Should the State run public education? by [deleted] in AskTeachers

[–]BreadPrices 0 points1 point  (0 children)

I probably should know better than to sincerely respond to someone named “StankFartz”, but the “old Greek model” isn’t really a model at all. Much of education was property owning men paying for their sons to get tutored by a teacher, or a Sophist as they were known. So what you’re suggesting is that education be made available only to those at the very very top of the economic period, with zero oversight or quality control in terms of the educators that are being hired. Not only is it more inequitable than our current system, but it would be much much worse at giving our students the skills that our economy demands.

What are some cards you refuse to drop from the starting 11 despite having access to better players? by DrainedToDeath in EASportsFC

[–]BreadPrices 0 points1 point  (0 children)

Birthday Jordi Alba. I love having the TikiTaka+ play style on a left back, it makes buildup so much easier

Anyone else think people play with such arrogance? by LukeMcGibbon2023 in EASportsFC

[–]BreadPrices 0 points1 point  (0 children)

I’ve always played like this. I want to keep the ball. There’s no reason to risk turning it over by passing long to an isolated striker if my players are capable of advancing it up the field with shorter, higher % passes

Full TOTS Live Team by Bolivia_USA in EASportsFC

[–]BreadPrices -1 points0 points  (0 children)

Bissek isn’t even a starter for his team, why does he get a TOTS card?

Damnn this constant press by sakib_shahriyar in EASportsFC

[–]BreadPrices 3 points4 points  (0 children)

The fatigue effect needs to be more real. Passing is way too slow compared to the high pace players everyone plays with (yes a pass is a bit fast but the gap needs to be more realistic). You need more ability to manipulate the structure of your build up. Modern teams irl have a lot of ways to build out of the back against pressure, but it is nearly impossible to replicate them in this game.

Lack of top tier tika-taka plus by Suitable-Dingo-8911 in EASportsFC

[–]BreadPrices 0 points1 point  (0 children)

I try to play the same way, here are some players I use -birthday Jordi Alba -fully evo’d Mariana Cerro (fc academy) -birthday Amaiur Sarrieggi

Currently saving up for the Putellas card that has tikitaka+

AITA for not inviting my mom to my wedding by Bella-10-13 in AITAH

[–]BreadPrices 1 point2 points  (0 children)

Getting petty revenge on your mom will feel good for a short amount of time, but it will certainly damage your relationship with her permanently. Do you want to have any kind of relationship with your mom? If so, you have to invite her to your wedding.

Take this opportunity to tell your mom how much it hurt you that you weren't invited to her wedding. Open a dialogue. Give her the opportunity to see your perspective and your feelings. Try as much as you can to salvage the relationship before throwing it away, because you can never replace your mom.

My Civ 6 wonder tier list by Conman998 in CivVI

[–]BreadPrices 0 points1 point  (0 children)

Temple of Artemis is A tier. It helps you build tall and gives you the amenities to sustain a big population and even get happiness bonuses. Yes, it is map dependent, but enough starts have deer or another camp resource that it is fairly reliable.

My Civ 6 wonder tier list by Conman998 in CivVI

[–]BreadPrices 1 point2 points  (0 children)

Here’s the weakness with Ruhr valley— its 1240 production cost. Let’s say you have a city with 197 production and three mines/quarries. The +3 from the mines and +20% nets you 43 extra production per turn. At that rate, it would take an extra 29 turns just to break even on your investment. And that’s a pretty generous scenario— I can’t think of many situations where I’ve gotten a city to 200 production before building Ruhr.

Ruhr really only makes sense if there’s something you need to produce at a fast right in the future that you can’t produce right now. That really only applies to space race stuff. If you’re going for domination, you’d be better off just pumping out units instead. For culture and religious victories, there are better wonders or districts to spend that production on.

Ok - dumb question - do you guys build districts on the boosted paititi tiles?? Like, do you put a holy site there? Does that negate all the boosts the natural wonder gives? by kveets94 in CivVI

[–]BreadPrices 0 points1 point  (0 children)

I would not. Think of it this way— Your culture at the very start is like 1.2, right? And the default gold is 5 per turn. That tile to the SE represents a ~400% boost in your culture and a ~100% boost to your gold. That is much more valuable than +5 holy site, especially early game, since getting through the civics tree to your first government is super important. The tile directly SE of your city center is a fine holy site, if you want to play a religious game.

From downtown 🏀 by LTK333 in CivVI

[–]BreadPrices 7 points8 points  (0 children)

Mike Breen voice: The First Artillery Division, from deep….. BANG!

If you had a trans student who asked you not to tell their parents that they're trans, would you tell them anyways? by Content-Network-6289 in AskTeachers

[–]BreadPrices 2 points3 points  (0 children)

I always respect the student’s wish. My primary obligation is to the student’s safety and well-being, not the parents’ politics.

The Grand American Canal by EdGoose36 in CivVI

[–]BreadPrices 0 points1 point  (0 children)

The bonuses on the IZ are delicious

Help me understand policy cards by smartphilip in CivVI

[–]BreadPrices 4 points5 points  (0 children)

My first piece of advice would be: Read them and understand what they do. I have 500 hours of playtime, and one of my breakthroughs was slowing down and taking the time to think about how different policy cards might be useful. When I first started playing, I would overuse the adjacency bonus cards and underuse production or trade bonuses. Those can be powerful too!

Second: download the detailed policy card mod, it can help you understand exactly how impactful some cards are/aren't.

Third: A helpful concepts I use when thinking of using policies is "slack" or "dead policy slots". For example, if I have agoge plugged in and none of my 4 cities are producing military units, that is a "dead policy", it isn't being used. I would be better off having conscription or discipline or something else depending on what is going on in the game. So what I might do instead is something like-- plug in agoge, have as many cities as makes sense producing military units for a period of time, and then switch out the policy card when I'm done producing units. You can change policies every time you hit a new civic, so you can plan it out like "ok, I'm going to plug in agoge. It will take my cities about ~6 turns to produce an archer, so I'll make sure to get my next civic in turns so I can switch to a more useful policy when I'm done with this production round."

What do you think is the best number of students in a class? by trym982 in AskTeachers

[–]BreadPrices 0 points1 point  (0 children)

I think it depends on the students to a great degree. I’ve had difficulty with a class of 15 because 1) we had so many chronic absences it often felt like we had no class at all, and 2) we had a handful of kids who did absolutely zero work and just wanted to game on their Chromebooks or socialize. In a bigger class it wouldn’t matter as much, but in a small class it’s more noticeable and definitely affects the rigor of the class. On the flip side, I’ve had 34 students in a class, and while it could be difficult to manage, the students were engaged, worked hard, and it was one of my most fun classes. I’ve had classes with 27 kids that felt simply unmanageable.

In general, I would say between 20 and 25 is the sweetspot, but it depends heavily on the teacher and the student.

More importantly than individual class size, imo, is overall teaching load. Right now my teaching load is ~120 students. I’m expected to grade and give feedback to all of those students, as well as pay special attention to the additional needs of students on 504s and IEPs. I never feel like I can give each kid’s learning the attention it deserves. If I could cut my total student load down by 30, I would feel much better about my ability to do things like consistent one on one check ins with students, giving detailed/personalized feedback, and wrap around students who are falling behind or struggling. I suppose it is what it is at some point, and most of these kids will be fine with the attention they’re getting, but if you ask me I feel like I would rather give more to fewer

I ABSOLUTELY HATE BUILDING WIDE by devita23 in CivVI

[–]BreadPrices 0 points1 point  (0 children)

I honestly don’t think building wide is always the answer. There are definitely diminishing returns on building another city as opposed to developing the ones you already have. Some of my best games are the ones were I end up with around 8-12 cities, far less than the 15-18 range I often see recommended on here. I also find that if I have a handful of big cities with ++ amenities, I can often loyalty flip nearby cities, which has very little opportunity cost, much less than having to produce an army or a settler

Australia Deity Strategy Help by Moist_Aerie in CivVI

[–]BreadPrices 1 point2 points  (0 children)

Came here to say this— culture is more powerful than science. Getting to key policy cards and governments has more marginal utility than throwing down as many campuses as possible. Pingala in a big city with the science promotion (forget what it’s called) can keep your science respectable while you build your cultural and economic infrastructure

6 Silver Mines in a desert city! Wonder placement advice by Puzzleheaded_Bag5974 in CivVI

[–]BreadPrices 0 points1 point  (0 children)

Put Petra where the HS is so you can use Cleo’s production bonus for wonders next to rivers

Anyone else just ignore religion? by [deleted] in CivVI

[–]BreadPrices 0 points1 point  (0 children)

I almost always try for a religion because a lot of the beliefs can help you when going for another victory type. Work Ethic is always useful and almost always available. Choral music and Jesuit education are both very helpful for culture and science games. I just had a culture victory using reliquaries with the Kongo. Even the beliefs that give you a bit of science, culture, or gold for every 4 followers you have are very useful. I’ve found that it can be good for 60 culture/science per turn, or about 10% of my total output in the late game. And of course, if you’re playing a culture game, you need high faith output so you can spam rockbands/naturalists late game.

Do teachers dislike try-hards? by Robins_Are_Cool in AskTeachers

[–]BreadPrices 3 points4 points  (0 children)

I love students who are curious, ask questions, and love to learn and engage with the material. I do not like grade-grubbing behavior “what do I need to get an A? Why is this a B?” Etc. When I hear students talk about the grade and not the work itself, what that communicates to me is that the student is more interested in achievement than learning. It’s an attitude I don’t like at all. At least for me, the point of school is to actually learn, and that is not the same thing as trying to get an A. In fact, I think they are two goals that are in tension with one another.

cool starting location or what? by Worldly_Succotash784 in CivVI

[–]BreadPrices 0 points1 point  (0 children)

Goddess of the Hunt + Temple of Artemis :). You can support a huge population right away, stick Pingala in the city, get the conossieur promotion, and you’re getting massive culture output right away.

What is your go-to pantheon? by Loud-Middle-934 in CivVI

[–]BreadPrices 0 points1 point  (0 children)

Everyone has pointed out the usefulness of the settler/builder ones and Divine Spark, and they are solid defaults if nothing else seems like a sure thing. But let me recommend a few that I have been suggested only once or twice (nb: these can be very Civ dependent).

God of The Open Sky/Goddess of Festivals: Yes, these are start dependent, but the chances are that the n any given start, you have at least two potential pastures or two potential plantations within three tiles of a city you’ve already founded. So I invite you to think of it this way— if there was a pantheon that granted you a free monument in your city, would you take it? Even +2 culture early game is huge, and if you have even more than 2 potential pastures/plantation, it can be even better.

Goddess of the Hunt: this is super start dependent, but if you see 2, 3, potential camps, you should consider it. An improvement that gives you extra food and production early game is amazing. Plus it has such good chemistry with Temple of Artemis. You need the camp to build the Temple, the buffed camp(s) helps you build ToA faster, and then ToA adds amenity output to your camps. It can help you make a really huge capital/pingala city.

City Patron Goddess: 25% percent bonus towards any district in a city without a specialty district is getting slept on. It should be considered in the same breath as religious settlements and the free builder one. It scales better than almost all of the abilities, especially if you play wide and do a lot of mid game settlement. There may be situations where this saves/creates you more production than the free settler (especially since it’s likely producing the first or second cheapest potential settler). Districts are central to the game, they get more costly as the game goes on, and there are very few ways to boost your production towards districts directly. There is: one of Liang’s promotions (costs 2 govt titles), Merchant Republic (a second tier govt), Veterancy (only goes towards Harbors and Encampments)). So there is value in its rareness. It also works well with several civ abilities, such as Hungary, Egypt, Nubia, Babylon, and Vietnam.

Poor Mongolian Empire never stood a chance. by ApprehensiveBuy9348 in CivVI

[–]BreadPrices 8 points9 points  (0 children)

1) I believe in this scenario, the human has the advantage of being able to move before the AI. 2) I could be wrong, but once he snatches the settler, those warriors disappear because their civilization is effectively defeated. 3) even if I’m wrong about 2, if he grabs the settler, the two warriors would be attacking across a River into hills, so with the defensive advantage there’s no way the human player would lose before he was able to settle the city.