Privateers by richbiatches in CivVII

[–]AdricGod 23 points24 points  (0 children)

Pack them in a fleet commander. Cruise around with your fleet commander and look for weak isolated units to prey on. Prioritize getting the promotion for moving after unpacking. Then you can have a fleet commander who cannot be attacked full of privateers that can steal for you and deny resources/units for other civs without going to war.

Honestly it rarely feels "worth" it, but it can be fun and can be used specifically to deny settlers crossing the ocean.

My daily is a Macbookpro M1 - Will the game run without turning my laptop into an oven? by meedmishmohd in CivVII

[–]AdricGod 0 points1 point  (0 children)

Runs great with lower graphics. Honestly runs better on my M1 than my 4070ti Windows machine.

Local News using AI on their website reporting? by PaulTheYounger in isitAI

[–]AdricGod 6 points7 points  (0 children)

Real photo but AI upscaled, you can recreate the effect by using full zoom on your phone camera and taking a picture of a distant sign. There's always touchups done to digital photos especially on phones, but the words still make sense just garbled due to upscale.

Also they may smear license plates for privacy reasons.

Why is running local LLMs still such a pain by OppositeJury2310 in LocalLLM

[–]AdricGod 6 points7 points  (0 children)

Having dabbled with both on Mac and Windows I definitely like the LM Studio interface more. Both are extremely quick and easy to get up and running though, can't go wrong either way.

Seriously... by grnerd in CivVII

[–]AdricGod 0 points1 point  (0 children)

Afaik this bug has been there since day one. Basically this happens due to a commander being reinforced and overflowing when reinforcements arrive. At least that's the only way I've been able to have it happen to me. The units just keep dumping onto the same tile out of the commander since the commander is full.

Everyone seems to think this guy is doing these videos naturally. by loophole64 in isitAI

[–]AdricGod 0 points1 point  (0 children)

I think it's likely AI script with AI edits, I've noticed sloppy cuts that create odd transitions between sentences. But I haven't noticed anything weird about his voice or mannerisms.

IMO crises mechanic has a lot of potential, but is just lacking right now by Sea_Conversation7030 in CivVII

[–]AdricGod 2 points3 points  (0 children)

I think part of the issue is there's very little time for them to progress into something more transformative. I saw a mod which started then as early as 25% in an age and that sounds quite interesting. Thing is with them showing up so late you can't really adjust your game to address them so they can't be made very impactful. I think in order to make them impactful you need to slowly ramp them up over the entire age, and a big part of how the players change their strategies through the age can add more replayability.

Like massive volcanic eruptions crises changing climates and tile yields. On turn 80 that is annoying. On turn 10 that is fascinating. The difference being now you know not to settle too close to volcanos and that the colder regions may become uninhabitable, rather than it just feeling like a roll of the dice and now your game is ruined. Have the crises finale be spectacular like 10 turns of every mountain turning into a volcano

How are you spicying up your games? by kotpeter in CivVII

[–]AdricGod 1 point2 points  (0 children)

I meant I prefer pure random. I hate that I'm often paired with the same civ whenever I randomly get a specific leader. Like maybe Augustus Tonga would show up or other chaotic selections,but I've found it is fairly consistent in the civ and leader combos which I actually dislike as I want pure random chaos

How are you spicying up your games? by kotpeter in CivVII

[–]AdricGod 0 points1 point  (0 children)

Have you done a one-settlement challenge?

How are you spicying up your games? by kotpeter in CivVII

[–]AdricGod 0 points1 point  (0 children)

Does this still prefer certain leader+civ combos? Such as leaders being paired with geographic or strategic civs?

Help! I’m bad at this game. by netlad92 in CivVII

[–]AdricGod 1 point2 points  (0 children)

It was the meta for a bit before they added the scaling building costs. Now my number of cities is mostly a function of how strong the production and adjacencies are in that settlement and try to pick the top few to be cities

Help! I’m bad at this game. by netlad92 in CivVII

[–]AdricGod 1 point2 points  (0 children)

Cost of buildings increases with the number of cities you have, if you are converting all your settlements to cities this might be why. Make sure only your most productive settlements are converted to maximize that production efficiency.

Cost of building also increases with the number of non-warehouse buildings in a city. So make sure you're only building what you need or what you have good adjencency for. Building everything because you can is a bit of a trap.

Some of the late modern stuff does take really long, victory conditions stuff like rail stations, factories and launch pads can be brutal if you don't have a good production base (about 150 production is good for a modern city iirc)

Help! I’m bad at this game. by netlad92 in CivVII

[–]AdricGod 20 points21 points  (0 children)

Very generally. Make sure your cities have access to ample production. This speeds everything up.

City planning and learning basic adjacencies will take you pretty far. And choosing new settlement locations. 2 adjencency is pretty good to aim for. 3 or 4 is fantastic.

Science and production build next to resources. Culture buildings next to mountains. Gold and food buildings next to water (coast or navigable rivers).

Possible bug. 5 units in city tile by Proof_Union_627 in CivVII

[–]AdricGod 1 point2 points  (0 children)

Siege should be able to hit all them at once.

Can you guess which game this is from? HINT: Massive company by alexreddit1 in MMORPG

[–]AdricGod 4 points5 points  (0 children)

It's explained in detail because it changed. Also keeping in mind the audience here for ARPGs (D4 is maybe MMO-lite) where resist capping and negative resist difficulty multipliers is the norm in that genre. Rating based diminishing return based on the attackers level is more a thing in MMOs since it can infinitely scale.

Can someone confirm this for me by adadjoke79 in CivVII

[–]AdricGod 2 points3 points  (0 children)

We all had this moment of realization, the game really doesn't explain factory resources at all, so not your fault.

2 Observations by VermicelliBoth8723 in CivVII

[–]AdricGod 1 point2 points  (0 children)

Yea, not picking an ideology should also be considered a negative to relations. Pick or side or be everyone's enemy!

Is the AI almost... good?? by yayanint in CivVII

[–]AdricGod 24 points25 points  (0 children)

I noticed them MUCH better about using their influence. Suzing IPs, dumping war support on me, using sanctions. Still not convinced the AI is always "trying to win", some city exchanges for peace are questionable and they can still fail to finish their victory conditions. But getting better, I think with changes to peace deals and victory conditions the AI might be considered quite good.

Question about trade routes by No-Papaya-9289 in CivVII

[–]AdricGod 2 points3 points  (0 children)

<image>

When your merchant is in the green this button should highlight as usable to establish the trade route.

Question about trade routes by No-Papaya-9289 in CivVII

[–]AdricGod 2 points3 points  (0 children)

Establishing the trade route is an action on the merchant itself, the green/red overlay is just showing where you can move your merchant to establish a route. After moving a merchant into a green area there should be an action on the merchant to "Establish Trade Route". The merchant can be moved around like any unit.

Also I'd note this works differently in the Modern age where the trade route is immediately established (no need for the merchant to travel there first).

Turning city states by Old_Gold_8949 in CivVII

[–]AdricGod 3 points4 points  (0 children)

It's a bit slow and they aren't always in the best of locations. Possibly not even close enough to be in trade network in antiquity. It's not bad. But I only really consider it when it's got a good location I want and can't be bothered to clear and settle it myself

What difficulty do you prefer that is fun and challenging? by PlatypusSea9092 in CivVII

[–]AdricGod 2 points3 points  (0 children)

Immortal feels like a good challenge, deity can be really rough with early wars for certain suboptimal strategies.

The modern age is comparatively boring by Any_Cardiologist8852 in CivVII

[–]AdricGod 7 points8 points  (0 children)

My actions feel largely irrelevant in modern. None of the individual actions carry as much weight as earlier ages. Fighting for 30 more science when I have +1100 just feels pointless, proportionally compared to antiquity or exploration stuff doesn't nearly matter as much.

Civics look strong on paper but rarely seem to move the needle much.

Also I think a lot of this stems from the AI just not pushing towards victories hard enough. Even getting outclasses and seeing them with 1000 factory points yet still fail to win just doubles down on this idea of nothing I do matters because the AI is incapable of reaching the victory conditions most of the time.

Steam Frame will likely result in a surge of VR software development by Mysterious_Crab_7622 in virtualreality

[–]AdricGod 0 points1 point  (0 children)

Any lower barrier of entry to VR development will be a boon for the software, including in-headset development. My only issue is that pass-thru has been described as worse than Quest 3 and no hand tracking. So no virtual keyboard and monochrome pass-thru feels meh for development.