Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I think it would be better to remove the upgrade button from buildings, leave only upgrades through research and clarify the number of upgrades, and also rebalance. For example, base damage 6, first upgrade +19 damage and maximum +9 upgrades +25 damage, research cost x2 of the previous one; base penetration 50% and 10 upgrades +10% penetration; remove capacity altogether or display it as the total battery charge in the system; instead of upgrading capacity, add the Ion Capacitor building (analogous to a battery) with a capacity of 5000. Make the first version of the drill operator-controlled (like a mortar). Add research - Automation (the second version of the drill) and add the AI Core to the resources required for construction; when deleting a building, the resources (at least the AI Core) should return.