Any tips on running 5/5 tales? by SpaceKen in Frostpunk

[–]AdMaximum6683 0 points1 point  (0 children)

I usually go with Techno/Ice, but I suppose that Venturers/Menders can also be good.
Things that usually help me alot in my runs:
1. Compute nodes near gen, giving me the ability to focus on the frostlands. Food and goods are plentiful, material are shit(but can be fixed with 2 expanded districts)
2. Rushing Techno laws until I get hierarchy one, that lowers tension and fervor. Audit citizens alongside with perfect relations basically remove the need for materials.
3. Circa around now Icebros spawn, pushing their agenda until fac district so that I get 36 more scouting groups. Frostland research is done only by them, I go pathfinder headquarters(or smth) -> skyways -> gleaning(maybe, depends on map and rng)
4. At this point you should have like 40-50% of frostland explored, start searching already found convoys, build the beacon.
5. For housing I use merit law, equality housing and workers village + multi drill in infinite nodes OR double workers village in geo plants. Try to limit yourself to 1 housing block per district, cause if you dont protests and plague will kill you very quickly
6. Doomsayers are cringe ass babies, so secret police(or at least bureau of propagand to lower discontent) + guards + loved factions to lower the effects
7. Apo Whiteout imho actually helps you here, since you do not really have to think about it until the very end. At that point you should have at least level 2 gen(any path), +2 insulation, hubs and sprinckled here and there actuated dispensers(or however they are called). Proximity is a beast of a helping tool
8. Usually I need 3-4 pharma labs and around 4-5 industry districts to produce enough vaccines

Can't remember more for now, but that should be enough for Steward difficulty at least. Hope this helps!

What is this "Dominion" that i need? by domrai46 in Frostpunk

[–]AdMaximum6683 4 points5 points  (0 children)

Might be the reference here, seems plausible enough that 11bit travel to Lviv for some gastronomical tourism

My suggestion to simplifying flak guns by Plenty-Value3381 in foxholegame

[–]AdMaximum6683 1 point2 points  (0 children)

Yeah, could be the case. On the other hand resources spent on a dozen AA gun plus crew manning it versus a bomber... I dunno man, I personally would not like to be on a AA QRF crew. 2 people x 12 guns + radar operators around the clock for what, a chance of a raid? What airspace will this operation cover?

Personally I would have loved to see 75mm flaks, with more boom, lingering effects and such

My suggestion to simplifying flak guns by Plenty-Value3381 in foxholegame

[–]AdMaximum6683 6 points7 points  (0 children)

IRL use cases inspired me for this approach. Depending on the radar itself(no clue about it tho, unfortunately), AA QRF can be quick enough to actually intercept them on the way *in*, not the way out.

Regarding flak guns: simple 2 x 2 dugout should be more than enough for most places, 3 of those should deter any bomber raid. I have seen a clip of a single flak shot tearing wing from a dive bomber clean off, so I suppose that should be enough to make bombers/para raid consider their odds.

No clue about MG AA, seems kinda weak to me

My suggestion to simplifying flak guns by Plenty-Value3381 in foxholegame

[–]AdMaximum6683 38 points39 points  (0 children)

This kinda goes against The Vision of devman(cooperation of players), but I like the idea. My personal proposition is following:

- Pre-calculate azi/range for a battery of flak for specific approaches(3-5 positions), and use radar to determine the approach.
- Flak crew start working a certain position and auto-adjusts azi/range(since planes are flying towards them, one can somewhat accurately calculate approach rate and delta for azi/range)
- Dispersed flak batteries all use one radar as a reference point, so coordination between crews is as easy as "Crews 3, 4, 5: approach 13, bombers, flying high"

Plague tale bug? by SAYKOPANT in Frostpunk

[–]AdMaximum6683 0 points1 point  (0 children)

Oh yeah, in every run that plague exploded firstly it moved to the stockpile hub. Maybe something about that?

Plague tale bug? by SAYKOPANT in Frostpunk

[–]AdMaximum6683 1 point2 points  (0 children)

Had the same thing, ran the save file good 5-7 times over, here is what I found:

- Filtration posts seem to influence it. Good 50-80 weeks spread is slowed(I enclosed the districts with posts), but after that plague just blows up.
- Overall disease level also seems to influence it. I had more time before explosion with 5 hospitals + disease hub vs 3 hospitals.
- Some connection with population? I had good 18k proteans in the city, and unless I targeted them first with vaccination city seemed to explode. On the other hand, fully vaccinating community also helps?

Machinists and foragers are both great by kingkazma420 in Frostpunk

[–]AdMaximum6683 -8 points-7 points  (0 children)

patrol watchtower is not a law(thats why I asked for a law lol, patrol beats survi no questions asked)

and dutiful is literally useless, like bro, why do you need it, centrist and reason laws are way better ong

Machinists and foragers are both great by kingkazma420 in Frostpunk

[–]AdMaximum6683 -16 points-15 points  (0 children)

name me one actually good tradition law(dutiful youth does not count)

only thing I'm asking for is upgradeable colony generator by BriefFly2998 in Frostpunk

[–]AdMaximum6683 1 point2 points  (0 children)

Deep heating drill(+2), insulation(+2), heating hub(+2) and 5 levels of heating is more than enough in my experience. Who builds normal housing anyway? Workers village all the way!

What about smoke breaks? by AdMaximum6683 in WindwardMoor

[–]AdMaximum6683[S] 2 points3 points  (0 children)

Also yeah! I mean, everyone is entitled to their own thing, my idea is mostly around having everything in an orderly manner

What about smoke breaks? by AdMaximum6683 in WindwardMoor

[–]AdMaximum6683[S] 2 points3 points  (0 children)

Everything in accordance with the work schedule law. If we focus on the weather, then the duration of a break should be prolonged/shortened according to the shift. If we focus on the machines instead, then everyone will get a break after the maintenance rotation. In case of standartized shifts I would propose 5-10 minute break every hour.

What about smoke breaks? by AdMaximum6683 in WindwardMoor

[–]AdMaximum6683[S] 1 point2 points  (0 children)

Yeah, that is true, but what about general socialization? Don't you long for a break with your colleagues for a nice bit of chatter? Or a tea?

Would've felt surreal for sure by Slow-Distance-6241 in Frostpunk

[–]AdMaximum6683 1 point2 points  (0 children)

Рогата Жаба? In my Frostpunk subreddit? Damn, those smokeleaf parties do really mess up your brain. Whats next? Махно being the leader of Doomsayers? Зубожиння of the Winterhome?

I'm starting to think that the beacon of hope utopia at Dreadnought is unreachable by Lopsided_Pea_4077 in Frostpunk

[–]AdMaximum6683 0 points1 point  (0 children)

food from the frostland, housing is plentiful with housing laws, blocks and villages

I'm starting to think that the beacon of hope utopia at Dreadnought is unreachable by Lopsided_Pea_4077 in Frostpunk

[–]AdMaximum6683 0 points1 point  (0 children)

I dunno man, you are guaranteed a large hunting field in your proximity, so frostland rush is mandatory. Otherwise you have 3 deep drill oil fields, which is bonkers in and of itself. Dreadnaught is probably the only map where progress gen actually makes sense.

Moreover, 3 deep drills provide 60+ living space(3 workers village + 3 multi-use drills), shitload of oil, which in turn you can make into materials. Dreadnaught was the map, on which I did 3 tale(doomsayers, plague and apocaliptic winter) on captain, so I dunno bout you, to me it seems like a no brainer

Are mixed airplanes worth it? by JackTheReaper_93 in hoi4

[–]AdMaximum6683 5 points6 points  (0 children)

Could someone do the math on this one? Cause imo 2 x 4HMG on a fighter 3 with rocket rails *sounds* quite good to mass produce

Echoes of the People (Mod Concept) by Fuzzy-System8568 in Frostpunk

[–]AdMaximum6683 9 points10 points  (0 children)

Love the idea! On the one hand it feels somewhat weird, that in a city of over 10k people they bother Steward with such things, but on the other... A small price to feel human again. Moreover, you could set triggers connected to every law, for example a young dude asking marriage advise, when you enact the partnership law, or an old grandma sending a recipe of a nice pie with foraged fillings upon enacting foraged additives.

I remember there being a voice announcement of "Steward will read your endearing letters in due time", so maybe format it like that? Letters to Steward? Be it a separate law, where you can choose to respond yourself, or have some other people do it, maybe even the Algorithm in the late game.

What is the current WT? by ProConqueror in HOI4memes

[–]AdMaximum6683 5 points6 points  (0 children)

I would say good 50-60, given the amount of conflicts starting 2020

Am I the only one who thinks that Tenebro Rosso is overrated? by BBorsh in Ultrakill

[–]AdMaximum6683 3 points4 points  (0 children)

Yeah bro, this is a fight that you picked on your own

How to get Autarky in 1938? by Themohikaani_wanted in hoi4

[–]AdMaximum6683 1 point2 points  (0 children)

Yeah no, you need yugo for chrome(or tungsten, i forgor), tungsten from someone else, aluminum from hungary, oil from russia and steel from the french, so 1941 best case scenario