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solar farms and hydro plants shouldn't be upgrades, because they AREN'T upgrades. an upgrade is an improvement on a previous version, which may change and remove some features, but retains its original function, yet neither of them do that; they're completely different buildings. the argument for upgrading is "you got plenty of catnip at this point", but guess what, the aqueducts and pastures are the reason for that and without them, i have to employ about a dozen farmers again. what's more, if you disable energy penalty, they are literally useless (and seeing how a surplus of energy doesn't give you a boost, im not about to enable it anytime soon).
bloodrizer please, either make them separate buildings or include an improved version of its original function, like you did with broadcast tower, though perhaps not as extreme (-2% demand & 10% production seems fair). i would also like to point out that they are the only structures that do nothing except generate energy, so the latter seems like the better choice.
oh and i discovered a few bugs:
-the undo button can reclaim resources if you spend the crafted items for a building
-when you buy tankers it retains the harbour boost for the ships spent until you refresh the page
-paragon gained per millennia doesn't show up until the page is refreshed
-when the 25 & 100 scale up because of excess resources, clicking them quickly causes the visual number to go down as you craft, but the resources required don't adjust until you click one of the main tabs (bonfire, trade, etc)
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