it's pretty neat. The scale of the grid I think is way to big right now that it makes the amount of content seem even more sparse.
From what I can tell, the positions of the structures don't matter at all, so the grid layout is currently pointless, but if adjacency / distance was a factor I could see the grid being more interesting
I don't like being unable to purchase buildings if I don't have the power requirements for them, that detracts from the strategy imo. I think you should just have some or all the buildings power down if you run out of available power
Did some experimenting with this think ill pursue it with some sort of bonus. I think it should be both a profit bonus and power efficiency bonus if factories worked close together to share resources. Of course this image is a rough draft of the bonus, id want to make it show and work better to the user
Did even more polishing and added a heat map for fun :D, also went ahead and made the tiles and buildings larger but the map smaller for a big performance boost and hopefully more strategy… just need to work on balancing. Also fixed storage issue not properly hurting the player when not having storage.
Damn it's so much better now!
I feel like storage is confusing to understand but also almost too easy to balance. I thought it was actually power storage and it was bugged allowing me infinite power at first. I do like hte storage efficiency multiplier concept though.
The potential is showing through much clearer. Consider expanding on adjacency relationships beyond just the same type of unit being next to its own kind.
The prestige system is also cool, I might consider changing the criteria from current dollars to highest amount owned during a run, but I don't hate it as is.
Great to see so much progress, keep at it! :D