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Found 4 results

  1. Just a quick question that I can't seem to find an answer to. Has the pay wages before you receive your payment from the nations bug been fixed? Not sure if I should be posting this in the bug section or not so I just figured to post the question here and see if I can get an answer.
  2. This should be easy to implement. The price of a scientist, engineer or soldier could be based on their skill. Apocalypse had skill ranks but salaries were the same. Either their accumulated skill, or initial level. It would not be linear so you would have to pay a premium to get really good employees. But if you could afford it, then you would benefit from faster research, manufacturing and better soldiers. It should be very expensive to get top of the line people but worth it if you can afford it. If you can't afford it and get the top people, you'd obviously cripple your overall efforts. Thoughts?
  3. Probably a silly question, but is there a reason to keep Scientists and Engineers around when they're not researching or building something? Does it cost money when you hire them or only at the end of the Month?
  4. Realise not much balancing has been done yet but... Is it possible Technicians and Scientist Wages could be reduced by some amount (perhaps try around 20%)? At the moment you can't really have more than about 20 scientists and 30 technicians over two bases which means your going to struggle to get high level tech mid-game and struggle to produce more than the essential Alenium warheads for more than one location. That or reduce the production time of alenium warheads to a day a piece. At present I had to have 30 guys working over-time just to produce enough to equip my aircraft on a once weekly sortie.
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