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Can I make a building to lock another building's efficiency, but an upgrade to remove it?

PighousePighouse Posts: 255Member ✭✭✭
Basically, I want a building to make one or more buildings to decrease efficiency, but once one of the buildings gets an upgrade, it is restored to normal, or better, conditions. For example:

Building 1 makes 2 cash per second.
Building 2 is bought and Building 1 and is reduced to half cash; only 1 cash per second.
Building 2 is bought again and Building 1 is reduced again; now only 0.5 cash per second.
An upgrade is bought, and Building 1 now makes 2% what it originally made per Building 2, therefore making it have 2.0808 cash per second.

Is something like this possible?
When will he get on next?

Comments

  • TUSLOS1227TUSLOS1227 Posts: 43Member
    WHY WOULD YOU DO THAT ANYWAY?????????????????????????
  • ¤RunninginReverse¤¤RunninginReverse¤ Posts: 14,932Member, Friendly ✭✭✭✭✭

    WHY WOULD YOU DO THAT ANYWAY?????????????????????????

    "Buildings" are often used as more than purchasable ones - there's an option to make certain buildings "background operations" instead of visible buildings that can be bought and sold, and then have certain things give/take away these buildings.
    "My game will be playable on all Samsung Microwaves with firmware update 5.3.2 and up." - Audiot
    "tfw he won't listen to a 40 year old man rap about vegetables and then he tells me this" - Goldra
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