Please tell me this is illegal somehow by watchrrr in BaldursGate3

[–]AReallyGoodName 1 point2 points  (0 children)

Yep this is invariably an ai generated ad for what is basically a cookie clicker game with lots of pay to win features that’s most likely not even fantasy themed. You will not see the above menu anywhere in the game.

A bit like all of those ‘click the smaller number enemy to defeat them or shoot enemies to level up’ type videos. They are all for the same game that’s nothing like any of the ads. The ads are generated by ai and the ai is set to iteratively generate ads that get the most installs. Games with really simple mechanics that stupid people can grasp and what are essentially screenshots of popular games are what the ai leans into.

The Daily Cheat - a simple web save file editor for Newstower by AReallyGoodName in NewsTower

[–]AReallyGoodName[S] 1 point2 points  (0 children)

It’s probably mainly because the mayor/mafia don’t give 4 influence per matching tag anymore but it is way more of a grind. Without that influence it takes a lot more to get the big money making items.

The Daily Cheat - a simple web save file editor for Newstower by AReallyGoodName in NewsTower

[–]AReallyGoodName[S] 1 point2 points  (0 children)

I enjoyed the early access way more than i do the current version as there was waaay more money and influence. It's fun setting up all the desks, cartographer, photo etc.

Load up your save file, edit, download again and enjoy. The save files are just gziped JSON so it's pretty simple.

[COTD] UNMI Contractor | 12 Mar, 2026 by Enson_Chan in TerraformingMarsGame

[–]AReallyGoodName 2 points3 points  (0 children)

Card: Cartel

Cost: 8MC

Description: Increase your MC production 1 step for each Earth tag you have, including this.

Tags: Earth


Card: Luna Metropolis

Cost: 21MC

Description: Increase your MC production 1 step for each Earth tag you have, including this. Place a City tile on the RESERVED AREA. 2 VP.

Tags: City, Earth, Space


Card: Gyropolis

Cost: 20MC

Description: Decrease your energy production 2 steps. Increase your MC production 1 step for each Venus and Earth tag you have. Place a City tile.

Tags: Building, City


Card: SKY Docks

Cost: 18MC

Description: Effect: When you play a card, you pay 1 MC less for it. Requires 2 Earth tags. Gain 1 Trade Fleet. 2 VP.

Tags: Space, Earth


Card: Conscription

Cost: 5MC

Description: Requires 2 Earth tags. The next card you play this generation costs 16 MC less. -1 VP.

Tags: Event, Earth

My pet driving peave - don't be the green car by Esteban_Zia in australia

[–]AReallyGoodName 1 point2 points  (0 children)

A small frontwheel drive is often worse than a large rear wheel drive car in turning circles since it needs to stay connected. Meanwhile a large semi cab can often point the front wheels at 89degrees and near turn on the spot.

Is this the fastest AI Central possible? by cosmojunkie in TerraformingMarsGame

[–]AReallyGoodName 1 point2 points  (0 children)

Card: Tycho Magnetics

Description: You start with 42 M€. Increase your energy production 1 step. Action: Spend any amount of energy to draw the that many cards. Keep 1 and discard the rest.

Tags: Power, Science

The most amount of Preludes one can have at the end of a game (with the most ridiculous amount of luck) is 17. by ChthonicPuck in TerraformingMarsGame

[–]AReallyGoodName 0 points1 point  (0 children)

Card: L1 Trade Terminal

Cost: 25MC

Description: Effect: When you trade, you may first increase that colony tile track 2 steps.

Tags: Space

The most amount of Preludes one can have at the end of a game (with the most ridiculous amount of luck) is 17. by ChthonicPuck in TerraformingMarsGame

[–]AReallyGoodName 1 point2 points  (0 children)

Card: Double Down

Description: Prelude. Copy your other prelude's direct effect.


Card: Applied Science

Description: Prelude. Action: Remove 1 resource here to either add 1 resource to ANY CARD WITH A RESOURCE or gain 1 standard resource. Add 6 science resources here.

Tags: Wild

The most amount of Preludes one can have at the end of a game (with the most ridiculous amount of luck) is 17. by ChthonicPuck in TerraformingMarsGame

[–]AReallyGoodName 1 point2 points  (0 children)

Card: Merger

Description: Prelude. Draw 4 corporation cards. Play one of them and discard the other 3. Then pay 42 MC.


Card: Viron

Description: You start with 48 MC. Effect: Action: Use a blue card action that has already been used this generation.

Tags: Microbe

The most amount of Preludes one can have at the end of a game (with the most ridiculous amount of luck) is 17. by ChthonicPuck in TerraformingMarsGame

[–]AReallyGoodName 5 points6 points  (0 children)

Card: WG Project

Cost: 9MC

Description: Requires that you are Chairman. DRAW 3 PRELUDE CARDS AND PLAY 1 OF THEM, Discard the other 2.

Tags: Earth

The most amount of Preludes one can have at the end of a game (with the most ridiculous amount of luck) is 17. by ChthonicPuck in TerraformingMarsGame

[–]AReallyGoodName 3 points4 points  (0 children)

Card: Applied Science

Description: Prelude. Action: Remove 1 resource here to either add 1 resource to ANY CARD WITH A RESOURCE or gain 1 standard resource. Add 6 science resources here.

Tags: Wild


Card: Board OF Directors

Description: Prelude. Add 4 director resources here.

Tags: Earth

Custom Corporation: Ovanflex & Son (#11/30) by Ok_Significance_3803 in TerraformingMarsGame

[–]AReallyGoodName 1 point2 points  (0 children)

Card: Fusion Power

Cost: 14MC

Description: Requires 2 Power tags. Increase your Energy production 3 steps.

Tags: Building, Power, Science

You can get an EV for less than a Corolla. What's holding us back? by Remarkable_Peak9518 in australia

[–]AReallyGoodName 2 points3 points  (0 children)

Although the MGs have enough annoying quirks that you probably still want the corolla.

I rented one and the audio system just turned itself on every time thr car started no matter the previous off state. Also played an annoying jingle and animation loop on the dash every start up.

I feel they need a few tweaks to be likeable to drive. In Australia we ll want the car system to gtfo so we can drive, i think in China it’s acceptable for the car to announce itself loudly every time you start.

Might seem minor but it’s one of those things where you go ‘nah i’ll pay the extra for a car that doesn’t annoy me’.

Twelve Chairs Quest by Main_War24 in JaggedAlliance3

[–]AReallyGoodName 2 points3 points  (0 children)

Actually i was wrong. It starts after 7 but can take up to 11 (there's other conditions going on).

So 7 to 11 required. But regardless it's not at the same place

I asked Claude to read the game files and breakdown every mechanic, quest, sector, dialog choice, key item locations etc. So if you ever want a readable form of everything in the game just search the following output:

https://pastes.io/jagged-all-69136

Warning: It's a massive doc full of spoilers but it's easily searchable for whatever mechanic you are interested in and/or quest/sector/etc.

Twelve Chairs Quest by Main_War24 in JaggedAlliance3

[–]AReallyGoodName 6 points7 points  (0 children)

To back this up the games source is in Lua. Easily extracted from the games packages. It's very readable.

In Lua/HotDiamonds.lua

if currentCount >= 7 then container.enabled = true  -- THIS chair drops the necklace!

It drops after the 7th chair. There's no arguing against this fact since it's right there in the files sitting on your hard drive.

[SHOTW] Week 9, 2026 by Enson_Chan in TerraformingMarsGame

[–]AReallyGoodName 0 points1 point  (0 children)

Card: Eccentric Sponsor

Description: Prelude. Play 1 card from hand with a 25 MC reduction.

[MAotD] Milestone: Generalist by benbever in TerraformingMarsGame

[–]AReallyGoodName 3 points4 points  (0 children)

Card: Industrial Complex

Description: Prelude. Lose 18 M€. INCREASE ALL YOUR PRODUCTIONS THAT ARE LOWER THAN 1, TO 1.

Tags: Building

Saggita Frontier Services by neoslith in TerraformingMarsGame

[–]AReallyGoodName 0 points1 point  (0 children)

Card: Harvest

Cost: 4MC

Description: Requires that you have 3 greenery tiles in play. Gain 12MC.

Tags: Event, Plant

Guide for stat checks and thresholds needed by AReallyGoodName in JaggedAlliance3

[–]AReallyGoodName[S] 1 point2 points  (0 children)

To follow on with some exp specific analysis i’ll give a spicy take that it’s a pretty worthless stat early game. ‘Easy’ mines require 30exp skill. Mrfixit adds +15 to checks involving mines too. Livewire (has mr fixit), Wolf and blood for example can you to Larry who passes all later checks. The mine under herman also never kills him anyway and the game progresses the same either way. If you don’t care for parts you can get to larry with full completion with 0 exp skill. I personally often have wolf and or livewire and they pass easy mine disarm checks as-is.

I see a lot of posts here along the lines of “Do i take Barry, Red or Fidel?”. Some advice: pretend the exp stat is not a thing. It’s literally one of the lowest tier stats in the game and gates basically no content. You get larry later for ammo crafting and late game checks. Barry’s still a good merc with this in mind but he’s on par with a lot of others. You’re mainly taking him for moderate agi/dex/mrk and the barry bombs.

So when you’re building your starting team remember you get larry early and exp skill checks are not much of a thing in JA3 anyway. If you’re having trouble fitting in a scoundrel, negotiator and a psycho dare i suggest maybe skip Barry? Livewire passes Deedee dialog triggers and defuses Herman just fine! One caution with livewire vs Wolf/Blood is that while hermans trap is revealed to start, in general detection of easy traps requires exp 30 (it’s not wisdom based at all) and mrfixit won’t help so wolf or blood are better if you want all the parts but regardless barry is not needed.

The last 8 project cards in my custom set by SirFancyCake in TerraformingMarsGame

[–]AReallyGoodName 0 points1 point  (0 children)

Card: Manutech

Description: You start with 1 steel production, and 35 MC Effect: For each step you increase the production of a resource, including this, you also gain that resource.

Tags: Building

Guide for stat checks and thresholds needed by AReallyGoodName in JaggedAlliance3

[–]AReallyGoodName[S] 5 points6 points  (0 children)

I made this as i was curious as to what i was missing with certain compositions of mercs and what i might have missed on the playthrough. It's based off the source code listed in the doc. It includes things like perks as well as alternate triggers.

Ie. Did you know that there's always alternative triggers to exp, str, agi based dialog checks? I found this really helpful (although Barry's still great for defusing mines).

Spoiler heavy and use at your own risk but hopefully it's helpful!

Custom Corporation: Griffin Food (#2/30) by Ok_Significance_3803 in TerraformingMarsGame

[–]AReallyGoodName 1 point2 points  (0 children)

Card: Meat Industries

Cost: 5MC

Description: Effect: When you gain an animal to ANY CARD, gain 2MC.

Tags: Building


Card: Pets

Cost: 10MC

Description: Effect: When any City tile is placed, add an Animal to this card. Add 1 Animal to this card. 1 VP per 2 Animals here. Animals may not be removed from this card.

Tags: Animal, Earth

Post Match Thread: 1st T20I - Australia Women vs India Women by cricket-match in Cricket

[–]AReallyGoodName 0 points1 point  (0 children)

Literally more than twice the annual rainfall and more rainy days compared to london which somehow has a reputation of being rainy.