 50th u as the trees started giving me 10 coins. I had to shut down the game and then re-enter to collect my 50th u.
Was Utopium Leak still on? I've found that at 49/50 you can't collect w/ Utopium Leak, because that would give you 51/49. But once Utopium Leak ends, you can collect 1.
Feature suggestion! This morning I was considering ym gambling addiction, and realized that given the achievement for Spoiler 100 spins the game must be able to track total spins. It would be really fun if a future building good give more stats, like total spins, total uses of the animal shelter, total surprises from pumping hearts, etc. Perhaps total lifetime u from trees as well?
That'd be nice. Here's another feature that might be easy. Just as you can turn off the new feed if you want to, how about the ability to turn off the trees when desired? Once I have collected my daily 25u, I'd rather not see the little green sunbursts until the next day, as I seem helpless to avoid stabbing them most of the time, even though it is tedious and annoying, with no u payoff (why can't I resist?)
Haha Im the same way! What would be a cooler feature if total amount of money collected from trees were added into a building full of stats. I feel like Id sit there all day tapping the trees...
Level 1 game update I've been running a second game (on another iOS device) with the goal of completing without ever levelling up. The trick is to get the Dreamer random gene first (when your total population is 15) so that you can build the church within your initial land allotment. So far, I'm up to 130 land, but about 30 of that can be "reclaimed" when I get more astroglass housing and trees. I have a population of about 120 (out of 327) and have now completed all the key buildings. Up to now, utopium was the limiting factor, as that was the only way to get more land. But once you get the Lumber Mill, the overlogging event is only 500,000 coins at level 1, which I can get in less than 5 minutes (I'm at 849 cps and have the farm turned on). With the chemical plant also working, I can get 50 utopium in about an hour of tapping (I have about 30 trees). So now, I think the limiting factor now will be housing. I'm lucky to get 1 or 2 astroglass houses each day. I think the strategy at this point is to spend some extra daily utopium on a few Shiny Towers (which I haven't done yet) to fill out more buildings for the 2x bonus. These houses will eventually need to be deleted, but in the meantime I should be able to generate more casino spins from the extra cps. So the 6u for those temporary ST is an "investment" that should return more AG housing sooner, if all goes well.
I can concur that this item happens with logging and chemical plant in operation. Just had it happen myself, although it is only 1 utopium that we don't get but alas we do get those annoying 10s too!
Yeah, but it also took him a month or so just to get to this point. So it seems like he should get some benefit. Plus low levels have mediocre mission rewards, so it balances out.
I suggested something similar a few weeks back. It could be in the Baseball Field since the Statistician is there. I would love to see average number of clicks per day, total clicks, etc.
I agree! As someone that played the Level 1 game for about a week before getting too bored and moving up to Level 9 (my life just cannot spare the time it takes to dink around at Level 1! ) I concur that this is something only the very dedicated will attempt, and cannot understand why the devs would want to discourage this? I mean, it's an alternate strategy, and it's not like people are trading u or somehow unfairly gaining a key advantage in a competitive, community-played game, so why not tolerate, or even reward people like Andrwsc for their dedication? As I've said before, I've never been so tempted to buy consumable u as I was when I was playing Level 1. Lot of respect for you Ivan and the game in general, but you kind of seem to have this attitude that there is only one way to play this game, and it's your way. Unless there's some hidden issue coming up we don't know about, that perspective is ...confounding. Vive la difference!!
They most certainly are. I just built two of them. They aren't tied to a level; they unlock when you get the threshold level of land.
What he said! I'm not sure how much nerfing you need to do. It was extremely grueling getting to this point. For example, you can't get to the Lumber Mill without several special genes along the way, which require completing missions that each require 20-25u (which take a lot of time to collect when trees+land cost 9u) plus gene combinations that themselves take several intermediate splices and buildings to unlock. I've spent about 3 weeks on this game, and have 102/225 genes 124/327 people, 53/94 buildings, and 919/2360 cps. I think it's safe to say that the "level 1 forever" approach is slower paced than the normal gameplay. I'm playing a second game like this for the challenge, not for any shortcuts.
Keep in mind that we have a lot of new features that we're developing that have yet been announced. The problem with CC is that we're constantly running into the question: "wait, what about the CC strat?" and then realizing that the implementation of a lot of these features are further complicated with consideration of the CC game. I was actually referring to the LumberMill being too powerful for a Level 1 game, but I think my point was that the LumberMill was too powerful for the TYPICAL Level 9 CC game. It throws a lot of numbers waaaaaaay off. The Casino cost at 500,000 wasn't really off (as shown with the math a couple of pages back), so it wasn't a problem until someone internally brought up the LumberMill with the CC strat. And now, we find ourselves constantly catering for this specific strategy as the game move forwards, and I honestly don't think it can continue given the plans we have. It really isn't about play style: I really DO like the CC-game (I have one myself). It definitely is a balance issue at this point. These comments will make sense when we get closer to 1.5. We're considering several options for players who currently are playing CC games and seeing whether we can successfully preserve those games as we move forward. We'll keep thinking along these lines. But I guess the bottom line is that players almost definitely won't be able to start a CC game post 1.5.
Does the game send any generic info back to you, so you can monitor player patterns/behaviors? I would guess that it would show that less than 1% of players are trying the CC strategy. So while I agree that the balance can't be ridiculously out of whack (or it wouldn't even be fun trying CC), I'm not sure what the benefit is spending alot of internal dev time trying to nerf it (or even trying to balance it). For the casual player, he wouldn't even know about this strategy. And for the non-casual, you still would play through normally so you are familiar enough with the game to try it. And I would guess that most of the folks that are trying CC, have bought u and certainly have bought the various IAPs. Anyway, you obviously know a lot more about what is coming in 1.5, and maybe there are big things in it that tilts CC. But today, I don't think there is anything that special in the CC game that warrants a nerf. Yes, it may be easier to collect an extra 25 u, but in the CC game you use u a lot more often so it should balance out. As an example, Andrew is considering buying Shiny Towers (6u + 8u for 1 land) and then is going to delete them when he has AG housing.
I think the easiest thing would be to raise the Lumber Mill to 1.25M (1/4 of the 100u conversion cost which would be the same ratio as the other levels). The arbitrage scenario detailed a few pages back will almost certainly NEVER be used by any players as it yields negligible coins.