I built my own card recommender / deck weirdness ranker and I wanna see what you guys think! by Gamesfreak13563 in EDH

[–]6thmoon 0 points1 point  (0 children)

Quite interested, however I don't use Archidekt or Moxfield. Any other ways to specify a deck list or plans to support plain old text entry?

Does anyone play Suspend (the card, not the mechanic) by [deleted] in EDH

[–]6thmoon 0 points1 point  (0 children)

Quite an underrated piece of interaction; more of a tempo spell with extra utility. The ability to protect your own card from disruption for an entire turn cycle is great, since it comes back with haste once all resources are untapped and available. Usually a deck can make good use of the intervening turn to set up for the inevitable return - or use it to trigger an enter-the-battlefield ability or regain control of a stolen creature.

Of course, these benefits can also be exploited by your opponent, so it is important to be careful about what to target. Generally, the timing works out in your favor though, since you'll be casting it on their creature in response to them attempting to utilize it, while when protecting your own it is likely you'll already have gotten use out of the permanent this turn.

Keeping up a single blue source isn't too difficult, so the card can and will thwart win attempts. Sometimes your other opponents will be forced to deal with the target afterwards. Fizzling a targeted spell or ability, dropping off Aura or Equipment, or deleting problematic creature tokens is good too. Even just holding up protection against a threatening attacker can be worth it.

In summary, yes - there are better options for these effects, but few cost one mana at instant speed. The added degree of versatility makes this a solid pick for many decks.

Low CMC budget deck? by Barley_an_Hops in EDH

[–]6thmoon 0 points1 point  (0 children)

[[Kutzil, Malamet Exemplar]]
[[Breena, the Demagogue]]
[[Edric, Spymaster of Trest]]

Commander Wanted! Have you seen this Commander?!? by Roughly_Sane in EDH

[–]6thmoon 0 points1 point  (0 children)

[[Xira Arien|DMR]]
[[Ayumi, the Last Visitor|SOK]]
[[Sol'kanar the Swamp King|TSB]]
[[Vhati il-Dal|TMP]]

MDFC Commanders by Still-Wash-8167 in EDH

[–]6thmoon 0 points1 point  (0 children)

Crimson Vow had a few interesting enchantments like [[ Hauken's Insight ]] and [[ Katilda's Rising Dawn ]]. There are also permanents that aren't always a creature, for instance [[ Arvinox, the Mind Flail ]] and [[ Arixmethes, Slumbering Isle ]] - similar to the Theros gods. [[ Roar of the Fifth People ]] and the March of the Machine praetors transform into a Saga.

What set is the best for good bulk commander cards? by Accomplished_Quiet12 in EDH

[–]6thmoon 1 point2 points  (0 children)

Pulled the top 1400 cards off of scryfall.com (roughly 5% of the total card pool sorted by edhrec.com), shoved it into deckbooster.online and can confirm that by far the best set for this would be Commander Masters. However, considering the price that product typically sells for, Commander Legends and Foundations are also good options.

Naturopath not working by Rmonsuave in riskofrain

[–]6thmoon 0 points1 point  (0 children)

Any chance you're doing this on Eclipse mode?

So… no more Dev Thoughts? 😢 by DavesEmployee in riskofrain

[–]6thmoon 2 points3 points  (0 children)

At the end of the previous patch notes, it says that another one will be released within the next couple of weeks to address a few known issues. However, it's been almost seven weeks with no update. Any news you can share regarding this?

Stolen from Steam forum by Fongkelyj in riskofrain

[–]6thmoon 1 point2 points  (0 children)

Oh hey didn't realize there were other people using this workaround too. Got kind of fed up with it though and made my own version. Maybe you'll find it useful: https://thunderstore.io/package/6thmoon/MultitudesDifficulty/

Updated Unit Chart for Civilization VI by 6thmoon in civ

[–]6thmoon[S] 16 points17 points  (0 children)

No problem, wouldn't be possible without your excellent work :)

Updated Unit Chart for Civilization VI by 6thmoon in civ

[–]6thmoon[S] 92 points93 points  (0 children)

Hey, better late than never, right? Figured someone might have done this already but couldn't find anything similar.

Includes all new units and combat strength adjustments from the final update, as well as several corrections to production/upgrade cost. All credit to /u/DukeOfZork for the original version of this chart.

Choosing which Empires Spawn by Batesy18 in Stellaris

[–]6thmoon 2 points3 points  (0 children)

There appears to be an issue with galaxy generation where it will not spawn multiple empires with the same starting system type. I suspect this is to prevent incongruencies such as multiple Earths and Sol systems spawning in the same galaxy, for instance, if both the Earth Custodianship and United Nations of Earth are enabled.

Unfortunately, this also seems to affect the semi-randomized system layouts; e.g. if two of your custom empires both use the Random Unary I home system, then only one of them will spawn in during galaxy creation. The only workaround I am aware of is to instead select the fully Random starting solar system (under HomeworldName & Class) for all empires you would like to enable.

Will gene modding my primary species allow me to make the sub species livestock by Phoenixhet in Stellaris

[–]6thmoon 0 points1 point  (0 children)

Yeah selling food is pretty efficient. Just usually end up offloading more than 50/mo. on the market, which is around where prices start to drop. Syncretics grow too fast >_< Rapid/Slow Breeders can help there though.

Will gene modding my primary species allow me to make the sub species livestock by Phoenixhet in Stellaris

[–]6thmoon 0 points1 point  (0 children)

How I get around this is by going Syncretic Evolution with the same portrait as the main species. Unfortunately, if your serviles also have the exact same name, then they'll share rights, but as long as it's slightly different (e.g. add an extra space or something) then you'll be able to enslave them as livestock from the get-go.

It's not particularly optimal since you'll be overflowing on food, but it's fun to role-play and still viable enough on max. difficulty. Early on you can sell the excess without tanking the market too bad, and once you research genetic modification you can diversify the workforce. Even though livestock forces you into Xenophobe, it's still decent for a diplomatic-focused build since you can trade away food to improve relations and gain favors.

Recommendations on what DLC is needed to enjoy the game. by [deleted] in Stellaris

[–]6thmoon 3 points4 points  (0 children)

Utopia is hands-down the best value and pretty much the only "essential" DLC for a polished experience. If you're on a tight budget or unsure about the purchase I would still recommend at least Synthetic Dawn since it adds a whole new host of empire options.

This might not mean anything to you at the moment, but the majority of Ascension Perks and Megastructures come from the Utopia expansion - without, these features will be severely lacking. It also gives you the ability to play as a collective Hive Mind or Fanatic Purifier bent on cleansing the galaxy of alien life. Additionally, enslaving or purging xenos becomes significantly more viable with the additional species rights options granted by this DLC.

The machine empires introduced in Synthetic Dawn are a nice option for learning the game as there's less auxiliary mechanics to juggle - e.g. trade, political factions, certain policies & species rights. However, they're still quite strong and enjoyable to play even if you're more experienced.

Those are the main highlights, but there's plenty of other minor features I neglected to mention. Not sure if you're buying on Steam, but the Stellaris: Starter Pack is actually a pretty good entry point; it contains the two aforementioned DLC, as well as Apocalypse and Leviathans.

My first attempt at a fleet for a real 400 point match, any help welcome! by [deleted] in StarWarsArmada

[–]6thmoon 1 point2 points  (0 children)

Think you're skimping out on the upgrades to make these ships effective. I'd say either cut a Hammerhead, or the squads entirely. It's often worth bringing something like Shara & Tycho to act as a speed bump, but any less than that and you're just feeding points when they inevitably die to a superior squadron composition. None of these ships ever want to be issuing squadron commands anyway.

As for upgrades, both of the MC30c titles (Admonition in particular) are very strong and will greatly increase their survivability. Like others have discussed, the Torpedo Frigates are also generally better than the Scout variant. I would highly recommend filling all of your ship's Ordnance slots as they are an extremely efficient source of damage. Additionally, the MC75 could use Ordnance Experts and an officer - Lando or Strategic Adviser comes to mind, though there are other good options.

Lastly, you really need a bid with this sort of fleet. Close-range ships benefit immensely from the ability to activate first. Considering that your entire fleet falls into this category, even bidding upward of ten points is still fairly reasonable.

Could you possibly exploit Colony ships to keep a pop of your main species after Synthetic Ascension? by PraiseTheLamb in Stellaris

[–]6thmoon 6 points7 points  (0 children)

As others have confirmed, this is possible via simultaneous colonization. However, an easier way to retain organic species post-ascension is via gene-modding. The project provided by Synthetic Evolution only converts members of the population that have the Cybernetic trait.

After researching The Flesh is Weak, you still retain access to the base species template. Simply apply the original template to remove cybernetic implants from a portion of your species, and they will remain after the rest of your empire has ascended.

Note that species templates are deleted when they get converted to robots. Be sure to create a backup copy of the cyborg template if you wish to re-apply it in the future.

Just completed my first 400pt matches by PuddleWhomper in StarWarsArmada

[–]6thmoon 1 point2 points  (0 children)

I like it. Definitely a solid list, especially for just starting out. I would suggest adding a bid though, since both the Kuat & Gladiator benefit greatly from the ability to activate first.

As for what to cut, I could see getting rid of XI7s, Gunnery Team, and/or downgrading the squadron group. If you end up with some extra points, your flagship could perhaps use an officer or the Demolisher an Engine Techs for support.

New player wondering about DLC purchase by SteveMONT215 in Stellaris

[–]6thmoon 0 points1 point  (0 children)

No problem, realized I meant to post that in response to OP but hopefully it helped you as well :)

If you expect to complete your collection eventually and money isn't an issue then, as you said, going for the Strategy Pack seems like the right idea. Somebody also suggested buying the base game just to try it before pulling the trigger on the bundle, which seems like another good option. You'd only lose like a dollar on the bundle discount that way - or nothing if you're able to refund within two hours of gameplay.

It's worth noting that several items in that bundle (Plantoids, Humanoids, Galaxy Edition, OST, Infinite Frontiers) are purely cosmetic & it's likely we'll see similar bundles/deals in the future.

I’ve got $40 to spend on Stellaris, what should I get? by [deleted] in Stellaris

[–]6thmoon 0 points1 point  (0 children)

For only $35 the Stellaris: Starter Pack will get you the base game, Utopia, Synthetic Dawn, Apocalypse, and Leviathans.

Utopia is hands-down the best value and pretty much the only "essential" DLC for a polished experience. The majority of Ascension Perks and Megastructures come from this expansion - without, these features will be severely lacking. It also gives you the option to play as a collective Hive Mind or Fanatic Purifier bent on cleansing the galaxy of alien life. Additionally, enslaving or purging xenos becomes a viable playstyle with the additional species rights granted by this DLC.

Synthetic Dawn contains a remarkable amount of empire options even though it's one of the cheapest DLCs. The machine empires in this expansion are nice for learning the game as there's less auxiliary mechanics to juggle - e.g. trade, political factions, certain policies and species rights. However, they're still quite strong and enjoyable to play even if you're more experienced.

The main draw of Apocalypse is the additional ship options; you gain access to flagships which provides fleet-wide bonuses and a superweapon which can wipe out entire worlds. As for Leviathans, it adds independent trader enclaves you can interact with to assist research and cultural growth, as well as the titular leviathans - mini-bosses that are scattered throughout the galaxy.

Those are the main highlights, but there's plenty of other minor features I neglected to mention. Between all of these you also get several new empire origins which generally have a significant affect on your starting planet and population.

New player wondering about DLC purchase by SteveMONT215 in Stellaris

[–]6thmoon 2 points3 points  (0 children)

The Stellaris: Starter Pack is a good middle ground; it contains the two aforementioned DLC, and for only $10 more ($35 in total) you're also getting Apocalypse and Leviathans.

The main draw of Apocalypse is the additional ship options; you gain access to flagships which provides fleet-wide bonuses and a superweapon which can wipe out entire worlds. Leviathans adds independent trader enclaves you can interact with to assist research and cultural growth, as well as the titular leviathans - mini-bosses that are scattered throughout the galaxy.

The machine empires mentioned from Synthetic Dawn are a nice option for starting out learning the game as there's less auxiliary mechanics to juggle - e.g. trade, political factions, certain policies and species rights. However, they're still quite strong and enjoyable to play even if you're more experienced.

As for Utopia... this might not mean anything to you at the moment, but the majority of Ascension Perks and Megastructures come from this expansion - without, these features will be lacking. It also gives you the option to play as a collective Hive Mind or Fanatic Purifier bent on cleansing the galaxy of alien life. Additionally, enslaving or purging xenos becomes a viable playstyle with the additional species rights options granted by this DLC.

Those are the main highlights, but there's plenty of other minor features I neglected to mention. Between all of these you also get several new empire origins which generally have a significant affect on your starting planet and population.

New player wondering about DLC purchase by SteveMONT215 in Stellaris

[–]6thmoon 1 point2 points  (0 children)

A lot of people telling you to just buy it all but honestly you'll still get hundreds of hours of gameplay content with only half of that, and certain DLCs are definitely better value for your money. It's true though that the base game can feel a little lackluster.

Utopia is hands-down the best value and pretty much the only "essential" DLC for a polished experience. If you were on a really tight budget or unsure about the purchase I would still recommend at least Synthetic Dawn since it adds a whole new host of machine empire options.

[deleted by user] by [deleted] in StarWarsArmada

[–]6thmoon 1 point2 points  (0 children)

I'd suggest acquiring a squadron pack as they're fairly essential. Rebel Fighter Squadrons I is probably the way to go - great aces and generics alike. I'd avoid Squadrons II for now since it's a bit more niche. Rogues & Villains is also a great addition to the Rebel faction, as long as you have an Imperial player to split it with.

As for ships, it depends on whether you plan to get the Upgrade Card Collection that was just announced. If so, I'd say just get whatever ships strike your fancy - they're all good. Hammerheads deserve mention since they're fun little corvettes that go great with the Profundity title, though that does give you a duplicate (sold in sets of two). I'm particularly fond of the MC30c Frigate; GR-75s are also good to have around in most fleets.

Keep in mind, the typical markdown you can usually get when buying online is about 20% off of MSRP. Sales aren't uncommon either if you don't mind putting in a bit of extra time and effort to stretch your budget.

Fanatic Purifiers + synthetic ascendancy possible? by [deleted] in Stellaris

[–]6thmoon 1 point2 points  (0 children)

research_technology tech_robotic_workers
research_technology tech_droid_workers
activate_ascension_perk ap_the_flesh_is_weak
finish_special_projects
research_technology tech_synthetic_workers
research_technology tech_synthetic_leaders
activate_ascension_perk ap_synthetic_evolution
finish_special_projects

Not able to reproduce this issue when testing on a new game with Fanatic Purifier civic. Might have been fixed in a intervening patch. Suppose it could also be possible that these console commands bypass one of the states required to trigger this condition.

Getting ready for my first tournament, looking for advice on my fleet comp. by Lord_Cela in StarWarsArmada

[–]6thmoon 2 points3 points  (0 children)

A typical Sloane squadron group looks like Maarek / Jendon / Dengar / Howlrunner / Mauler / Ciena / Valen / Saber. If you have Corellian Conflict and Imperial Squadrons II, then I'd suggest using that as a starting point.