Presumably, this is why wind turbines cost $1 each. Non Standard Game Over: There's no official game over screen, but if you somehow manage to have $0 without having any power to sell (or buildings/upgrades to sell), you'll get one.However, the fossil fuel burners themselves are also some of the earlier reactors, and after unlocking the various titular nuclear reactors, you'll likely be abandoning those too. Green Aesop: Zig-Zagged - the two most eco-friendly reactors (wind turbines and solar cells) are the earliest reactors the player will use, and will likely be ditched in favor of fossil fuel burners as soon as possible (not to mention that hydroelectric power and geothermal power are non-accessible).In fact, if upgrading the heat output for any generator other than Wind Turbines note which don't generate heat, you'll get a prompt asking if you're sure you want to the first time. If you upgrade a reactor's heat output so that it exceeds the generator's conversion rate, a similar situation occurs.However, each generator has a limit to how much heat it can covert per tick, meaning if you place a generator right next to a reactor whose heat projection exceeds the generator's conversion rate, it'll cause the generator to explode after hitting the heat limit, and immediately afterwards, the reactor will follow suite. Disaster Dominoes: With the exception of Wind Turbines, all reactors produce heat which needs to be converted into power by generators, otherwise the reactors will explode.Bribing Your Way to Victory: You can purchase additional ticks like in Factory Idle.Their one downside? They're too weak to matter much once you reach late-game, as much of the space they could fulfill is usually spent on batteries. Lastly, their inexpensive nature means that even though you're likely to ditch them as soon as you can afford better generators, you can easily fall back if it doesn't work out. They also explicitly supercede the heat mechanics, and much like batteries, they cannot burn down or explode from heat any empty space near a generator that'd otherwise go to waste can be easily filled by Wind Turbines. They are very self-sufficient (they don't require a generator or heat sink), and only have to be replaced manually until you can afford their manager. Anti Poop-Socking: Much like Factory Idle, quitting the game entirely will reward you with "bonus ticks" which can be used to fast-forward when you return.The upgrades that increase the generator heat conversion rate, research points produced, and power sold apply to all buildings that serve said purpose, not just the first one unlocked.Similarly, once you research the right tech, you can use water to cool off the generators, allowing you to exceed their heat capacity.If you place multiple generators directly in contact with 1 reactor, the heat produced by said reactor will be spread out among said generators, meaning that you don't have to wait until you've upgraded the heat conversion rate for a generator before you can start using a new reactor. Although reactors don't give a refund if sold, all other buildings do.Any building that isn't a reactor won't expire after a certain number of ticks.However, they can research batteries and offices that will respectively increase the size of said power supply and automatically sell off some of the power. The player has a limited power supply that, at first, they must manually sell.Unlike with Factory Idle, the reactors you can buy will expire after a limited number of ticks however, you can research managers that will automatically replace them, and you can also purchase upgrades that increase their lifespan.
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