I've retried from scratch 3 times (on my 4th) with League of Interdependent States. Every time I reach around 100+K population they will suddenly die off. No reason found - govt 90+ to 100%, food and water ok. Trash and atmosphere ok. Travel distance ok. They just drop to health 0 and keep dying. Tried alot of things to no avail. I am now with something like 50 stargates to bring in population, shut down everything except basic necessities and some things for entertainment and education + hospital (they are patients and medics [I made the medics the highest paying job] ) but everytime it goes up to 1000+ they will die off to 100+.
@Aurense I finally recovering from the sudden all colonist on "off duty" after many hours of play. All my tourists died and the colonist died off about a quarter. I had to cover every single available space with wells and solar panels both which did not need workers and cut off all non-essential buildings. I let their health rebuild from the sudden colony wide shut down for a bit, then set work load to light and also did several stimulus. Now on road to recovery but still quite a whilst to go. However, still do not know why all my colonist when to "off duty". There was no prior warning. All my happiness, health were close to max, essential resources stock piles of food, water etc was very high for my population too. Then the sudden avalanche. All "off-duty" led to crash in water and food, led to massive health drops and tourist die offs (which also spammed messages on my game window slowing down my actions dramatically) and the colonists die off, massive unhappiness etc ...
suddenly all colonists stop working (when my happiness 90+%) - all on "off duty". Tried switching to light work, firerill and stimulus but they still don't go back to work.
I've been trying for months to get pass level 127, but the moment I posted that I couldn't get pass it, I keep breaking the limit :/ ... reached level 137
Finally reach level 130... wish there is much more detailed info on the towers. For example the basic description suggest that the missles give more dmg/s/$ compared to the AA guns but play experience seem to suggest its the other way around. I suspect the number of shots fire (2 per missle tower, 3 per AA tower) affects the total dmg.
Generally a good game but I could never get pass any higher than 127 levels. Its as many players have fedback ... the money gained is inadequate for you to keep up with the increase in enemy ability to take damage. The ground units can still be countered by making them "bottleneck" so that more shots can be fired at them while they travel. There is however, no counter to the air units as they go direct and no matter how you fill up their path with slows and hard hitting anti air towers, they will eventually overwhelm everything you can build. Something should be done to adjust the money gain at the higher levels or lower the enemy damage absorption.
Arato, I cannot see your attacks but in general, you need to think through you attack. a) troops combination b) order of deployment c) location of deployment. b & c especially depends on the base to attack. Of course before that, having good modules, researches etc are all important. You need not be stuck at Antimatter level ... but you should think carefully before you actually go for the next level. Myself, I prefer to stay lower levels and only leveled up to where I am by accident - keep forgetting to check the my rank in league :p
Arato, just saw you jan 28 post saying you are Antimatter league, so I assume when you say to try at higher leagues, you mean at antimatter or higher. a) I am at a higher league. b) I mostly don't use of all my juggs to clear a base c) my ports not maxed so I can actually have more juggs in future d) I hardly use the techs. However, I can still get 100% base clear in league attacks if want to - sometimes I don't want to because may just want resources and its saves time to just raid for resources. I am just saying the increasing number of techs all focusing on attacks is over doing it for experienced players. Or course I can understand for less experienced players it may be harder. But eventually less experienced players will grow and by then the challenge will become less interesting.
With all those techs focused on making attacks on bases easier, why bother to defend a base at all? If attacking bases are so easy, where's the challenge? Not fun.
Dear Devs, phone players have ads to reduce their retrain times but not PC players. With increasing cw base difficulty, at my level of play, more juggs are needed which increased retrain times. As a PC player and not being able to be on this game all the time, I now face a problem of it being very difficult to have enough time to retrain fast enough to clear 10 bases for CW. Could anything be done to level the playing field for PC based players? For example introducing an ad or similar feature for PC players to cut retrain times, or some other form of speed up, or reducing number of bases etc?
Dear Devs Suggestion: Have "Combat Drill" feature where we can mock attack own Corp members to test each others' defense at no loss of resources or troops.
sorry the earlier post "let the game refresh" is typo, it should be "don't let the game refresh" as in the moment you build the corp hq, immediately go to the map editor.
The HQ thing is a bug, you need to reach HQ level 5 and have the map editor appear. Do a build of the corp HQ. Let the game refresh, then use the map editor to do a "move all" which is actually a remove all function, then you will see the corp HQ in the list of buildings. You should then relayout your whole base in the editor and save.
Dear Devs for the bonus Troops & Corp Donated Troops, the current deployment sequence is bonus troops have to be deployed first before corp donated troops. Could you consider reversing it so that corp donated troops is deployed before bonus troops? This is because corp donated troops can be renewed with corp donation, and the bonus troops is "blocking" the corp donated troops from being used.
Dear Devs: Suggestion : Have a Units deployed counter for Mercenaries just like for normal troops. For example for Zeta, its rather difficult to tell whether the Zeta is still alive since they and Juggs tend to merge together in the game and you can't tell whether the Zeta is still alive.