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Playing only on hard because I like challenging games, I have played a few maps with the goal of unlocking the free placement of the district center, but since productivity goes down the more you progress, it takes less time to just have the game idle once you have built the needed structures and save up for the materials needed.
Also the district system really slogs down the pace.
Those speeds broke the game when I used them.
I'm doing another 256x256 single district, no plans for any other no need if tube-ways (or zips) planned properly.
The production speed up in time from simply faster beaver movement is noticeable and does improve the pace of the game overall. It is worth making zips and tubes a main priority for a more pacey long term game.
But YES a hyperspeed button would still be useful sometimes.
Production speed from beaver happiness does not outweigh the massive building demand once you are established and start building huge dams and industrial zones. Everything goes to idling for hours.
https://steamcommunity.com/sharedfiles/filedetails/?id=3420372304&searchtext=timprove
99x can break things, 30x is fine
that problem is better solved by adding better end game large scale construction mechanics, which will hopefully happen at some point.
brute forcing through it is just a bandaid fix.
Or just have 1 of each and run the game faster, hmm.
having multiple access point to the building site has the most impact. if you build a huge dam and the beavers can only reach 1 levee at a time it will take forever even if the supplies are right there ready to go, but if you build some scaffolding so they can reach a dozen blocks at once it'll go at a decent pace. but you can't always do that and it isn't always fun to do.
double/triple dynamite is an example of a fix for this that isn't just pressing fast forward.
Thats what I`m trying to advocate through my earlier posts. A speed up makes no sense to improve gameplay, better gameplay does though.