Shatter lag is largely an obsolete behavior where old code used to shatter time crystals one by one. Automation uses newer code that does shattering in bulk with some optimizations. There are no benefits in non-automated shatter and it is here mostly as a fallback in case something goes wrong.
We will likely switch to new optimized mode permanently
I’d say the core of the game is mostly straightforward and endgame stuff is intentionally vague. The game was much more cryptic in early days but back then a lot of idle games were cryptic. We streamlined most of the confusing parts, but the game still requre player attention. Technologies do provide detailed description, but only after player research them, ziggurats require resource threshold to unlock, but so do most of the early game buildings, races do provide you unlock requirements in the log, but this can be missed, etc.
As for the rest I’m fine with some things being hidden. Hidden stuff promotes discussion and healthy community around the game.
a) Kittens technically don’t revive, new folks with new names come yo your village. So it’s 10 deaths total, including ‘revives’.
b) Resetting the game will give you some resources that speed up game very marginally. First reset usually speeds game by about 10% + extra depending on how far you’ve been in the game. Over time those speed ups add up.
https://discord.com/channels/392946190607581184/392946317485146115/1137466932396826654
Fellow discord users did some math, and the pop production caps at 75HG. It technically stays at the flat max value indefinitely, albeit with wide swings due to the way the math is coded.
Energy deficit is not a binary on/off, most of the energy penalties are proportional to production/consumption delta. If you have large production and slightly larger consumption with minor deficit, the penalty should be a few percentage points.
Unlike energy, pollution has much fewer ways to manage, but for 99% of the players its effects should be negligible.
The wiki is a community driven, and is intended to be filled by players as they discover things along. The main documentation for the game is it’s source code that is intentionally left open for exploration.
Given that the game is an ongoing project it is impossible to maintain accurate tracking for all mechanics, as a lot of things are being changed and fleshed out on ongoing basis.
Local login assumes confirmation email for which sendmail server has to be set up to send verification link. It is something that I did not yet done and that might simply not work reliably in the modern age, therefore local is reserved for hardcoded credentials like admin accounts.
I am planning to support KGNet credentials as a sort of single sign on, but it will require firebase authentication module that wikijs does not yet support. Discord and Google are currently the only providers that are easy to setup and does not require much effort to maintain.
Feel free to update the wiki, it is indeed not documented much.
The highest meaningful upgrade you can get is Holy Genocide at TT25. The cap of TT itself is not limited in the game and each tier will give you incremental bonuses.
You can find detailed formula and breakdown at https://wiki.kittensgame.com/en/game-tabs/religion/apocrypha
I don’t think this was ever suggested. Let me note it and think about it.