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Also seemed like after a prestige or 4, my personal layout kept things somewhat organized and faster to identify.
But I agree. It would also be nice if clicking on that icon in the building highlighted similar buildings on the map until you clicked away.
Yep, the placement bonus is a good idea, since I have most of my buildings in their respective placement bonus dependent biome/building-adjacency-criteria.
If those arnt enough I suggest the practice of expanding east and building your production chain vertically to help you move through and keep track of the tiers.
1. Progression is just too fast. You finish setting up production and are on the next tier. This results into getting to tier 10 without real intricate knowledge of how the previous say....4 tiers work really. Too much is thrown too fast and you're left kinda lost, just going through motions enough times until you're suddenly overwhelmed.
2. Probably a hot take, but the lack of conveyor belts. On one hand they remove a lot of needless complication and make the game more simple, but at the same time the lack of ability see where things are going to/coming from really hurts the flow. A very simplified conveyor/logistics system would do wonders, but I think it would change the whole game.
Honestly I think altering the pace of the game would be best, but it's a fine line of not making things take too long. Though it is supposed to be an "idle game" I don't think there is enough idle or variation between a lot of the tiers to make things seem significant enough to be memorable.
It doesn't even need to be belts tbh.. could just be an overlay of arrows showing the dependencies and stuff.
Something to give players a more holistic view of what's going on and what depends on what.