feat: Making the game harder to 'beat'
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@@ -93,7 +93,8 @@
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"contractFailed": "Contract failed: time ran out.",
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"eventIncident": "Incident: {title}",
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"achievement": "Achievement: {title}",
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"restarted": "A new run begins! +{gain} {@theme.res.legacy}"
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"restarted": "A new run begins! +{gain} {@theme.res.legacy}",
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"repaired": "Your save came from an older version whose legacy bonus could grow out of control. It was rebalanced: legacy points and perks were capped and the run restarted. Research and achievements were kept."
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},
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"error": {
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"import": {
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@@ -237,15 +238,15 @@
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}
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},
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"legacy": {
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"intro": "Start over for permanent {@theme.res.legacy}. Every point also gives +{passive}% production and demand, forever. You keep research, perks, achievements and statistics.",
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"intro": "Start over for permanent {@theme.res.legacy}. Each point adds a lasting bonus to production and demand, but with diminishing returns: the more points you have, the less each new one adds. Points come from everything you have ever produced, so each further point takes much more than the last. You keep research, perks, achievements and statistics.",
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"earned": "Earned in total",
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"restarts": "Restarts",
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"passive": "Passive bonus",
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"passiveValue": "×{bonus}",
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"restartTitle": "Start a new run",
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"gain": "Restarting now earns {gain} {@theme.res.legacy}.",
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"need": "Reach {need} {@theme.res.units} in this run ({have} so far).",
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"ready": "You can restart now. The bigger the run, the bigger the reward.",
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"need": "The next point comes at {need} {@theme.res.units} produced in total ({have} so far).",
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"ready": "You can restart now. Waiting for a much bigger total before restarting earns more points at once.",
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"restart": "Restart",
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"confirm": "Start a new run? You keep research, legacy, achievements and statistics. You lose this run's production, funds, upgrades, investments and chips.",
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"perks": "Perks",
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