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(+2)

And Rozvir fell on Day 69 after spending too much money attempting to bribe as many invaders from the 128 quadrillion-strong invading army as they thought they could afford.

I really enjoyed this! After I discovered that investing in healthcare yielded ridiculous returns on the investment (points for realism), I played wondering if numbers would overflow first, or if the "next day" button would float off the screen preventing me from continuing to the next day. On Day 39, my population reach its lowest on record (--8.2 quintillion), and my negative population refused to work, profusely regurgitating food without dying. But there was plenty of money. Then I continued to see if I would fail, or if the enemy army would become negative and what that would do. I did not live to see my negative population starve due to overproduction of food, nor to see a negative army raid my city of negative people. We ran out of money for bribes.

It was a blast

(+2)

Ok... one thing at a time.. First, thanks for playing Partheas.

Secondly... What in the world! I was just telling Annikat that I had intended for the game to overwhelm the player by Day20. These numbers are insane!! Never would I have thought that anyone would get so far. The UI crumbled under your persistent QA efforts. This comment is comedy gold btw, I showed my wife and we both had a good chuckle. No QA like QA in production!

I dont think i've gotten so much technical telemetry from anyone else, but it did point out many bugs. Firstly, put in safeguards to prevent negative overflow (man, i didn't even know this was a thing). Second, do failsafe checks to make sure that upkeep was not just a simple (-1 * population) but also to make sure that the numbers are always negative (to prevent situations where zombie population regurgitate food instead). 

This tale of how Rozvir fell must be one trippy account, and likely told by a severely inebriated bard in a tavern.

In all seriousness, we are really touched and flattered by your dedication to the game. And on my part, I feel personally apologetic for not implementing a more efficient skip/fastforward option for you. Sitting through 69 days of that crawling "Day's End" scene must NOT have been fun.

A very very big thank you!

(+1)

I assure you, I enjoyed  every minute of it! I like a good "numbers go up" game, and boy did the numbers go up! XD

Another couple suggestions, though, would be to make the infrastructure upgrades' expense and the cost of spying to scale up faster, because they're both super powerful features. And also for the bribe feature to be less consistent.

Again, really fun as is, and it's a hard balance to make the beginning not punishingly hard, while keeping the game consistent, engaging, challenging, and fun into an end game.

(+1)

Oh, one last idea, after talking with Annikat about it - if you threw in like a fate card maybe that essentially retriggered the last wave or sent some % of the upcoming raid's power, it would give people a reason to keep some defenses on hand at all times, along with a gold upkeep to make gold production more necessary. Obviously, using the last wave instead of the next wave for numbers gives the player a better chance of being able to predict and prepare for the random event, but either option sounds decent