Wow thanks for the detailed answer. Yup that pretty much answers all my questions. Yeah I take back what I said about the timers... starting to get some 2-3 hour timers now... =/ Oh well at least this game has more stuff to do than tiny towers even with the long timers.
Though it offends both my only-build-one-of-each-building and no-empty-jobs aesthetics, you can get the enterprise building to participate in the workaholic event by building a second enterprise and not putting any workers in it. Since it has no workers, it is never on a timer and both enterprises offer the workaholic event.
Perfect solution! Of course, I checked and the Enterprise (upgraded) is on a 10 hour timer anyway, meaning that not doubling it is not a huge deal most of the time.
Duh! Ha, I just noticed that if you tap the row of pulsing hearts at the top of the screen after a new heart has spawned, you are transported at near light speed to the house with the newly spawned heart. That's convenient. Wish I'd known that before. Guess that allows you to sprinkle your housing out around the city. I'd always kept mine clustered to make it easy to find the hearts when they spawn.
Gotcha! I accidentally trapped this heart while deleting the last of my shiny towers (Now using all astroglass housing). The heart spawned at the same moment I moved the first member of the house to the hotel, which broke up the couple that spawned the heart. Then, after I moved the rest of the tower to the hotel and deleted the building, the heart just hovered there in space. No new hearts spawned until I closed the reopened the game. Don't worry though, I reunited the couple in a new Glass house, so I'm sure they'll spawn lots of snobby rich hearts in the future.
I noticed it recently too-- I think it was added it 1.40 (or whatever the update before 1.41 was called). Definitely one of the best updates for the game, yet I'm not sure it even got a line in the patch notes! Kinda unrelated and I know this may sound nitpicky but... Does anyone else wish the trees that grow alongside waterways (the look like andromeda oaks) are a bit too big? I'd like to use more water to decorate my city but whenever I place a waterway in front of something the trees tend to obscure whatever building that's behind them. Anyway, minor gripe but yeah.
Is there a master list of all your residents? And a master list of all buildings and which ones have vacancies? I'm having some trouble finding certain people... I mean I suppose you could tap every single house to search for them but with a huge messy layout it's hard to even see the houses.
I'm a little confused. I thought I read somewhere in this thread that Utopium Leak increases the amount of utopium you can get from trees to 50. But I just built the Chemical Plant and though tree output is doubled, the max is still 25. Is there another building that increases the max to 50? Did I misunderstand or confuse this event with something else?
You need to build the Spoiler Lumber Mill . That allows you to double the forest u output...at a cost.
I stopped building the roads and canals, as they were just another feature my fingers would stumble on annoyingly when I tried to refresh buildings. I would build canals if they could be "turned off", somehow, as I like the way they look. Maybe the construction yard could have a feature added to do that. And, yes,I know what you mean about the trees being a little large sometimes on those canals, although they didn't annoy me as much as they do you, I think . Speaking of building features, I am now really starting to ache for a recycling center or something to get value from unwanted astroglass decor and housing. I've built up quite the boneyard of unwanted features (do not like the new plazas, sorry devs, and am not using any Manors anymore as they do not allow any room for me to stash any of the "bad" couples" that do not generate gold hearts): I could just delete them, but figure they may have value someday. Here's an easy suggestion - How about a mission that allows you to earn a glass house by entering decor or Manors of Speaking into the slots instead of animals? Just a thought.
You might try referencing a list of all the working buildings and what jobs them have, and search for people that way.
I keep everything on my main game. On my CC game, I have a massive amount of various AG decor so now I am deleting any new Bronze and Silver plazas. I also delete new MOS and PH. I am only looking for GHs at this point. I also delete new AG trees (144 should be enough).
Question for the devs: in addition to Roads and Waterways, can we just have a plain "Grass" tile? There are areas in my city I'd like to just fill in with grass; not roads, not waterways, and not decor. 1000 per regular, no special use Grass tile. Just like Roadways and Waterways. Do you think this is doable?
I've decided that I don't need more than 100 trees and am now deleting normal trees as new ag trees arrive.
Yes, I've replaced all of the normal trees with AG trees too and deleted the normal trees, decor and housing to reclaim the free land space for new buildings. I can't yet bring myself to begin deleting the AG trees, and I'm only at about 60, so they're manageable, unlike bullseye's 144 (yikes!). I actually still buy them via missions, along with gold plazas, Precarious Heights and Glass Houses. I don't need the decor, as I'm at 224/26, but like the gold plazas. I only have 17 Glass Houses, so still use the PH. Mostly I run those missions just to hopefully advance to a Great Interiors mission, as I've acquired about 2/3 of my Glass Houses via missions. Still, the AG trees are piling up, and I find it hard to leave them alone when they are ready for harvest, and it's tedious plinking all of those trees, so unless Ivan gives us a way to turn them off when the daily harvest of u is done, as I requested (don't really expect him to do that ) I'll probably start deleting them or stashing them well away from sight so I won't be tempted to attend to them. Unless, Ivan gives us a way to recycle them or exchange them along with other AG-ware for something cool (hint hint).