How is an economy system implemented in clicker games? Obviously, you can't store values like 1 Quintilian in long type. I understand that there might be some string operations or even better, some int array where every index has it's value, though I'm curious if there are better methods and what they are.
Also, how to make this system generic and reusable for any other clicker or not clicker game.
And about bonus system, for example, 50 000% increase, I bet it's a bad idea to multiply this value every frame for every other kind of object that generates game currency.
How is this system implemented as well? If you have different sources of bonuses, do you have modifier object that multiplies values?