4.30 star(s) 7 Votes

bormoth

New Member
Jan 24, 2022
7
4
Madodev
After trying the game with friend. And reading patch intents. What my thoughts on wide versus tall. I can see few reasons why it is more preferable.
First I am ok with current gearing system... But why not make instead of presets and choosing preset automatically update gear on all girls once so once you get new gear you do not have to deal with 20 or 40 slaves to re gear. Yes if you change indivitually you can lock gear and require to unlock it to update preset or make singular preset in preset view and filter it out only showing amount of girls with singular presets(or special equipment)

Second, to be honest leveling is really annoying to level up your producer you need to get them off the production building look who is working and then put them back. It is annoying to say the least. A lot of micromanagement and preplanning. It would be nice if you could have more than one party to switch for dungeon or area patrols. And then have special filter tags, like inside one of parties, breeding stock, e.t.c. This would help forming parties and level, though still leveling seems quite tedium which gives not much you need lvl 5 to lvl 10 to even get first bonus to production or production stat and not all classes even have something useful for production. So worth considering if you want to allow leveling add passive exp gain or remove idea of leveling for production.

Third even if you would not build tons of production buildings you would build tons of workshops. Because it is annoying how the production stops when item is built to limit in inventory. So either build lists to cycle and pause for few cycles at end of cycle (or after exiting equipment screen if equipment was bound to make a run for not produced equipment from list) Or just build random equipment or next in inventory would reduce amount of workshops you need to different levels. With already amount of items you have.

Last it is me but domesticated trait kinda counterproductive to building tall, because all it does is makes you want to just spend first 6 breeding cycles just to get max domesticated girl which is quite a bit 900*6=5400 seconds or nearly 1.5 hours just to get first worker yes you can use former breeders but you would not be compelled to go with gear on them because it is waste of time and you get rid of them pretty soon.

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Now for feedback what I like what I dislike. More streamlined gameplay... do not care much, it is ok functional, and it works though ero dungeons had lots of things better combat wise but I would say try and do what ever you can with new engine it is not bad per se maybe you would be able to achieve things better.

permanent debuffs I like it especially with gear, would be cool if there was a cursed gear in future xD. though maybe different way of uncursing it than in erodungeons it does not fit genre much but it is fair play of forcing gear on your party members enslaving them.(even if it is tier 2 areas onwards feature to let player start on their own breeding)
.
But I like how you can put stuff and then have girls struggling or struggling yourself because armor reduction move is unusable so you need to equip something back to remove armor.

Sadly gear is a bit too boring. Like most are just stat ups and downs, I loved ero dungeons equipment system way more fun. I hope considering engine is similar or the same more intenresting items would return either as dungeon finds or production or maybe special altar god gifts for sacrifices, or as special dungeon rewards or interactables, maybe god spawned dungeons. Still would love to see similar ideas. though again I kinda understand as most token gear would be scary in this game but most of it can add only up to limited amounts or only at combat start, basically anything more than just kinda similar looking latex muzzle or similar looking collar but with more stats. Which by most part you do not care unless if it is strength or obedience which first not even modifiable or at least have not found way to improve it. Reduce yes. But again I understand it is early game development and adding fancy gear is a bit too far when so much more important stuff to add.

To be honest maybe it is me but aside ability to permanently debuff your enemy in fight this game is kinda a bit inferior to ero dungeons so far. Like most gear is as good as not existing or could exist like upgrade because aside stat behaviors bears nothing. Maybe some special production gear which allows to boost other workers adds some proc effects and other things to make roster something more to care for or needing specific gear as protection not to fight special encounters which represent emergencies in production (production still occurs but slave would be bound and or equipped with debuffing gear if not protected. Maybe as idea for hghier level buildings ;3). Or for better production girls require to be in certain state or suffer negative procs. Yeah it still would be most invisible.

Though to make it more fun maybe add for each building type (mana, leather, and such own background (or no background) and unit roster to see their equipment and effect and see what proc triggered last) again for far future I do not think it is good time budget for current level of game but worth considering. But gear in general is boring, and no reason to equip one over other except aesthetics(or better stats, which is direct replacement most time.)

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Last maybe as sacrifice or special production way to spawn a random dungeon or world trying to populate dungeons at uncharted territory it is annoying how sometimes dungeons are just near place you want put production building and you have to remove those maybe outposts should serve as way to pacify those dungeons and as long as it in range dungeon would stop spreading at least to your production buildings, and spreading could be stopped or slowed down depending on stats and level of slave inside this outpost as special production or stat up. So you are not required to stop spread into controlled square but you need at least match dungeon threat to stop it spreading and serving more like farming spot, instead of just outright removing it, because again if idea with leveling a lot of slaves you need low level places to level your slaves as dungeons are on a timer.

Thanks for reading this out

p.s. way to dismiss girl into wild after breeding if you dislike traits or trait distribution right after breeding, it is not fun to look around 10 same named girls, to find one you want to dismiss. Having special tag for certain breeding result might solve issue too, or special group you can assign breeder to put girls to. Groups look confusing do not know how to use them.

Come to think unique names would be nice too, was confusing in ero dungeons but you could rename them at least here it is inpractical. So maybe nickname name lists and you check if name taken in nickname and assign different nickname or if all nicknames taken take different or next in list name. So you do not store more then N(amount of girls entries) but still it is (M,L) two layer list of entries (where M are nicknames, and L are names)
 
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CreepyGhost

Active Member
May 4, 2017
723
627
Tried, didn't really liked it. I may return in the future to give it another shot, but as it is now, it's slow, doesn't explain much (at least for me) and I can't enjoy the gameplay. Ah well, gl dev.
 

bormoth

New Member
Jan 24, 2022
7
4
Tried, didn't really liked it. I may return in the future to give it another shot, but as it is now, it's slow, doesn't explain much (at least for me) and I can't enjoy the gameplay. Ah well, gl dev.
It is not even alpha but I would agree compared to previous game needs way more meat or at least reasons to put everyone in strange gear.
Though I guess fighting also kinda side content you engage when you need clean up space or get rare resources to build next grade production. Unlike previous game it was main thing and gear you get was relying on things you get.
 

CreepyGhost

Active Member
May 4, 2017
723
627
It is not even alpha but I would agree compared to previous game needs way more meat or at least reasons to put everyone in strange gear.
Though I guess fighting also kinda side content you engage when you need clean up space or get rare resources to build next grade production. Unlike previous game it was main thing and gear you get was relying on things you get.
Well, it's 0.13 so judging like I would judge a complete game would be unfair. That's why I will wait for more content. Also, some controls (like switching characters) should be bit easier. Except if I am stupid and I did it the wrong way. Anyway, let's hope the dev will keep it up.
 

bormoth

New Member
Jan 24, 2022
7
4
Well, it's 0.13 so judging like I would judge a complete game would be unfair. That's why I will wait for more content. Also, some controls (like switching characters) should be bit easier. Except if I am stupid and I did it the wrong way. Anyway, let's hope the dev will keep it up.
There are certain things you can always judge from design standpoint which are direct and worth considering especially this early in development. Like core design stages. Battles as side content is good if for example they set up target of seeing how kink gear works or abused. For example dunno if leveling should even be part of game or part of fighting get exp instead of special training buildings. So fights now more get more girls baseline protect your buildings get more space. Though I guess dungeons could have special devices gear or structures which you need to fight to to get special ingredients for some special gear devices or kink facilities. And leveling as part to bring girl to modify at special dungeon facility without her being kidnapped on the way, or way to get the special gear ingredients (like unique not mass produced for example some cute debilitating gear which you would see girl you equipped in wild and say oh cute you should cherish it I went through a lot to get it for you your struggles are cute)

So the fact that whole erodungeons design was more natural and fights + town building(well it was mostly for stat training and getting better roster kinda thing) were part of one system, while here fighting and production are kinda like two games squished together is still fact. Not necessarily bad fact but might be hard to keep gameplay balanced and interesting both sides. At least fights are reasonably fast, so look like good side content. Reminds me other game a bit called mind over magic. With similar JRPG fights and magic school management. (yeah different genre good example how to make bearable fights yet reason that enriches whole why you need different wands thing.)
 

flannan

Engaged Member
Dec 15, 2022
2,533
2,569
Strategy guide for version 0.13:

What the authors say about building tall, not wide, is true. You can have just one production facility per resource. It just needs to have a thoroughly enslaved ratgirl. Ratgirl, because any production depends on sum of two stats. One of these stats is obedience. And ratgirls have the highest base obedience (70), which you can get as far as 160-200 with commonly available gear. Other races don't have anything comparable to compensate.
If you want to go to maximum, breed your imperial heir genes into domesticated ratgirls, for 270 base obedience (and so, +170% bonus if she's naked). But then you'll need to level them to at least level 18 (to take 2 production bonuses), as opposed to just capturing some level 40+ ratgirls.
Other races are useful for production recipes that are unique to them. For example, normal people can use leather and mana to make wool. Sheepgirls just make wool out of nothing.
Most production needs two stats - manipulation and obedience. Somehow, workers don't need to see, speak or be able to concentrate. So a typical slave would have a blindfold, two gags, a collar, an anal plug, and ankle cuffs. While those who need mobility instead would have an armbinder and some broken cuffs instead of ankle cuffs. And for those producing mana, just stack on everything you have, except for underwear.

Now for combat. Unexpectedly, paladins are main damage-dealers. With just one round of prayer, their smite becomes the hardest-hitting attack I've seen. Beware - enemies also have paladins. I have yet to figure out how to make a proper mage useful in combat.
Heavy armor seems like a bad idea - the loss of speed does not compensate for defense that enemies can just negate with a clothes-ripping attack. Any tank worth their salt can just use a guard move to get the same level of defense.
Good weapons are hard to find. Sword of inferior striking is good for paladins, because they don't strike anyway (they only smite). All the other weapons are rather meh.

If you want to capture enemies alive, your best option is combination of lewd and conventional attacks. It seems that chances of capture depend on their stats, and obedience is one such stat. Which is why ratkin are easy to capture, and enemy slaves are easy to capture too. Cleric's "vibrating staff" is a pretty solid option - minimal damage (so you are unlikely to knock them out before you can capture them), and applies lewdness. But maybe love mages can do it better. If you're carrying around slave ratkin (perhaps to level them up), their lust explosion is a solid move in your hands, because enemies can't throw capture devices at you. It's also worth it to have low-damage attacks do that you can beat up your victims half to death.
In general, remember that throwing a capture device can be your most powerful attack, even if you don't need that slave and will release her after the battle.

If you want to clear out your territory, use a lot of clothes-ripping attacks. Due to the way enemies persist, your opposition will soon be full of nudists who are weaker than ordinary enemies. Throwing various chains at them is also an option, if you can afford it.

Dealing with negative status effects is troublesome. Paladin can heal bleeding, but cleric can only apply regeneration that cancels out damage over time. And only the mule can carry negative effects for the rest of the party. But she can't do much else.
 

bormoth

New Member
Jan 24, 2022
7
4
Strategy guide for version 0.13:

What the authors say about building tall, not wide, is true. You can have just one production facility per resource. It just needs to have a thoroughly enslaved ratgirl. Ratgirl, because any production depends on sum of two stats. One of these stats is obedience. And ratgirls have the highest base obedience (70), which you can get as far as 160-200 with commonly available gear. Other races don't have anything comparable to compensate.
If you want to go to maximum, breed your imperial heir genes into domesticated ratgirls, for 270 base obedience (and so, +170% bonus if she's naked). But then you'll need to level them to at least level 18 (to take 2 production bonuses), as opposed to just capturing some level 40+ ratgirls.
Other races are useful for production recipes that are unique to them. For example, normal people can use leather and mana to make wool. Sheepgirls just make wool out of nothing.
Most production needs two stats - manipulation and obedience. Somehow, workers don't need to see, speak or be able to concentrate. So a typical slave would have a blindfold, two gags, a collar, an anal plug, and ankle cuffs. While those who need mobility instead would have an armbinder and some broken cuffs instead of ankle cuffs. And for those producing mana, just stack on everything you have, except for underwear.

Now for combat. Unexpectedly, paladins are main damage-dealers. With just one round of prayer, their smite becomes the hardest-hitting attack I've seen. Beware - enemies also have paladins. I have yet to figure out how to make a proper mage useful in combat.
Heavy armor seems like a bad idea - the loss of speed does not compensate for defense that enemies can just negate with a clothes-ripping attack. Any tank worth their salt can just use a guard move to get the same level of defense.
Good weapons are hard to find. Sword of inferior striking is good for paladins, because they don't strike anyway (they only smite). All the other weapons are rather meh.

If you want to capture enemies alive, your best option is combination of lewd and conventional attacks. It seems that chances of capture depend on their stats, and obedience is one such stat. Which is why ratkin are easy to capture, and enemy slaves are easy to capture too. Cleric's "vibrating staff" is a pretty solid option - minimal damage (so you are unlikely to knock them out before you can capture them), and applies lewdness. But maybe love mages can do it better. If you're carrying around slave ratkin (perhaps to level them up), their lust explosion is a solid move in your hands, because enemies can't throw capture devices at you. It's also worth it to have low-damage attacks do that you can beat up your victims half to death.
In general, remember that throwing a capture device can be your most powerful attack, even if you don't need that slave and will release her after the battle.

If you want to clear out your territory, use a lot of clothes-ripping attacks. Due to the way enemies persist, your opposition will soon be full of nudists who are weaker than ordinary enemies. Throwing various chains at them is also an option, if you can afford it.

Dealing with negative status effects is troublesome. Paladin can heal bleeding, but cleric can only apply regeneration that cancels out damage over time. And only the mule can carry negative effects for the rest of the party. But she can't do much else.
this is kinda already tall. but with flat increases flat base damage is not the best, and I agree need other stats and special gear so slaves would not look the same in the feature. But hey for now it is ok as is and there is new layer of debuffing your combat encounters in each zone till every one wearing bondage gear aspect which is fun... so eventually hopefully there would be more variety and different conditions to have good production maybe special gear requirements or tags on job to boost production speeds. or cause mishaps but if it would be done or even considered I think it would be much later once base game mechanics all ironed out and in game. And found most buildings need just obedience so even manipulation is usually not a factor.
 
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flannan

Engaged Member
Dec 15, 2022
2,533
2,569
Strategy guide for version 0.13:

What the authors say about building tall, not wide, is true. You can have just one production facility per resource. It just needs to have a thoroughly enslaved ratgirl. Ratgirl, because any production depends on sum of two stats. One of these stats is obedience. And ratgirls have the highest base obedience (70), which you can get as far as 160-200 with commonly available gear. Other races don't have anything comparable to compensate.
If you want to go to maximum, breed your imperial heir genes into domesticated ratgirls, for 270 base obedience (and so, +170% bonus if she's naked). But then you'll need to level them to at least level 18 (to take 2 production bonuses), as opposed to just capturing some level 40+ ratgirls.
Other races are useful for production recipes that are unique to them. For example, normal people can use leather and mana to make wool. Sheepgirls just make wool out of nothing.
Most production needs two stats - manipulation and obedience. Somehow, workers don't need to see, speak or be able to concentrate. So a typical slave would have a blindfold, two gags, a collar, an anal plug, and ankle cuffs. While those who need mobility instead would have an armbinder and some broken cuffs instead of ankle cuffs. And for those producing mana, just stack on everything you have, except for underwear.
To make things worse, Ratkin's "slave" profession gives them 20 obedience on levels that end in 4. As opposed to mage classes only getting new spells, and warrior classes getting 10 to their favorite attribute (such as manipulation for soldiers and paladins, moving for lancers, siege rams and waitresses, sight for rangers, focus for wool mages and speech for pets).
Mysteriously, mules aren't getting moving stat, they seem to make the whole party move faster overland instead.

Oh, and wool mages still aren't any good at growing wool commercially. Even though the bonus seems to imply they should be.
 

flannan

Engaged Member
Dec 15, 2022
2,533
2,569
Okay, with the help of a mule, I finally managed to complete the pilgrimage to all the shrines.
On the research web, the goddesses are arranged as following:
Humiliation/Mana - Corruption/Jewelry - Sadism/Latex
Discipline/Iron - -------- - Submission/Underwear
Masochism/Wood - Chastity/Stone - Transformation/Leather

On the map, southern group of shrines is Transformation/Leather, Discipline/Iron and Submission/Underwear, and some way to the south (at Laakse coast) is Humility. While getting to the other shrines from the south is quite difficult.

The default port of Outer Almer is Chastity/Stone. Not too far away from there, is a portal that leads to the Marches, where shrine to Corruption/Training can be found.
With some effort, one can get to Sadism/Latex, and if you managed to get there, probably visit Masochism/Wood at Urk Wastes as well.

You may want to prioritize getting advanced wood and stone, as they are needed to build the rest of your buildings. Otherwise, you'll have to get all your construction resources in dungeons. From this point of view, Outer Almer is good. Alternatively, start from anywhere in the three southern locations, and work your way to wood and stone from leather.
Once you have a solid supply of wood and stone, you can go on a pilgrimage, confident that you would be able to build outposts to protect the shrines once you get to them. Because you seriously don't want to make the journey more than once.
The developers promise ability to build ports, to make the shrines more accessible. This would simplify things a lot.
 

jardin295312

Newbie
Aug 16, 2019
20
32
Unfortunately, I think most of the changes to combat are unpleasant, and they make the whole game unenjoyable. Combat moves are either toothlessly weak or have frustrating targeting or have viscerally unsatisfying delays, the time system is annoyingly complicated, and fights drag out due to persistent defense tokens and do-nothing mark target moves.
 

flannan

Engaged Member
Dec 15, 2022
2,533
2,569
Unfortunately, I think most of the changes to combat are unpleasant, and they make the whole game unenjoyable. Combat moves are either toothlessly weak or have frustrating targeting or have viscerally unsatisfying delays, the time system is annoyingly complicated, and fights drag out due to persistent defense tokens and do-nothing mark target moves.
At higher levels, defense tokens are kinda useless. I don't think I've ever seen more than 3 of them, and even a ranger's suppressing fire does 6 damage.
 

bormoth

New Member
Jan 24, 2022
7
4
At higher levels, defense tokens are kinda useless. I don't think I've ever seen more than 3 of them, and even a ranger's suppressing fire does 6 damage.
Well flat damage reduction you can get maximum up to 5 need to be higher level but yeah stat ups might make it stronger. But up to 2 star maybe 3 star fights it is still useful dunno if there would be damage reduction gear aside one that adds defense tokens from start, but you might have outscaling stats. But again cool thing about this game you can disarm your competition almost permanently(well I think maybe except weapons) so unless main damage explosion with levels from weapons or innate class levels buffs you can work on it.... Though you can also balance weapons and innate stat ups with bondage equipment debuffs. Less sight or dexterity less useful archers. less manipulation less useful fighters. There are still buster skills I am sorry they are necessary because it is hard to punch through defense if you debuffed or too low attack currently. But their raw damage still can be by most part severily reduced.
P.S. marked lvl 1 makes random targeting quite specific
 

flannan

Engaged Member
Dec 15, 2022
2,533
2,569
But up to 2 star maybe 3 star fights it is still useful dunno if there would be damage reduction gear aside one that adds defense tokens from start, but you might have outscaling stats.
Leather corselet gives damage reduction 2. And I don't think fabric cutter can deal with it, at least until it's max level.
And tier 2 shields do something too. Maybe improve defense tokens.
 
Feb 1, 2018
216
134
Alright, I am gonna be leaving a review here so, here I go.

Well, it's basically the same game but now you get to capture the girls now and use them for battle and make stuff. So, Palworld on a 2-d plane. Okay, I get behind this. I mean, why not just use something you already made and just rehash it with a few different mechanics? It's a fun game from the beginning. Keyword: the beginning.

As fun as it is to learn how the game works, it becomes rather annoying.

First of all, there is no in game map. Well, there is but it's busted as hell. It hardly works at all. I want a map that is clear as day so I can plan ahead rather than aiming around like a moron. Like, a nice overview of the area that I am in. Mountains and all. Because I had no idea where I was going. But then there is the whole expanding system. Alright, I get it, you have to start small. If you want to place something there, you have to battle/catch the creatures in order to get that spot. And once you do get that spot, you get a small area for yourself. Pretty neat, right? Well, that small area doesn't expand when you get stronger. Instead, you are forced to use that same method over and over again and again. You are building a civilization at such a snail's pace. You think that by being at level 30, you could make a clear area with a bigger radius but no, you have such a small clearing radius that you are forced into this snail-paced build. You think placing a tower or two would help you clear the area but instead, it makes sure that no monster reenters that area ever again. So, even if there is like a small spot that hasn't been taken over by you, even if there is a tower facing that little small square, you think that maybe eventually, that square would be filled up. After all, it happens more often than not. It's like a little eyesore that little square that is surrounded by roads isn't conquered despite having a tower in their lane of sight. They won't go away so you have to show them what for and kick them yourself.

Another personal gripe is how wild encounters work. Okay, so, it's like Pokemon. You go into the overworld and you face the monsters. Fair is fair. But when you do win, you think you could get the same effect if you chose to dive into the lions den. Instead, you get this small square for yourself. I am sorry, what? My efforts of defending myself are a fraction of what would happen if you went ahead and managed to score an area for yourself. And this happens sometimes when I am trying to score an area myself, I step out of bounds once, and boom! Battle time! And your reward, you get a small shitty square! Instead of getting four tiles for yourself, you get ONE. FUCKING ONE. It's bad enough that the area of clearance is small for a game that is about expanding. Not even in the higher levels. You think there would be a power-up somewhere in the game that allows you to make expanding a lot easier and faster but nooooooooooo! I get it, the game is still new but this oversight cannot go unnoticed. So for the next update, please for the love of god, fix this. I have an idea, any leftover mana could automatically clear the area. Act like a repellant for weaker monsters. Depending on the area, you could use the mana to scare away weaker monsters. That way, you don't have to clear the area the typical old-fashioned way.
 
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Anon21

Active Member
Mar 29, 2017
887
2,003
BUGS

Sometimes, when you demolish a building it doesn't get demolished. (Iron Mine II, in my case). You get the sound but the building is still on the map and making stuff.

Sometimes gear slots are grey (disabled) when they should not be. Like, you've got a character who isn't wearing bra, panties or pasties but those slots are disabled. If you manually select the item from the 'All Gear' list then she can wear them, but clicking on the grey slots does not show the item category.

FEATURE

You don't seem to be able to unassign workers from a building, just replace them. I have a ridiculous amount of Iron, but there is no 'Pause production' recipe for iron, and I can't remove workers from the building.

When clothes are removed from party members during a fight, usually they are put back on at the end. But not always. The nudist tendencies show up mostly after fighting in the overworld.
 
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Nirdaeel

Member
Apr 30, 2017
388
116
Sometimes gear slots are grey (disabled) when they should not be. Like, you've got a character who isn't wearing bra, panties or pasties but those slots are disabled. If you manually select the item from the 'All Gear' list then she can wear them, but clicking on the grey slots does not show the item category.

FEATURE

You don't seem to be able to unassign workers from a building, just replace them. I have a ridiculous amount of Iron, but there is no 'Pause production' recipe for iron, and I can't remove workers from the building.
the disabled slots are not really because that caracter can't wear a piece, but that you have no items to put on there instead.. unlike previously seen on ero dungeons, here there is no infinite items, so once you see an item in green on items list, means that girl already has her own piece and if you select a white piece, when worn will also turn green (yes, they dont like to share panties)

i miss the point when your human girls cannot equip the santa hat anymore as they have no animal ears, it was a good defense against frost attacks

to unassign workers also noticeed that, and the only way to solve that is to select that girl in another place, even in the party to make her stop working in fact take in mind that girls with more experience work better, so really need to boost all of them

dont worry much here about the amount of iron or anything else, as you will need that to make better materials, build a steel mill or two if you like

if you have plenty of space and want to keep a fixed amount of equipment, can put multiple workshops making stuff, and on inventory you have an option to mark a limit when reach those will stop producing until it lowers (specially good for consumables that you like to throw at enemy girls in order to disable their attacks or/and capture them)
 
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Anon21

Active Member
Mar 29, 2017
887
2,003
the disabled slots are not really because that caracter can't wear a piece, but that you have no items to put on there instead..
In which case, I suspect it's allowing them to wear items that have zero free copies existing if you select them from the 'All items' list.
 

flannan

Engaged Member
Dec 15, 2022
2,533
2,569
dont worry much here about the amount of iron or anything else, as you will need that to make better materials, build a steel mill or two if you like
Did you manage to build a steel mill? Because in my playthrough, they refuse to be built.
 

flannan

Engaged Member
Dec 15, 2022
2,533
2,569
You don't seem to be able to unassign workers from a building, just replace them. I have a ridiculous amount of Iron, but there is no 'Pause production' recipe for iron, and I can't remove workers from the building.
I think you can put a production limit on your raw materials, not just on gear.
 
4.30 star(s) 7 Votes