Worker upgrades should follow bottlenecks

The game has many resource workers and increasingly expensive tiers. Equal upgrades feel tidy, but they waste resources when only one input is slowing progression.

Use a simple rule:

Upgrade the worker whose output reduces the time to your next important unlock.

When the bottleneck changes, your upgrade priority should change too.

Separate three different problems

A “slow resource” can come from:

  1. too few workers — add workers if capacity allows;
  2. weak workers — buy production/tier upgrades;
  3. a capped resource — storage, not worker output, is the problem.

More production on a capped resource is wasted.

v1.0.6 made Master Workers cheaper

The gold hotfix reduced all “Unlock Master <Worker Type>” upgrades:

  • Gold Bar cost: 25% to 60% lower, depending on the worker type;
  • Tool cost: roughly 40% lower.

It also cut Gold Bar/Tool requirements for Tier 3 worker resource upgrades by roughly 50%.

If you postponed a Master/Tier 3 worker because launch-day gold costs looked absurd, re-open the tree after updating.

Tier 3 worker creation is cheaper too

v1.0.6 reduced Bread/Tool requirements for creating Tier 3 workers by roughly 20%, while Bread and Tool crafting time were each reduced by about 10%.

These changes compound: the unit costs less and the inputs arrive faster.

Which worker should be first?

The source set does not support one fixed “best Master Worker” order for every run. Your game state matters more.

Use this decision tree:

  • Waiting on a raw material for the next upgrade? Upgrade that worker.
  • Waiting on Tools/Gold Bars? Improve the raw inputs feeding those crafting chains first.
  • All raw resources comfortable but crafting is slow? Worker upgrades are not the immediate solution.
  • Near a storage cap? Increase storage or spend the resource before adding output.

Source