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#11
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will buildings produce less when the condition deteriorates?
[Image: 0HNanx1.png]
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#12
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I haven't decided exactly. Right now the building works as normal until it gets to under 10% condition, then it shuts off into low power mode. When it gets to 0% it explodes, killing all inside.

Just joking about the killing part, but that would be funny... The building does explode though.
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#13
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(04-08-2017, 07:30 PM)bastecklein Wrote:  The building does explode though.

I can't wait!!!!
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#14
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(04-08-2017, 07:30 PM)bastecklein Wrote: I haven't decided exactly.  Right now the building works as normal until it gets to under 10% condition, then it shuts off into low power mode.  When it gets to 0% it explodes, killing all inside.

Just joking about the killing part, but that would be funny...  The building does explode though.

hahah well it would give it an extra dynamic. you leave the game running for an hour and you come back and half your map is exploded and tainted red in blood

repair costs are pretty steep, which is a good thing for us experienced players to do something with the money, although it seems cheaper to let it explode and build over. Do repair costs increase with the deterioration?
[Image: 0HNanx1.png]
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#15
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(04-08-2017, 07:39 PM)nunez499 Wrote: hahah well it would give it an extra dynamic. you leave the game running for an hour and you come back and half your map is exploded and tainted red in blood

You say that as if it's a bad thing.
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#16
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(04-08-2017, 07:45 PM)Patchdaddy Wrote:
(04-08-2017, 07:39 PM)nunez499 Wrote: hahah well it would give it an extra dynamic. you leave the game running for an hour and you come back and half your map is exploded and tainted red in blood

You say that as if it's a bad thing.

for the clean up crew it is Tongue
[Image: 0HNanx1.png]
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#17
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It will cause problems for people who like to idle their colonies all night.

Also, the repair prices are tied to GBT prices so they are kind of steep at the moment, but are starting to return to normal
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#18
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Wouldnt repair costs make more sense if they were cash plus resources? maybe also add a new building an job for engineers repairing the buildings. And an option to choose automatic repairs (continous costs) or if they cant afford that, the one time fee.
[Image: 0HNanx1.png]
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#19
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Some very cool updates in that list. The galactic map thing should be interesting. I like how you actually need storage to hold stuff now.

Is there a repair all option? Repairing each of my 100s of buildings could take a very long time.
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#20
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There will be a repair option. I will be adding a 'Buildings' option to statistics that tells how many of each building you have, what the conditions are, plus the repair all button
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e
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Ok so I promised my subs low taxes and high payroll assistance but idk how to set those
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l
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who can help me? my colonist angry and 10% working only best relax game mod use what happened here? Sad
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this big problem i want destroy 200+ building
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there is no way
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hey boys i how can delete more house/industry things etc?Big Grin
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lol
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Whcih reminds me got a spare coin?"
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the clostet you can get is gifting tehm coins
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lol dout its possible
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I don't want negative tax
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but teh - negtive taxing thing is a idea ill have to lok into
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wasnt being seris
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oo im just in a good mood today so enjoying life
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No, I just want a low tax
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you woudl be teh first
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a - negtive taxing rate ?
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what you tring a 120 % taxing rate ? lol
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i am sure its in there someware